Game marking method and device, electronic equipment and computer readable storage medium
By playing skill release animations in virtual games and establishing marker data, the problem of inaccurate NPC skill damage location marking is solved, enabling more efficient and accurate marking applications and ensuring the safety of teammates' virtual characters.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-08-25
- Publication Date
- 2026-07-31
AI Technical Summary
In existing technologies, users often fail to accurately mark the location of NPC skill damage in virtual games, which may cause damage to virtual teammates, and the marking process is time-consuming.
By playing skill release animations of virtual objects in the graphical user interface, displaying skill damage areas, and responding to user marking operations to establish a first position marker, the system acquires marker data and applies it to the game scene to establish a second position marker.
It improves the accuracy and efficiency of marking, reduces the mark creation time, and ensures that teammates' virtual characters can accurately dodge skill damage.
Smart Images

Figure CN117138333B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and specifically to a game marking method, apparatus, electronic device, and computer-readable storage medium. Background Technology
[0002] In virtual games, non-user-controlled virtual objects often interact with the user-controlled virtual characters. For example, the user controls a virtual character to attack an NPC (non-player character) to gain experience or gold, while the NPC will also attack the user-controlled virtual character. Therefore, in order to successfully avoid damage from NPCs, users usually mark locations around NPCs. When a teammate's virtual character "walks" near the NPC, the marked location will be visible.
[0003] In related technologies, users typically estimate and mark locations around NPCs that need to be marked. For example, users may estimate and mark locations that could cause damage to warn teammates to stay away from the locations where they might suffer damage. However, since the estimation of the marked location is subjective, this may lead to a discrepancy between the marked location and the actual location where damage occurs, rendering the marked point meaningless. Summary of the Invention
[0004] This disclosure provides a game marking method, apparatus, electronic device, and computer-readable storage medium, capable of establishing location markers in virtual games to guide virtual characters in accurately dodging skill damage. The specific solution is as follows:
[0005] In a first aspect, embodiments of this disclosure provide a game tagging method that provides a graphical user interface via a terminal device, the method comprising:
[0006] The graphical user interface plays a preset skill release animation of a virtual object, which displays a skill damage area. The skill release animation is used to indicate the skill release process of the virtual object in the virtual game.
[0007] In response to the marking operation for the skill damage area, a first position mark is established in the skill release animation based on the skill damage area, and first mark data corresponding to the first position mark is obtained. The first mark data is used to indicate the positional relationship between the first position mark and the virtual object.
[0008] In response to the selection operation of the first marker data during the virtual game, a second position marker is established in the game scene based on the first marker data.
[0009] Secondly, embodiments of this disclosure provide a game marking device that provides a graphical user interface via a terminal device, the device comprising:
[0010] An animation playback unit is used to play a preset skill release animation of a virtual object in the graphical user interface. The skill release animation displays a skill damage area and is used to indicate the skill release process of the virtual object in the virtual game.
[0011] The first establishment unit is configured to respond to a marking operation for the skill damage area, establish a first position mark in the skill release animation based on the skill damage area, and obtain first mark data corresponding to the first position mark, wherein the first mark data is used to indicate the positional relationship between the first position mark and the virtual object;
[0012] The second establishment unit is used to establish a second position marker in the game scene based on the first marker data in response to the selection operation of the first marker data during the virtual game.
[0013] Thirdly, this disclosure also provides an electronic device, including:
[0014] Processor; and
[0015] A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method described in the first aspect.
[0016] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method described in the first aspect.
[0017] Compared with the prior art, this disclosure has the following advantages:
[0018] The game marking method disclosed herein provides a graphical user interface via a terminal device. The method includes: playing a preset skill release animation of a virtual object in the graphical user interface, wherein the skill release animation displays a skill damage area, and the skill release animation is used to indicate the skill release process of the virtual object in the virtual game; in response to a marking operation on the skill damage area, establishing a first position mark in the skill release animation based on the skill damage area, obtaining first mark data corresponding to the first position mark, wherein the first mark data is used to indicate the positional relationship between the first position mark and the virtual object; and in response to a selection operation on the first mark data during the virtual game, establishing a second position mark in the game scene based on the first mark data.
