Interactive control method, device and electronic equipment for a game
Patent Information
- Application Number
- CN202310955507.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-31
- Publication Date
- 2026-10-30
- Estimated Expiration
- 2043-07-31
AI Technical Summary
相关游戏中的剧情玩法中,交互方式和游戏剧情都较为单一,降低了玩家对剧情的解锁和探索兴趣,导致游戏剧情资源的利用率较低,造成过长的剧情玩法对局时间,增加了终端设备的电量消耗,提高了服务端的性能开销
[0009]上述游戏的交互控制方法、装置和电子设备,响应于目标章节剧情的触发操作,显示目标章节剧情的线索页面;其中,线索页面包括:目标章节剧情包含的多个剧情道具,以及剧情道具的道具状态;道具状态包括已解锁状态或未解锁状态;响应针对未解锁状态的第一剧情道具的触发操作,确定第一剧情道具的道具获取信息;响应于与道具获取信息相关的指定操作的执行,确定获取第一剧情道具;响应针对于第一剧情道具的触发操作,确定使用第一剧情道具,以使第一剧情道具的道具状态调整为已解锁状态;并显示与已解锁状态的第一剧情道具对应的剧情内容。该方式中,查看剧情内容需要解锁剧情道具,解锁剧情道具需要玩家执行指定操作,该方式提供了与剧情道具的多种交互操作,使得剧情玩法的交互方式更加丰富,提高了用户对游戏剧情的探索兴趣,提高了剧情资源的利用率,玩家可以在较短时间内完成剧情玩法,降低了终端设备的电量消耗,降低了服务端的性能开销。
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Figure CN117085319B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology
[0002] Games typically feature story-driven gameplay. In these gameplay modes, players unlock the story by completing tasks, progressing through levels, and collecting items, allowing them to better understand the game's world and increasing immersion. However, in some games, the interaction methods and storylines within these story-driven gameplay modes are rather simplistic, reducing player interest in unlocking and exploring the story. This results in low utilization of story resources, excessively long gameplay sessions, increased battery consumption on devices, and higher performance costs for the server. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a game interactive control method, device and electronic device, which enriches the interactive mode of the story gameplay, increases the user's interest in exploring the game story, improves the utilization rate of story resources, allows players to complete the story gameplay in a shorter time, reduces the power consumption of terminal devices and reduces the performance overhead of the server.
[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, the method comprising: in response to a triggering operation of a target chapter's plot, displaying a clue page of the target chapter's plot; wherein the clue page includes: multiple plot items contained in the target chapter's plot, and the item status of the plot items; the item status includes an unlocked state or an unlocked state; in response to a triggering operation for a first plot item in an unlocked state, determining item acquisition information for the first plot item; in response to the execution of a specified operation related to the item acquisition information, determining to acquire the first plot item; in response to a triggering operation for the first plot item, determining to use the first plot item to adjust the item status of the first plot item to an unlocked state; and displaying plot content corresponding to the unlocked first plot item.
[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, the device comprising: a page display module, configured to display a clue page of the target chapter's plot in response to a trigger operation of the target chapter's plot; wherein the clue page includes: multiple plot items contained in the target chapter's plot, and the item status of the plot items; the item status includes an unlocked state or an unlocked state; in response to a trigger operation for a first plot item in an unlocked state, determining item acquisition information for the first plot item; an item acquisition module, configured to determine acquisition of the first plot item in response to the execution of a specified operation related to the item acquisition information; and an item usage module, configured to determine use of the first plot item in response to a trigger operation for the first plot item, thereby adjusting the item status of the first plot item to an unlocked state; and displaying plot content corresponding to the unlocked first plot item.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned game's interactive control method, device, and electronic device, in response to a trigger operation of a target chapter's storyline, displays a clue page for that chapter's storyline. This clue page includes multiple story items contained within the target chapter's storyline, and the item status of these items. Item status includes unlocked and locked states. In response to a trigger operation targeting a locked first story item, the system determines the acquisition information for that first story item. In response to the execution of a specified operation related to the acquisition information, the system determines that the first story item is acquired. In response to a trigger operation targeting the first story item, the system determines that the first story item is used to unlock its status. Finally, the system displays the story content corresponding to the unlocked first story item. In this method, viewing the story content requires unlocking story items, and unlocking story items requires the player to perform a specified operation. This method provides multiple interactive operations with story items, enriching the interactive methods of the storyline gameplay, increasing user interest in exploring the game's storyline, improving the utilization rate of storyline resources, allowing players to complete storyline gameplay in a shorter time, reducing terminal device power consumption, and reducing server-side performance overhead.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a chapter plot display page provided in an embodiment of the present invention;
[0015] Figure 3(a) is a schematic diagram of a clue page provided in an embodiment of the present invention;
[0016] Figure 3(b) is a schematic diagram of an embodiment of the present invention for obtaining prop information;
[0017] Figure 4 A schematic diagram of a submission information settings page provided in an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of a warehouse page provided in an embodiment of the present invention;
[0019] Figure 6 A schematic diagram illustrating the first type of content object and plot content provided in an embodiment of the present invention;
[0020] Figure 7 A schematic diagram illustrating the second type of content object and plot content provided in an embodiment of the present invention;
[0021] Figure 8 A schematic diagram illustrating the third type of content object and plot content provided in an embodiment of the present invention;
[0022] Figure 9 A schematic diagram of a plot content list provided in an embodiment of the present invention;
[0023] Figure 10A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention;
[0024] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0026] The interactive control method, device, and electronic device for games provided in this invention can be applied to story-driven games or games with story-driven gameplay and elements.
[0027] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0028] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0029] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0030] In one possible implementation, this invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0031] like Figure 1 As shown, the interactive control method of this game includes the following steps:
[0032] Step S102: In response to the trigger operation of the target chapter's plot, display the clue page of the target chapter's plot; wherein, the clue page includes: multiple plot items contained in the target chapter's plot, and the item status of the plot items; the item status includes an unlocked state or an unlocked state; in response to the trigger operation for the first plot item in the unlocked state, determine the item acquisition information of the first plot item;
[0033] In a story-driven game or its narrative system, one or more chapters can be set up. When there are multiple chapters, they can be arranged sequentially. The chapter display page can show icons, covers, controls, etc., corresponding to each chapter. Players can trigger these elements of the target chapter—for example, by clicking the target chapter's icon, cover, or controls—to display the clues page for that chapter in the graphical user interface.
[0034] Figure 2 This is an illustration of a chapter story display page. The story system includes multiple chapter stories, and each chapter story can be set to have an unlocked or locked status. Figure 2 In the game, Chapter 1 is unlocked. Once all the corresponding story items in Chapter 1 are unlocked, Chapter 2 can be unlocked, and so on. When a player clicks on Chapter 1, that Chapter becomes the target chapter, which then displays the clues page.
[0035] In another approach, players can view the plot content of the target chapter in the graphical user interface. If the triggered plot content is not unlocked, or the item corresponding to the plot content is not unlocked, the player can be redirected to a clue page for the target chapter's plot, thereby guiding the player to unlock the plot content or the item corresponding to the plot content.