[0019] As can be seen, the game marking method provided in this disclosure enables users to accurately establish a first position marker for dodging skill damage within the skill damage area by playing a skill release animation of a virtual object displaying a skill damage area, and obtains the marker data corresponding to the first position marker created in the skill release animation. Thus, when the marker data corresponding to the first position marker is applied to the game scene of the virtual game during game execution, a corresponding second position marker can be established in the game scene based on the positional relationship between the first position marker in the skill release animation and the virtual object, as indicated by the first marker data. Since the first position marker can accurately indicate which positions in the skill release animation allow the virtual object to dodge skill damage, it can also accurately indicate which positions in the game scene allow the virtual object to dodge skill damage when applied to the virtual game. Therefore, the game marking method provided in this disclosure, by applying pre-created marker data during game execution, saves time in establishing markers in the virtual game and improves the accuracy of the created markers, thereby improving the efficiency and precision of game marking. Attached Figure Description
[0020] Figure 1 This is a system architecture diagram of the game tagging method provided in the embodiments of this disclosure;
[0021] Figure 2 This is a flowchart of the game tagging method provided in the embodiments of this disclosure;
[0022] Figure 3 This is a schematic diagram of the skill damage area in the skill release animation of an NPC from a top-down perspective, provided in an embodiment of this disclosure;
[0023] Figure 4 This is a schematic diagram illustrating the creation of markers in skill release animations within the game marking method provided in this embodiment of the disclosure;
[0024] Figure 5 This is a schematic diagram illustrating the application of marker data during game operation in the game marking method provided in this embodiment of the disclosure;
[0025] Figure 6 This is a schematic diagram illustrating the skill release animation played on a terminal device in the game marking method provided by this disclosure embodiment;
[0026] Figure 7 This is a schematic diagram illustrating the setting of a display time period in the game marking method provided in this embodiment of the disclosure;
[0027] Figure 8 This is a schematic diagram illustrating the setting of a marker style in a game marking method provided in this embodiment of the disclosure;
[0028] Figure 9This is another schematic diagram illustrating the setting of a marker style in the game marker method provided in this disclosure embodiment;
[0029] Figure 10 This is a schematic diagram of the location marker establishment method in the game marking method provided in this embodiment of the disclosure;
[0030] Figure 11 This is a schematic diagram illustrating the modification operation on the marked data provided in an embodiment of this disclosure;
[0031] Figure 12 This is a schematic diagram illustrating the setting of role types for marker data in an embodiment of this disclosure;
[0032] Figure 13 This is a structural block diagram of an example of a game marking device provided in this disclosure embodiment;
[0033] Figure 14 This is a structural block diagram of an example of an electronic device for game tagging provided in an embodiment of this disclosure. Detailed Implementation
[0034] Numerous specific details are set forth in the following description to provide a full understanding of this disclosure. However, this disclosure can be implemented in many other ways than those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this disclosure. Therefore, this disclosure is not limited to the specific implementations disclosed below.
[0035] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this disclosure are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this disclosure described herein can be implemented in a sequence other than that illustrated or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0036] Before detailing the embodiments of this disclosure, relevant concepts will be introduced and the prior art will be further explained.
[0037] I. Introduction to relevant concepts
[0038] 1. Game software application products: Game software application products refer to applications developed according to game application requirements. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
[0039] In this embodiment of the disclosure, the game software application product (hereinafter referred to as virtual game) can be any of the following applications: Multiplayer Online Battle Arena Games (Moba), Multiplayer Online Role-Playing Game (MMORPG).
[0040] 2. Virtual Characters: Virtual characters refer to characters that do not exist in reality, including fictional characters in at least one creative work such as TV series, movies, comics, and games. Virtual characters can be player characters controlled by the user or non-player characters (NPCs) that are not controlled by the user. Among them, non-player characters can guide the user in the game and interact with the virtual characters controlled by the user.
[0041] In this embodiment of the disclosure, a user can use a terminal device to operate a virtual character located in a virtual game scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending at least one of the following.
[0042] 3. Game Engine: Also known as a physics engine, a game engine is a pre-written, editable computer game system or the core component of an interactive real-time graphics application. These systems provide game designers with various tools needed to write games, aiming to allow them to easily and quickly create game programs without starting from scratch.
[0043] 4. Server: A server is a server device that provides computing, storage and other functions for clients. It can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0044] In this embodiment of the disclosure, the server is a device that provides computing, storage, and other functions for the terminal device in the virtual game.
[0045] 5. Terminal devices: Terminal devices are any devices with computing hardware capable of supporting and executing various applications. Terminal devices include, but are not limited to, desktop computers, laptops, mobile phones, tablets, servers, etc.
[0046] In this embodiment of the disclosure, the terminal device can support and execute any of the following applications: multiplayer online tactical battle games, multiplayer online role-playing games, etc.
[0047] The terminal device may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal may also be connected to a keyboard and / or mouse and / or game controller, enabling the user to perform interface operations via a keyboard and / or mouse and / or game controller.