[0036] The target chapter's storyline can be pre-divided into multiple story content segments. For each story content segment, one or more story items can be associated with it. For example, each story content segment corresponds to one story item, and when a story item is unlocked, the corresponding story content can be viewed by the player. The aforementioned clue page displays multiple story items related to the target chapter's storyline, and each story item can correspond to one or more story content segments. The item status of story items is displayed through status icons, indicating whether the story item is unlocked or locked.
[0037] When a previously locked story item is triggered—for example, when a player clicks on the item's icon—the player can be shown information about acquiring the item, such as through a window. This information might include the location of the scene to obtain the item, the virtual object to find, or the task to complete. The information could also include a trigger control; when triggered, the page can navigate to the scene location indicated by the information, the area containing the virtual object, or the task page for completing the relevant task. Alternatively, when a story item is triggered, the acquisition information can be omitted, and the page can directly navigate to the relevant scene location, area, or task page.
[0038] Step S104: In response to the execution of a specified operation related to item acquisition information, determine that the first story item has been acquired;
[0039] The information regarding obtaining the aforementioned items may include specific details of the designated action, such as arriving at a specific scene location to find and obtain the first story item, interacting with a designated virtual object to obtain the first story item, or completing a designated game task to obtain the first story item. Once the player successfully performs the designated action, they will obtain the first story item.
[0040] When the specified operation is completed in the game scene, the controlled virtual object obtains the first story item from the game scene and places it in its virtual backpack. If the controlled virtual object can successfully leave the game scene, it can be confirmed that it has obtained the first story item. However, if the controlled virtual object is killed in the game scene or the game mission fails, the item in the virtual backpack will be lost in the game scene, and the first story item will not be obtained.
[0041] Step S106: In response to the trigger operation for the first story item, determine to use the first story item so that the item status of the first story item is adjusted to the unlocked state; and display the story content corresponding to the first story item in the unlocked state.
[0042] There are several ways to trigger the first story item. For example, you can submit the first story item as a quest item, thus making the first story item unlocked; or you can trigger the first story item to generate related items; for example, if the first story item is a treasure chest item, activating the treasure chest item will generate a weapon item, at which point the first story item will be unlocked.
[0043] Once the first story item is unlocked, the corresponding story content can be viewed. This story content can be a segment of the target chapter's story, and can be in the form of text, video, audio, or even a specific item.
[0044] The interactive control method of the aforementioned game, in response to a trigger operation of the target chapter's storyline, displays a clue page for the target chapter's storyline. This clue page includes multiple story items contained within the target chapter's storyline, and the item status of these items. Item status includes unlocked and locked states. In response to a trigger operation for a locked first story item, the method determines the item acquisition information for that first story item. In response to the execution of a specified operation related to the item acquisition information, the method determines to acquire the first story item. In response to a trigger operation for the first story item, the method determines to use the first story item, thereby adjusting its item status to unlocked. Finally, the method displays the story content corresponding to the unlocked first story item. In this method, viewing the story content requires unlocking story items, and unlocking story items requires the player to perform a specified operation. This method provides multiple interactive operations with story items, enriching the interactive methods of the storyline gameplay, increasing user interest in exploring the game's storyline, improving the utilization rate of storyline resources, allowing players to complete storyline gameplay in a shorter time, reducing terminal device power consumption, and reducing server-side performance overhead.
[0045] Figure 3(a) shows an example of a clue page. The target chapter's story includes five story items. In addition to the unlocked and locked states, the item states also include an unlockable state. In response to a trigger operation for a second story item in the unlockable state, the second story item is determined to be used, and its item state is adjusted to the unlocked state.
[0046] In actual implementation, the item state can change in the following order: locked, unlockable, and unlocked. When the first story item in the locked state is triggered and a specified operation is performed, the player obtains the first story item. At this time, the first story item is adjusted to the locked state. When the first story item is triggered and used, it is adjusted to the unlocked state.
[0047] The second story item mentioned above can be the same as the first story item, or they can be different story items. When the second story item is in an unlockable state, as shown in story item 2 in Figure 3(a), triggering the second story item will allow you to use it, and the second story item will be adjusted to an unlocked state.
[0048] In one implementation, in response to a submission trigger operation for a second story item in an unlockable state, the submission information settings page for the second story item is displayed; in response to a submission confirmation operation for the second story item, the second story item is submitted according to the submission information in the submission information settings page, and the item submission task parameters corresponding to the second story item are updated.
[0049] The above submission trigger operation is triggered through the clues page. For example, clicking the item icon of the second story item on the clues page, such as story item 2 in Figure 3(a), will trigger the display as shown below. Figure 4 One method is to display the submission information settings page for the second story item; another method is to trigger the submission operation through other pages, such as the task page in the game.
[0050] The submission information settings page displays detailed information about the second storyline item, such as its function and damage. It also allows you to set the submission quantity and other submission information. After setting these parameters, clicking the submission control will trigger the submission confirmation process. The page will then submit the second storyline item according to the information displayed, updating the corresponding item submission task parameters, such as increasing the task progress or updating the task status.
[0051] In one implementation, the aforementioned multiple story props have an unlocking order; in response to a trigger operation targeting the first story prop that is not yet unlocked, based on the unlocking order, the story props preceding the first story prop are determined to be unlocked, and the prop acquisition information of the first story prop is displayed; wherein, the prop acquisition information includes at least one of the following: the scene location that the controlled virtual object needs to reach in the game scene, the scene interaction object corresponding to the specified operation, and the operation content of the specified operation.
[0052] In this method, the acquisition information for the first story item is displayed only when all items preceding it are unlocked, thus executing the specified action corresponding to that acquisition information. The unlocking order of multiple story items ensures a logical sequence in the story content viewed by the player, facilitating the connection between different parts of the story.
[0053] For story items that are not yet unlocked, such as story item 4 in Figure 3(a), triggering story item 4 will display the window in Figure 3(b). This window displays the item acquisition information for story item 4, as well as the control to go to acquire it. Triggering the control to go to acquire it will allow you to enter the game scene or enter other game pages where you can acquire the item.
[0054] The following embodiments provide multiple ways to obtain the first storyline item.
[0055] In one approach, a controlled virtual object enters a game scene, performs a specified operation related to item acquisition, and obtains the first story item. This approach requires the controlled virtual object to enter the game scene, perform a specified operation within the scene, and then acquire the first story item. Within the game scene, the specified operation may include moving the controlled virtual object to a specified location, interacting with character objects in the scene, or finding specific virtual items within the scene.
[0056] After a controlled virtual object enters the game scene, one way to obtain the first story item is to control the controlled virtual object to enter the game scene and move it to the scene location of the virtual resource box indicated by the item acquisition information; wherein, the virtual resource box is associated with at least one virtual item, and the virtual item has a preset acquisition probability; the virtual item includes the first story item; control the controlled virtual object to open the virtual resource box, and determine the virtual item obtained by the controlled virtual object based on the acquisition probability; place the obtained virtual item in a virtual container carried by the controlled virtual object.