[0048] 6. Network: A network is a data link that connects various workstations or hosts together using physical links. Networks can use standard communication technologies and / or protocols. A network can be the Internet, but it can also be any network, including but not limited to local area networks (LANs), metropolitan area networks (MANs), wide area networks (WANs), mobile networks, wired or wireless networks, private networks, or any combination of virtual private networks. In some embodiments, technologies and / or formats including Hypertext Markup Language (HTML), Extensible Markup Language (XML), etc., are used to represent data exchanged over the network. Furthermore, conventional encryption technologies such as Secure Sockets Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), and Internet Protocol Security (IPsec) can be used to encrypt all or some of the links.
[0049] II. Further Explanation of Existing Technology
[0050] In multiplayer online battle arena (MOBA) games, NPCs are typically included. Users control virtual characters to attack NPCs in order to gain experience or gold. NPCs will also attack the virtual characters they interact with. Therefore, to avoid NPC attacks, users usually mark locations near NPCs in the game to alert teammates where the NPC's attacks will be launched.
[0051] In existing technologies, during gameplay, a user in the virtual team responsible for setting up a marker typically moves their virtual character to the vicinity of the NPC to be marked and marks the location around the NPC. However, the marked location is estimated by the user based on their game experience, which can lead to a discrepancy between the marked location and the actual location where damage occurs. As a result, other users might move their virtual characters to the actual location where damage occurs, thus suffering damage from the NPC's skills. If the NPC's skill damage is high, inaccurate location marking may cause virtual characters in the team to "die." In this case, the marked location becomes meaningless and fails to achieve its purpose.
[0052] In addition, existing technologies require users to control a virtual character to reach the vicinity of an NPC and then to establish a corresponding mark by controlling the virtual character to "walk" to an operable area where the desired location can be marked. However, many NPCs in the game will actively attack nearby virtual characters. Thus, after the user controls the virtual character to reach the vicinity of an NPC, the virtual character will be attacked by the NPC before reaching the operable area where the desired location can be marked. This may result in the virtual character "dying" before the mark is established. In this case, it is necessary to wait for the virtual character to "revive" before the mark can be established, which results in a significant amount of time being spent establishing a mark.
[0053] For the reasons mentioned above, in order to establish location markers in virtual games to guide virtual characters to accurately dodge skill damage, the first embodiment of this disclosure provides a game marking method. This method is applied to electronic devices, which may be desktop computers, laptops, mobile phones, tablets, servers, terminal devices, etc., or other electronic devices capable of game marking. This disclosure does not specifically limit the specific devices.
[0054] Before introducing the game tagging method provided in this disclosure, the following will refer to the appendix. Figure 1 The system architecture of the game tagging method provided in the embodiments of this disclosure is introduced.
[0055] like Figure 1 As shown, the system architecture of the game tagging method provided in this embodiment includes a terminal device 101 and a server 102. The terminal device 101 communicates and interacts with the server 102 via a network 103. The terminal device 101 may include multiple terminals, and the server may include multiple physical machines. When the system architecture includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers can be interconnected through different networks.
[0056] The following, combined with Figures 2 to 12 This disclosure introduces a game tagging method provided by an embodiment.
[0057] like Figure 2 As shown, the game tagging method provided in this disclosure provides a graphical user interface through a terminal device, and the method includes the following steps S201 to S203.
[0058] Step S201: Play a preset skill release animation of a virtual object in the graphical user interface. The skill release animation displays the skill damage area and is used to indicate the skill release process of the virtual object in the virtual game.
[0059] This step is used to show users the skill release process of the virtual object. Based on the skill release animation shown, users can accurately see the skill damage area corresponding to the virtual object when it releases the skill. In this way, the skill damage area can be accurately marked on the skill release animation.
[0060] The virtual objects can be monsters, overlords, flowers, stones, etc. in the virtual game. The virtual objects in this step are those that can be attacked by the virtual characters. In the subsequent steps of this disclosure, NPCs will be used as virtual objects for explanation.
[0061] Typically, the skill damage from an NPC's skill can fall on multiple locations. The skill damage area can be understood as the region encompassing all locations hit by the skill. Skills can be categorized into active and passive skills based on whether they are actively triggered. In some embodiments, the NPC will actively attack a virtual character when the virtual character enters the NPC's attack range; in other embodiments, the NPC will only retaliate when the virtual character attacks it. An NPC's skills can also include basic attack skills (normal attacks) and ultimate attack skills.
[0062] Since an NPC may have multiple skills, in this step, a preset skill release animation can be an animation composed of the release processes of all of the NPC's skills, or it can be an animation formed by the release process of just one skill. When one skill corresponds to one skill release animation, the animations can be distinguished by a skill identifier. A skill identifier can be understood as a unique identifier for that skill in the virtual game. Each time a skill is created in the virtual game, it can be assigned a unique skill identifier. There is a one-to-one correspondence between skills and skill identifiers. A skill identifier can be a string of characters, a vector, or an image; this disclosure does not specifically limit this.