[0057] The item acquisition information for the first storyline item provides the location of the virtual resource box within the game scene, such as the name of the scene area or the name of a scene building. Once the controlled virtual object enters the game scene, it can move within the scene and locate the virtual resource box. This virtual resource box can be a treasure chest.
[0058] When a controlled virtual object triggers the activation of the virtual resource box, virtual items are provided according to the acquisition probability. For example, the virtual resource box is associated with multiple virtual items, each with a preset acquisition probability. When the controlled virtual object activates the virtual resource box, the virtual item acquired by the controlled virtual object is determined based on the acquisition probability of each virtual item. This virtual item may be one of the aforementioned first-story items, or it may be another item. After acquiring the item, the controlled virtual object can carry it into a virtual container. This virtual container can be a virtual backpack, a virtual safe, etc.
[0059] After a controlled virtual object enters the game scene, another way to obtain the first story item is to control the controlled virtual object to enter the game scene, move it to the scene location of the specified virtual object, and control the controlled virtual object to complete a preset dialogue interaction with the specified virtual object; in response to the completion of the dialogue interaction, the first story item is obtained.
[0060] The item acquisition information for the first storyline item can provide the scene location of the specified virtual object, such as the name of the scene area or the name of a scene building. After the controlled virtual object enters the game scene, it can move within the game scene and find the specified virtual object. Triggering the specified virtual object initiates a dialogue interaction; for example, the dialogue of the specified virtual object is displayed on the graphical user interface, along with multiple interactive selection controls corresponding to different dialogue contents. By triggering these selection controls, the dialogue content sent by the controlled virtual object to the specified virtual object is determined, and then the specified virtual object continues the dialogue until it ends. After the dialogue interaction is complete, the specified virtual object provides the first storyline item, which the controlled virtual object then acquires.
[0061] After a controlled virtual object enters the game scene, the third way to obtain the first story item is to control the controlled virtual object to enter the game scene and perform a specified game task within the game scene; upon completion of the game task, the first story item is obtained. This game task can be defeating virtual monsters, enemy objects, etc., in the game scene. Successfully defeating them completes the game task, and the first story item is obtained.
[0062] In the game scene, after acquiring the first story item, it is usually carried in a virtual inventory or virtual safe. The item's status is changed to unlockable only when a controlled virtual object takes it out of the game scene. It should be noted that once a controlled virtual object acquires the first story item, it may not be able to take it out of the game scene; for example, if the controlled virtual object is killed in the game scene, or the item is lost. Only when the controlled virtual object leaves the game scene, and the first story item is taken out of the game scene by the controlled virtual object, can the item's status be changed from unlocked to unlockable.
[0063] Specifically, in response to the end of a game and the controlled virtual object being alive, the controlled virtual object and the first story item are controlled to leave the game scene, and the item status of the first story item is determined to be unlockable. In this method, the controlled virtual object succeeds in the game, that is, at the end of the game, the controlled virtual object is alive and has not been killed by other virtual objects. At this time, the controlled virtual object and the first story item can leave the game scene together, and the item status of the first story item is adjusted to the unlockable state.
[0064] Alternatively, in response to the controlled virtual object being in a dead state in the game scene, it is determined that the first story item is located in the virtual safe carried by the controlled virtual object. The controlled virtual object and the first story item are then controlled to leave the game scene, and the item status of the first story item is determined to be unlockable. In this method, the controlled virtual object is killed in the game scene and is in a dead state, thus losing the current game match.
[0065] In this scenario, if the primary story item is located in the controlled virtual object's virtual inventory, it cannot leave the game scene with the controlled virtual object. The item will be left behind and may be picked up by virtual objects controlled by other players. If the primary story item is located in the controlled virtual object's virtual safe, even if the controlled virtual object is killed, the item in the virtual safe can be taken out of the game scene when the controlled virtual object leaves. After the primary story item leaves the game scene, its item status will be confirmed as unlockable.
[0066] Furthermore, after the first story item is taken out of the game scene, it can be stored in the warehouse corresponding to the controlled virtual object. In response to a warehouse display operation, the warehouse page of the controlled virtual object is displayed; the warehouse page includes items placed in the virtual warehouse by the controlled virtual object; the first story item is placed in the virtual warehouse; in response to a use trigger operation for the first story item, a clue page is displayed; on the clue page, the item status of the first story item is "unlockable".
[0067] Figure 5 The image shows an example of the warehouse page. The first story item is placed in a slot in the warehouse. The warehouse also contains other items owned by the controlled virtual object. Clicking on the slot containing the first story item displays its information. The item information window also provides controls for selling, auctioning, and using the item. Triggering the "Use" control initiates the use of the first story item, and the graphical user interface switches from the warehouse page to the aforementioned clue page. On the clue page, the first story item is unlocked; clicking it again to trigger the first story item will then unlock it.
[0068] Other methods of obtaining story items include controlling a controlled virtual object to perform a specified operation and updating the character attribute parameters of the controlled virtual object; wherein the character attribute parameters include: character experience points and / or character level; in response to the character attribute parameters reaching a preset parameter threshold, it is determined to obtain the first story item; wherein, after the first story item is obtained, the first story item is in an unlockable state.
[0069] The specified operation here can be acquiring a specified virtual item, interacting with a specified virtual object, moving a virtual item from one location to another, triggering a click on a specified control, or triggering the display of a specified page. After the specified operation is completed, character attribute parameters of the controlled virtual object can be increased, such as increasing experience points or character level. The aforementioned parameter thresholds can be experience point thresholds or character level thresholds, or both; correspondingly, the aforementioned character attribute parameters can include both character experience points and character level, or only character experience points or character level. When the character attribute parameters reach the preset parameter thresholds, the acquisition of the first story item is confirmed.
[0070] In other ways of acquiring story items, in response to the transaction interface trigger operation for the first story item, the resource quantity of the specified game resource of the controlled virtual object is updated; wherein, the transaction interface for the first story item is provided by a game account other than the game account to which the controlled virtual object belongs; in response to the successful transaction of the first story item, the acquisition of the first story item is confirmed; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0071] For example, if another game account has a first-story item in its inventory, the player corresponding to that game account can post the sale information of the first-story item through the game trading system or the trading area in the game scene, and provide a trading interface, such as purchasing controls; the player corresponding to the controlled virtual object can trigger the trading interface and obtain the first-story item by consuming a specified amount of game resources. The amount of resources consumed is obtained by the game account that sold the first-story item.
[0072] When the controlled virtual object's game account has enough resources to cover the specified game resource, the deduction of those resources is successful, thus confirming the successful transaction of the first story item and the acquisition of the first story item by the controlled virtual object.
[0073] In the above methods, the first story item can be obtained through multiple interactive methods, which increases the richness of the item acquisition methods, provides multiple interactive operations with the story item, makes the interactive methods of the story gameplay more diverse, increases users' interest in exploring the game's story, improves the utilization rate of story resources, allows players to complete the story gameplay in a shorter time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server.
[0074] The following examples provide various ways to display story content.
[0075] In actual implementation, the content format of the plot content corresponding to the first plot prop is determined, and the content object of the plot content is displayed based on the content format; wherein, the content format includes at least one of the following: text format, audio format, image format, and video format; in response to the trigger operation on the content object, the plot content corresponding to the first plot prop is displayed.
[0076] The content objects here can be understood as virtual media used to display plot content. Content objects are typically matched to content formats; for example, for text formats, content objects could be virtual paper, virtual books, virtual cards, etc.; for audio formats, content objects could be virtual players, virtual speakers, etc. In the graphical user interface, the content objects of the plot content are first displayed based on the content format; after displaying the content objects, some or all of the plot content can be provided simultaneously, or no plot content can be provided at all.
[0077] For example, for text format, the plot content in text format can be partially or entirely displayed on top of the virtual paper while simultaneously displaying the virtual paper. For audio format, only virtual speakers can be displayed, and the plot content can be played when the virtual speakers are triggered; alternatively, the plot content can begin playing while the virtual speakers are displayed. For video format, the corresponding content object can be a video player, and when the video player is displayed, partial frames of the video plot content can be shown on top of it.
[0078] Specifically, the above content formats include text format; the content objects of the plot content include: virtual paper, virtual books or virtual magazines, and can also be virtual pagers; in response to viewing operations on the content objects, the plot content in text format is displayed; among them, viewing operations include: page turning operation, swiping operation or clicking operation. Figure 6 In the example, the content object corresponding to plot content 1 is displayed, i.e., a virtual sheet of paper. This virtual sheet of paper can display all or part of the plot content. By performing page-turning, swiping, and clicking operations on the content object, the complete plot content can be viewed.
[0079] In another approach, the content format includes audio formats; the content objects of the plot content include: virtual tapes, virtual recorders, or virtual phonographs; and the plot content in audio format is played in response to a playback operation on the content object. Figure 7 In the example, the content object of plot content 2 is a virtual recorder. Triggering the controls on the virtual recorder can realize the playback operation, thereby playing the plot content in audio format.
[0080] In another approach, the content format includes image formats; the content objects of the storyline include virtual photographs; and in response to a viewing operation on a content object, the image-format storyline content is enlarged and displayed. For example, in response to a zoom-in operation on a virtual photograph, the graphic-format storyline content can be enlarged and displayed. If there are multiple virtual photographs, the storyline content on each virtual photograph can be displayed separately using a page-turning operation.
[0081] In another approach, the content format includes video formats; the content object of the plot content includes a virtual video player; and the plot content in video format is played in response to viewing operations on the content object. Figure 8 In the example, the content object of plot content 3 is a virtual video player. By triggering the controls on the virtual video player, the viewing operation can be realized, and the plot content in video format can be played on the virtual video player.
[0082] Another approach involves content formats including decryption formats; the content objects of the storyline include: puzzle hints; in response to inputting the solution corresponding to the puzzle hints, if the solution is correct, the storyline content corresponding to the first storyline item is displayed. The puzzle hints can be riddles, math problems, etc.; players can input the solution using controls or select the solution, and when the solution is correct, the storyline content corresponding to the first storyline item is displayed.
[0083] In the above approach, the story content can be presented in various formats, with different formats corresponding to different interaction methods, making the interaction methods of the story gameplay richer, increasing users' interest in exploring the game's story, improving the utilization rate of story resources, allowing players to complete story gameplay in a shorter time, reducing the power consumption of terminal devices, and reducing the performance overhead of the server.
[0084] In other implementations, the number of unlocked story items among multiple story items is counted; once a first quantity threshold is reached, the corresponding reward item is obtained. The first quantity threshold may include one or more; each time the number of items reaches a first quantity threshold, the corresponding reward item is obtained. The clue page includes at least one first quantity threshold and the corresponding reward item; the display status of the reward item indicates whether it has been obtained.
[0085] Referring to Figure 3(a), the clue page sets three first quantity thresholds: 1, 3, and 5, with each first quantity threshold corresponding to a reward item. Once a reward item is claimed, it displays a 'claimed' indicator, signifying its acquisition. Additionally, if the number of items reaches a first quantity threshold but the corresponding reward item remains unclaimed, its status can be highlighted or flashed to prompt the player to claim it.
[0086] In one implementation, a list of plot content for a target chapter is displayed; wherein the list of plot content includes: content identifiers of multiple plot contents contained in the target chapter, and the item status of plot items corresponding to the plot contents; in response to a trigger operation on the content identifier of the first plot content whose item status is "unlocked", a prompt message indicating that the first plot content is missing is displayed, and a page display control for the clue page of the target chapter is displayed; in response to a trigger operation on the page display control, the clue page of the target chapter is displayed.
[0087] exist Figure 9 In the middle, the item corresponding to plot content 4 is in an unlocked state. When the content icon corresponding to plot content 4 is clicked, the "Plot content missing" prompt message is displayed in the graphical user interface, and the page display control of the clue page is displayed. Triggering the control will jump to the clue page shown in Figure 3(a).
[0088] When all story items in the target chapter are unlocked, the target chapter is considered complete, and the story outcome is displayed. Specifically, when all story items in the target chapter are unlocked, a result viewing control can be generated in the graphical user interface. Triggering this control displays the story outcome of the target chapter, which can be understood as the ending, final conclusion, or the virtual character's life ending, etc.
[0089] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 10 The diagram shows an interactive control device for a game, the device comprising:
[0090] The page display module 1002 is used to respond to the trigger operation of the target chapter plot and display the clue page of the target chapter plot; wherein, the clue page includes: multiple plot items contained in the target chapter plot, and the item status of the plot items; the item status includes unlocked status or locked status; in response to the trigger operation for the first plot item in the locked status, the item acquisition information of the first plot item is determined;
[0091] The item acquisition module 1004 is used to determine the acquisition of the first story item in response to the execution of a specified operation related to item acquisition information;
[0092] The item usage module 1006 is used to respond to the trigger operation for the first story item, determine the use of the first story item, adjust the item status of the first story item to the unlocked state, and display the story content corresponding to the unlocked first story item.
[0093] The interactive control device of the aforementioned game, in response to a trigger operation of the target chapter's storyline, displays a clue page for the target chapter's storyline. This clue page includes multiple story items contained within the target chapter's storyline, and the item status of these items. Item status includes unlocked and locked states. In response to a trigger operation targeting a locked first story item, the device determines the item acquisition information for that first story item. In response to the execution of a specified operation related to the item acquisition information, the device determines to acquire the first story item. In response to a trigger operation targeting the first story item, the device determines to use the first story item, thereby adjusting its item status to unlocked. The device then displays the story content corresponding to the unlocked first story item. In this method, viewing the story content requires unlocking story items, and unlocking story items requires the player to perform a specified operation. This method provides multiple interactive operations with story items, enriching the interactive methods of the storyline gameplay, increasing user interest in exploring the game's storyline, improving the utilization rate of storyline resources, allowing players to complete storyline gameplay in a shorter time, reducing terminal device power consumption, and reducing server-side performance overhead.
[0094] The aforementioned item status also includes an unlockable status; the aforementioned device also includes an item triggering module, used to: respond to a triggering operation for a second story item in an unlockable status, determine to use the second story item, and adjust the item status of the second story item to an unlocked status.
[0095] The aforementioned item triggering module is used to: respond to the submission trigger operation for the unlockable second story item, display the submission information setting page for the second story item; respond to the submission confirmation operation for the second story item, submit the second story item according to the submission information in the submission information setting page, and update the item submission task parameters corresponding to the second story item.
[0096] The aforementioned item acquisition module is used to: control the controlled virtual object to enter the game scene, perform specified operations related to item acquisition information, and acquire the first story item.
[0097] The aforementioned item acquisition module is used to: control a controlled virtual object to enter the game scene and move it to the scene location indicated by the item acquisition information; wherein, the virtual resource box is associated with at least one virtual item, and the virtual item has a preset acquisition probability; the virtual item includes a first story item; control the controlled virtual object to open the virtual resource box, and determine the virtual item acquired by the controlled virtual object based on the acquisition probability; and place the acquired virtual item in a virtual container carried by the controlled virtual object.
[0098] The aforementioned item acquisition module is used to: control the controlled virtual object to enter the game scene, move to the scene location of the specified virtual object, and control the controlled virtual object to complete a preset dialogue interaction with the specified virtual object; in response to the completion of the dialogue interaction, acquire the first story item.
[0099] The aforementioned item acquisition module is used to: control the controlled virtual object to enter the game scene, and control the controlled virtual object to perform the specified game task in the game scene; and acquire the first story item in response to the completion of the game task.
[0100] The aforementioned item acquisition module is used to: control the controlled virtual object to perform a specified operation and update the character attribute parameters of the controlled virtual object; wherein, the character attribute parameters include: character experience points and / or character level; in response to the character attribute parameters reaching a preset parameter threshold, determine to acquire the first story item; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0101] The aforementioned item acquisition module is used to: respond to the transaction interface trigger operation for the first story item, and update the resource quantity of the specified game resource of the controlled virtual object; wherein, the transaction interface for the first story item is provided by a game account other than the game account to which the controlled virtual object belongs; and in response to the successful transaction of the first story item, confirm the acquisition of the first story item; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0102] The aforementioned device also includes a state adjustment module, used to: determine the item state of the first story item as an unlockable state in response to the first story item being carried out of the game scene by a controlled virtual object.
[0103] The aforementioned state adjustment module is used to: respond to the end of a game match and the controlled virtual object being alive, control the controlled virtual object and the first story item to leave the game scene, and determine that the item status of the first story item is unlockable; or, respond to the controlled virtual object being dead in the game scene, determine that the first story item is located in the virtual safe carried by the controlled virtual object, control the controlled virtual object and the first story item to leave the game scene, and determine that the item status of the first story item is unlockable.
[0104] The aforementioned device also includes a warehouse interaction module, used to: display a warehouse page of the controlled virtual object in response to a warehouse display operation; the warehouse page includes items placed by the controlled virtual object in the virtual warehouse; a first story item is placed in the virtual warehouse; and display a clue page in response to a use trigger operation for the first story item; in the clue page, the item status of the first story item is unlockable.
[0105] The aforementioned prop usage module is used to: determine the content format of the plot content corresponding to the first plot prop, and display the content object of the plot content based on the content format; wherein, the content format includes at least one of the following: text format, audio format, image format, and video format; and respond to the trigger operation for the content object to display the plot content corresponding to the first plot prop.
[0106] The above content formats include text format; the content objects of the plot content include: virtual paper, virtual books, or virtual magazines; the above prop usage module is used to: respond to viewing operations on the content objects and display plot content in text format; wherein, the viewing operations include: page turning operation, swiping operation, or clicking operation.
[0107] The aforementioned content formats include audio formats; the content objects of the plot content include: virtual tapes, virtual recorders, or virtual phonographs; the aforementioned prop usage module is used to: respond to playback operations on the content objects and play the plot content in audio format.
[0108] The aforementioned content formats include image formats; the content objects of the plot content include: virtual photos; the aforementioned prop usage module is used to: respond to viewing operations on the content objects and enlarge the display of plot content in image format.
[0109] The aforementioned content formats include video formats; the content objects of the plot content include: a virtual video player; the aforementioned prop usage module is used to: respond to viewing operations on the content objects and play plot content in video format.
[0110] The above content format includes decryption format; the content objects of the plot content include: puzzle hint information; the above prop usage module is used to: respond to the input puzzle hint information corresponding to the solution content, determine that the solution content is correct, and display the plot content corresponding to the first plot prop.
[0111] The aforementioned device also includes a reward module, used to: count the number of unlocked story items among multiple story items; determine that the number of items has reached a first quantity threshold, and obtain the reward item corresponding to the first quantity threshold.
[0112] The aforementioned clue page includes: at least one first quantity threshold, and a reward item corresponding to the first quantity threshold; the display status of the reward item indicates whether the reward item has been obtained.
[0113] The aforementioned page display module is used to: display a list of plot content for the target chapter; wherein the list of plot content includes: content identifiers of multiple plot contents contained in the target chapter, and the item status of the plot items corresponding to the plot contents; respond to a trigger operation for the content identifier of the first plot content whose item status is "unlocked", display a prompt message indicating that the first plot content is missing, and display the page display control for the clue page of the target chapter; respond to a trigger operation for the page display control, and display the clue page of the target chapter.
[0114] The aforementioned device also includes a result display module, used to: when all the plot items in the target chapter are unlocked, determine that the target chapter is complete, and display the plot result of the target chapter.
[0115] The aforementioned multiple story items have an unlocking order; the aforementioned page display module is used to: respond to a trigger operation for the first story item that is not yet unlocked, determine the story items preceding the first story item as unlocked based on the unlocking order, and display the item acquisition information of the first story item; wherein, the item acquisition information includes at least one of the following: the scene location that the controlled virtual object needs to reach in the game scene, the scene interaction object corresponding to the specified operation, and the operation content of the specified operation.
[0116] The game interaction control device provided in this embodiment of the invention has the same technical features as the game interaction control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0117] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0118] See Figure 11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.
[0119] Furthermore, Figure 11 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0120] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 11 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0121] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0122] The processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game:
[0123] In response to a trigger action in the target chapter's storyline, the clue page for the target chapter's storyline is displayed. This clue page includes multiple story items contained within the target chapter's storyline, and the item status of these items. Item status includes unlocked and locked states. In response to a trigger action for a locked first story item, the item acquisition information for the first story item is determined. In response to the execution of a specified operation related to the item acquisition information, the acquisition of the first story item is confirmed. In response to a trigger action for the first story item, the use of the first story item is confirmed to adjust its item status to unlocked. The story content corresponding to the unlocked first story item is then displayed.
[0124] The item status also includes the unlockable status; in response to a trigger operation for a second story item in the unlockable status, the use of the second story item is confirmed, and the item status of the second story item is adjusted to the unlocked status.
[0125] In response to a submission trigger for an unlockable second story item, the submission information settings page for the second story item is displayed; in response to a submission confirmation for the second story item, the second story item is submitted according to the submission information in the submission information settings page, and the item submission task parameters corresponding to the second story item are updated.
[0126] Control the controlled virtual object to enter the game scene, perform the specified operations related to item acquisition information, and obtain the first story item.
[0127] Control the controlled virtual object to enter the game scene and move it to the scene location of the virtual resource box indicated by the item acquisition information; wherein, the virtual resource box is associated with at least one virtual item, and the virtual item has a preset acquisition probability; the virtual item includes the first story item; control the controlled virtual object to open the virtual resource box, and determine the virtual item acquired by the controlled virtual object based on the acquisition probability; place the acquired virtual item in the virtual container carried by the controlled virtual object.
[0128] Control the controlled virtual object to enter the game scene, move it to the scene location of the specified virtual object, and control the controlled virtual object to complete the preset dialogue interaction with the specified virtual object; in response to the completion of the dialogue interaction, obtain the first plot item.
[0129] Control the controlled virtual object to enter the game scene, and control the controlled virtual object to perform the specified game task in the game scene; in response to the completion of the game task, obtain the first story item.
[0130] Control the controlled virtual object to perform a specified operation and update the character attribute parameters of the controlled virtual object; wherein, the character attribute parameters include: character experience points and / or character level; in response to the character attribute parameters reaching a preset parameter threshold, determine to acquire the first story item; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0131] In response to a transaction interface trigger operation for the first story item, update the resource quantity of the specified game resource of the controlled virtual object; wherein, the transaction interface for the first story item is provided by a game account other than the game account to which the controlled virtual object belongs; in response to a successful transaction of the first story item, confirm that the first story item has been acquired; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0132] In response to the first story item being carried out of the game scene by a controlled virtual object, the item status of the first story item is determined to be unlockable.
[0133] In response to the end of a game and the controlled virtual object being alive, control the controlled virtual object and the first story item to leave the game scene, and determine that the item status of the first story item is unlockable; or, in response to the controlled virtual object being dead in the game scene, determine that the first story item is located in the virtual safe carried by the controlled virtual object, control the controlled virtual object and the first story item to leave the game scene, and determine that the item status of the first story item is unlockable.
[0134] In response to the warehouse display operation, the warehouse page of the controlled virtual object is displayed; the warehouse page includes the items placed by the controlled virtual object in the virtual warehouse; the first story item is placed in the virtual warehouse; in response to the use trigger operation of the first story item, the clue page is displayed; in the clue page, the item status of the first story item is unlockable.
[0135] Determine the content format of the plot content corresponding to the first plot item, and display the content object of the plot content based on the content format; wherein, the content format includes at least one of the following: text format, audio format, image format, and video format; respond to the trigger operation on the content object and display the plot content corresponding to the first plot item.
[0136] The content format includes text format; the content objects of the plot include: virtual paper, virtual books, or virtual magazines; in response to viewing operations on the content objects, the plot content in text format is displayed; among them, viewing operations include: page turning operation, swipe operation, or click operation.
[0137] Content formats include audio formats; content objects for the story content include: virtual tapes, virtual recorders, or virtual phonographs; in response to playback operations on the content objects, the audio format story content is played.
[0138] Content formats include image formats; content objects for the storyline include virtual photographs; in response to viewing operations on content objects, the storyline content in image formats is enlarged and displayed.
[0139] Content formats include video formats; the content objects of the plot content include: a virtual video player; responding to viewing operations on the content objects, playing the plot content in video format.
[0140] The content format includes the decryption format; the content objects of the plot content include: puzzle hint information; in response to the input of the puzzle hint information corresponding to the solution content, if the solution content is correct, the plot content corresponding to the first plot item is displayed.
[0141] Count the number of unlocked story items among multiple story items; determine if the number of items reaches a first threshold, and obtain the reward item corresponding to the first threshold.
[0142] The clue page includes: at least one first quantity threshold, and the reward item corresponding to the first quantity threshold; the display status indicator of the reward item: whether the reward item has been obtained.
[0143] Displays a list of plot content for the target chapter; the list includes: content identifiers for multiple plot contents within the target chapter, and the item status of the corresponding plot items; responds to a trigger operation for the content identifier of the first plot content whose item status is "unlocked," displays a prompt message indicating that the first plot content is missing, and displays the page display controls for the clues page of the target chapter; responds to a trigger operation for the page display controls, displays the clues page of the target chapter.
[0144] Once all the story items for the target chapter are unlocked, the target chapter is considered complete, and the story result is displayed.
[0145] In response to a trigger operation targeting the first story item that is not yet unlocked, based on the unlocking order, determine that the story items preceding the first story item are unlocked, and display the item acquisition information of the first story item; wherein, the item acquisition information includes at least one of the following: the scene location that the controlled virtual object needs to reach in the game scene, the scene interaction object corresponding to the specified operation, and the operation content of the specified operation.
[0146] In this method, viewing the story content requires unlocking story items, which in turn requires players to perform specific actions. This method provides multiple interactive operations with story items, making the interactive methods of the story gameplay richer, increasing users' interest in exploring the game's story, improving the utilization rate of story resources, allowing players to complete story gameplay in a shorter time, reducing the power consumption of terminal devices, and reducing the performance overhead of the server.
[0147] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0148] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game:
[0149] In response to a trigger action in the target chapter's storyline, the clue page for the target chapter's storyline is displayed. This clue page includes multiple story items contained within the target chapter's storyline, and the item status of these items. Item status includes unlocked and locked states. In response to a trigger action for a locked first story item, the item acquisition information for the first story item is determined. In response to the execution of a specified operation related to the item acquisition information, the acquisition of the first story item is confirmed. In response to a trigger action for the first story item, the use of the first story item is confirmed to adjust its item status to unlocked. The story content corresponding to the unlocked first story item is then displayed.
[0150] The item status also includes the unlockable status; in response to a trigger operation for a second story item in the unlockable status, the use of the second story item is confirmed, and the item status of the second story item is adjusted to the unlocked status.
[0151] In response to a submission trigger for an unlockable second story item, the submission information settings page for the second story item is displayed; in response to a submission confirmation for the second story item, the second story item is submitted according to the submission information in the submission information settings page, and the item submission task parameters corresponding to the second story item are updated.
[0152] Control the controlled virtual object to enter the game scene, perform the specified operations related to item acquisition information, and obtain the first story item.
[0153] Control the controlled virtual object to enter the game scene and move it to the scene location of the virtual resource box indicated by the item acquisition information; wherein, the virtual resource box is associated with at least one virtual item, and the virtual item has a preset acquisition probability; the virtual item includes the first story item; control the controlled virtual object to open the virtual resource box, and determine the virtual item acquired by the controlled virtual object based on the acquisition probability; place the acquired virtual item in the virtual container carried by the controlled virtual object.
[0154] Control the controlled virtual object to enter the game scene, move it to the scene location of the specified virtual object, and control the controlled virtual object to complete the preset dialogue interaction with the specified virtual object; in response to the completion of the dialogue interaction, obtain the first plot item.
[0155] Control the controlled virtual object to enter the game scene, and control the controlled virtual object to perform the specified game task in the game scene; in response to the completion of the game task, obtain the first story item.
[0156] Control the controlled virtual object to perform a specified operation and update the character attribute parameters of the controlled virtual object; wherein, the character attribute parameters include: character experience points and / or character level; in response to the character attribute parameters reaching a preset parameter threshold, determine to acquire the first story item; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0157] In response to a transaction interface trigger operation for the first story item, update the resource quantity of the specified game resource of the controlled virtual object; wherein, the transaction interface for the first story item is provided by a game account other than the game account to which the controlled virtual object belongs; in response to a successful transaction of the first story item, confirm that the first story item has been acquired; wherein, after the first story item is acquired, the first story item is in an unlockable state.
[0158] In response to the first story item being carried out of the game scene by a controlled virtual object, the item status of the first story item is determined to be unlockable.
[0159] In response to the end of a game and the controlled virtual object being alive, control the controlled virtual object and the first story item to leave the game scene, and determine that the item status of the first story item is unlockable; or, in response to the controlled virtual object being dead in the game scene, determine that the first story item is located in the virtual safe carried by the controlled virtual object, control the controlled virtual object and the first story item to leave the game scene, and determine that the item status of the first story item is unlockable.
[0160] In response to the warehouse display operation, the warehouse page of the controlled virtual object is displayed; the warehouse page includes the items placed by the controlled virtual object in the virtual warehouse; the first story item is placed in the virtual warehouse; in response to the use trigger operation of the first story item, the clue page is displayed; in the clue page, the item status of the first story item is unlockable.
[0161] Determine the content format of the plot content corresponding to the first plot item, and display the content object of the plot content based on the content format; wherein, the content format includes at least one of the following: text format, audio format, image format, and video format; respond to the trigger operation on the content object and display the plot content corresponding to the first plot item.
[0162] The content format includes text format; the content objects of the plot include: virtual paper, virtual books, or virtual magazines; in response to viewing operations on the content objects, the plot content in text format is displayed; among them, viewing operations include: page turning operation, swipe operation, or click operation.
[0163] Content formats include audio formats; content objects for the story content include: virtual tapes, virtual recorders, or virtual phonographs; in response to playback operations on the content objects, the audio format story content is played.
[0164] Content formats include image formats; content objects for the storyline include virtual photographs; in response to viewing operations on content objects, the storyline content in image formats is enlarged and displayed.
[0165] Content formats include video formats; the content objects of the plot content include: a virtual video player; responding to viewing operations on the content objects, playing the plot content in video format.
[0166] The content format includes the decryption format; the content objects of the plot content include: puzzle hint information; in response to the input of the puzzle hint information corresponding to the solution content, if the solution content is correct, the plot content corresponding to the first plot item is displayed.
[0167] Count the number of unlocked story items among multiple story items; determine if the number of items reaches a first threshold, and obtain the reward item corresponding to the first threshold.
[0168] The clue page includes: at least one first quantity threshold, and the reward item corresponding to the first quantity threshold; the display status indicator of the reward item: whether the reward item has been obtained.
[0169] Displays a list of plot content for the target chapter; the list includes: content identifiers for multiple plot contents within the target chapter, and the item status of the corresponding plot items; responds to a trigger operation for the content identifier of the first plot content whose item status is "unlocked," displays a prompt message indicating that the first plot content is missing, and displays the page display controls for the clues page of the target chapter; responds to a trigger operation for the page display controls, displays the clues page of the target chapter.
[0170] Once all the story items for the target chapter are unlocked, the target chapter is considered complete, and the story result is displayed.
[0171] In response to a trigger operation targeting the first story item that is not yet unlocked, based on the unlocking order, determine that the story items preceding the first story item are unlocked, and display the item acquisition information of the first story item; wherein, the item acquisition information includes at least one of the following: the scene location that the controlled virtual object needs to reach in the game scene, the scene interaction object corresponding to the specified operation, and the operation content of the specified operation.
[0172] In this method, viewing the story content requires unlocking story items, which in turn requires players to perform specific actions. This method provides multiple interactive operations with story items, making the interactive methods of the story gameplay richer, increasing users' interest in exploring the game's story, improving the utilization rate of story resources, allowing players to complete story gameplay in a shorter time, reducing the power consumption of terminal devices, and reducing the performance overhead of the server.
[0173] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0174] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0175] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0176] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0177] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0178] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for interactive control of a game, characterized in that, The method includes: In response to a trigger operation of the target chapter's storyline, a clue page for the target chapter's storyline is displayed; wherein, the clue page includes: multiple storyline items contained in the target chapter's storyline, and the item status of the storyline items; the item status includes an unlocked state or an unlocked state; in response to a trigger operation for a first storyline item in an unlocked state, the item acquisition information of the first storyline item is determined; In response to the execution of a specified operation related to the item acquisition information, it is determined that the first story item will be acquired; In response to a trigger operation on the first story item, determine to use the first story item to adjust its item status to the unlocked state; and display the story content corresponding to the unlocked first story item.
2. The method according to claim 1, characterized in that, The item status also includes an unlockable status; the method further includes: In response to a trigger operation on a second story item in the unlockable state, the user determines to use the second story item, and adjusts the item status of the second story item to the unlocked state.
3. The method according to claim 2, characterized in that, The step of determining to use the second story item in response to a trigger operation on the unlockable state of the second story item includes: In response to the submission trigger operation of the second story item in the unlockable state, the submission information settings page of the second story item is displayed; In response to the submission confirmation operation for the second story item, the second story item is submitted according to the submission information in the submission information settings page, and the item submission task parameters corresponding to the second story item are updated.
4. The method according to claim 1, characterized in that, The step of determining to acquire the first story item in response to the execution of a specified operation related to the item acquisition information includes: The controlled virtual object enters the game scene, performs a specified operation related to the item acquisition information, and acquires the first story item.
5. The method according to claim 4, characterized in that, The steps of controlling a controlled virtual object to enter the game scene, performing a specified operation related to the item acquisition information, and acquiring the first story item include: The controlled virtual object enters the game scene and moves to the scene location of the virtual resource box indicated by the item acquisition information; wherein the virtual resource box is associated with at least one virtual item, and the virtual item has a preset acquisition probability; the virtual item includes a first story item; Control the controlled virtual object to open the virtual resource box, determine the virtual items obtained by the controlled virtual object based on the acquisition probability, and place the obtained virtual items in the virtual container carried by the controlled virtual object.
6. The method according to claim 4, characterized in that, The steps of controlling a controlled virtual object to enter the game scene, performing a specified operation related to the item acquisition information, and acquiring the first story item include: Control the controlled virtual object to enter the game scene, move it to the scene location of the specified virtual object, and control the controlled virtual object to complete the preset dialogue interaction operation with the specified virtual object; Upon completion of the dialogue interaction, the first story item is obtained.
7. The method according to claim 4, characterized in that, The steps of controlling a controlled virtual object to enter the game scene, performing a specified operation related to the item acquisition information, and acquiring the first story item include: Controlled virtual objects enter the game scene and execute specified game tasks in the game scene; Upon completion of the aforementioned game mission, the first story item is obtained.
8. The method according to claim 1, characterized in that, The step of determining to acquire the first story item in response to the execution of a specified operation related to the item acquisition information includes: Control the controlled virtual object to perform a specified operation and update the role attribute parameters of the controlled virtual object; wherein, the role attribute parameters include: role experience value and / or role level; In response to the character attribute parameters reaching a preset parameter threshold, it is determined to acquire the first story item; wherein, after the first story item is acquired, the first story item is in an unlockable state.
9. The method according to claim 1, characterized in that, The step of determining to acquire the first story item in response to the execution of a specified operation related to the item acquisition information includes: In response to a transaction interface trigger operation for the first story item, the resource quantity of the specified game resource of the controlled virtual object is updated; wherein, the transaction interface for the first story item is provided by a game account other than the game account to which the controlled virtual object belongs; In response to the successful transaction of the first story item, the acquisition of the first story item is confirmed; wherein, after the first story item is acquired, the first story item is in an unlockable state.
10. The method according to claim 4, characterized in that, After controlling a controlled virtual object to enter the game scene, performing a specified operation related to the item acquisition information, and acquiring the first story item, the method further includes: In response to the first story item being carried out of the game scene by the controlled virtual object, the item status of the first story item is determined to be unlockable.
11. The method according to claim 10, characterized in that, The step of determining that the item status of the first story item is unlockable in response to the controlled virtual object carrying the first story item out of the game scene includes: In response to the end of the game and the fact that the controlled virtual object is still alive, the controlled virtual object and the first story item are controlled to leave the game scene, and the item status of the first story item is determined to be unlockable. Alternatively, in response to the controlled virtual object being in a dead state in the game scene, it is determined that the first plot item is located in a virtual safe carried by the controlled virtual object, and the controlled virtual object and the first plot item are controlled to leave the game scene, and the item status of the first plot item is determined to be unlockable.
12. The method according to claim 10, characterized in that, In response to the step of determining that the item status of the first story item is unlockable after being carried out of the game scene by the controlled virtual object, the method further includes: In response to the warehouse display operation, the warehouse page of the controlled virtual object is displayed; the warehouse page includes the items placed by the controlled virtual object in the virtual warehouse; the first story item is placed in the virtual warehouse; In response to the trigger operation for the use of the first story item, the clue page is displayed; on the clue page, the item status of the first story item is unlockable.
13. The method according to claim 1, characterized in that, The steps to display the story content corresponding to the first story item that has been unlocked include: Determine the content format of the plot content corresponding to the first plot prop, and display the content object of the plot content based on the content format; wherein, the content format includes at least one of the following: text format, audio format, image format, and video format; In response to a trigger operation on the content object, display the story content corresponding to the first story item.
14. The method according to claim 13, characterized in that, The content format includes text format; the content objects of the plot content include: virtual paper, virtual books, or virtual magazines; The step of responding to the trigger operation of the content object and displaying the plot content corresponding to the first plot item includes: In response to a viewing operation on the content object, the plot content in the text format is displayed; wherein the viewing operation is a page-turning operation, a swipe operation, or a click operation.
15. The method according to claim 13, characterized in that, The content format includes audio formats; the content objects of the plot content include: virtual magnetic tape, virtual recorder, or virtual phonograph. The step of responding to a trigger operation on the content object and displaying the plot content corresponding to the first plot prop includes: responding to a playback operation on the content object and playing the plot content in the audio format.
16. The method according to claim 13, characterized in that, The content format includes image formats; the content objects of the plot content include: virtual photos; The step of responding to a trigger operation on the content object and displaying the plot content corresponding to the first plot prop includes: responding to a viewing operation on the content object and enlarging the plot content in the image format for display.
17. The method according to claim 13, characterized in that, The content format includes video format; the content object of the plot content includes: a virtual video player; The step of responding to a trigger operation on the content object and displaying the plot content corresponding to the first plot prop includes: responding to a viewing operation on the content object and playing the plot content in the video format.
18. The method according to claim 13, characterized in that, The content format includes a decryption format; the content objects of the plot content include: puzzle hints; The step of responding to the trigger operation of the content object and displaying the plot content corresponding to the first plot prop includes: responding to the input of the solution content corresponding to the puzzle hint information, determining that the solution content is correct, and displaying the plot content corresponding to the first plot prop.
19. The method according to claim 1, characterized in that, The method further includes: Count the number of story items that are unlocked among the various story items; Once the quantity of the props reaches a first quantity threshold, the reward props corresponding to the first quantity threshold are obtained.
20. The method according to claim 1, characterized in that, The clue page includes: at least one first quantity threshold, and a reward item corresponding to the first quantity threshold; the display status of the reward item indicates whether the reward item has been obtained.
21. The method according to claim 1, characterized in that, The step of displaying the clue page of the target chapter's plot in response to a triggering operation includes: Displays a list of plot content for the target chapter; wherein, the list of plot content includes: content identifiers of multiple plot contents contained in the target chapter, and the item status of plot items corresponding to the plot contents; In response to the content identifier trigger operation for the first story content whose item status is locked, a prompt message indicating that the first story content is missing is displayed, and the page display control of the clue page of the target chapter's story is displayed; In response to a trigger operation on the page display control, the clue page of the target chapter's plot is displayed.
22. The method according to claim 1, characterized in that, The method further includes: When all the story items for the target chapter are unlocked, the target chapter is considered complete, and the story result is displayed.
23. The method according to claim 1, characterized in that, The various story items have an unlocking order; The step of responding to a trigger operation on a first story item that is not yet unlocked, and determining the item acquisition information for the first story item, includes: In response to a trigger operation targeting a first story item that is not yet unlocked, based on the unlocking order, determine that the story items preceding the first story item are unlocked, and display the item acquisition information of the first story item; The item acquisition information includes at least one of the following: the scene location that the controlled virtual object needs to reach in the game scene, the scene interaction object corresponding to the specified operation, and the operation content of the specified operation.
24. An interactive control device for a game, characterized in that, The device includes: The page display module is used to display the clue page of the target chapter's plot in response to a trigger operation of the target chapter's plot; wherein, the clue page includes: multiple plot items contained in the target chapter's plot, and the item status of the plot items; the item status includes an unlocked state or an unlocked state; in response to a trigger operation for a first plot item in an unlocked state, the module determines the item acquisition information of the first plot item; The item acquisition module is used to determine to acquire the first story item in response to the execution of a specified operation related to the item acquisition information; The item usage module is used to respond to a trigger operation for the first story item, determine to use the first story item so that the item status of the first story item is adjusted to the unlocked state; and display the story content corresponding to the first story item in the unlocked state.
25. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-23.
26. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game according to any one of claims 1-23.
Citation Information
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Information interaction method and device, storage medium and electronic device
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Techniques for adapting video game assets based on an aggregted measure of social media interaction and related systems and methods
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