[0063] In specific implementations, an NPC may release multiple skills during a continuous skill release process; that is, the continuous skill release process of an NPC is a combination of multiple individual skill release processes. In practical applications, the continuous skill release process of an NPC is controlled by the corresponding game logic. The following describes the continuous skill release process of an NPC through three possible implementation methods:
[0064] In one possible implementation, the skills released by an NPC in a continuous process have a certain time sequence. Each skill is released according to a certain timeline. The timeline can be used to represent the temporal relationship between the various skills released by the NPC. For example, the timeline of NPC skill release is: skill 1 → skill 2 → skill 3. When the NPC releases a skill in the game, skill 1 is released first, then skill 2, and finally skill 3.
[0065] It should be noted that the timeline for NPC skill release can also include the release duration of each skill. For example, skill 1 has a release duration of 10 seconds, skill 2 has a release duration of 15 seconds, and skill 3 has a release duration of 5 seconds.
[0066] Table 1 is a schematic table illustrating an example of the continuous skill release process of an NPC provided in an embodiment of this disclosure.
[0067] Table 1.
[0068] Skill release order Skill 1 Basic attack skill (normal attack) 2 Basic attack skill (normal attack) 3 Ultimate attack skill
[0069] In another possible implementation, the skills released by the NPC during the continuous skill release process are related to the NPC's current health, as shown in Table 2, which is another example of the continuous skill release process of the NPC provided in this embodiment.
[0070] Table 2.
[0071] Health Skill 100%~50% Basic attack skill (normal attack) 50%~0 Ultimate attack skill
[0072] In another possible implementation, the skills released by the NPC during continuous skill release are related to the duration of the attack. For example, if the attack duration of the virtual character on the NPC is longer than 8 minutes and the NPC is not "killed", the NPC will enter a berserk mode and continuously release powerful skills.
[0073] The preset NPC skill release animations in this step can be either top-down or eye-level perspectives. When the NPC's skill damage area ultimately lands on the game ground in the virtual game, the skill release process from the top-down perspective can be used as the NPC's skill release animation. When the NPC's skill damage area ultimately lands on a wall in the virtual game, the skill release process from the eye-level perspective can be used as the NPC's skill release animation. This disclosure does not specifically limit the perspective of the preset NPC skill release animations.
[0074] It's important to note that, typically, most virtual games use either a first-person or third-person perspective. First-person perspective refers to the player's subjective viewpoint, simulating the viewpoint visible to the player's eyes in the virtual game. In a first-person perspective, the user cannot see the virtual character they are controlling, or can only see a small portion of the character, such as hands or arms. Third-person perspective, on the other hand, is viewed from the viewpoint of a third person. In a third-person perspective, the user can see the virtual character they are controlling.
[0075] In the absence of a top-down perspective in a virtual game, top-down animations can be recorded by adding a top-down perspective to the game engine during the development phase. It should be noted that the skill release animations of NPCs in the top-down perspective and the skill release process of NPCs seen by users on the terminal device's display interface are the same except for the perspective.
[0076] During the skill release animation, the NPC's skill damage area can be highlighted on the interface, allowing users to accurately determine the skill damage area during the skill release animation.
[0077] like Figure 3 The image shown is a schematic diagram of the skill damage area in an NPC's skill release animation from a top-down perspective, as provided in an embodiment of this disclosure. When the NPC releases a skill, the skill damage area will be displayed on the graphical user interface of the terminal device, as shown below. Figure 3 The dotted circles represent the damage zones of each skill. In practice, a skill may have one or more damage zones; this disclosure does not specifically limit this.
[0078] When there are multiple NPCs in a virtual game, each NPC has its own skill release animation. Users can select an NPC according to their needs and play the corresponding skill release animation.
[0079] Step S202: In response to the marking instruction triggered for the skill damage area, establish a first position mark in the skill release animation according to the skill damage area, and obtain the first mark data corresponding to the first position mark. The first mark data is used to indicate the positional relationship between the first position mark and the virtual object.
[0080] This step is used to create markers in the skill release animation and obtain marker data.
[0081] It should be noted that a first marker data point corresponds to a single skill. There may be one or more first position markers for a single skill (in this disclosure, "multiple" includes two or more). Therefore, in subsequent steps, the markers established in the virtual game based on a single first marker data point may be one or more. The first position markers established in this step are used to indicate which positions in the skill release animation are where the corresponding skill damage can be avoided. The first position markers can be circles, rectangles, irregular shapes, etc.
[0082] Understandably, when establishing a first location marker, a corresponding meaning can be assigned to it. For example, first location marker 'a' can be assigned the meaning "this location is a safe position," and first location marker 'b' can be assigned the meaning "the area within five meters of this location marker is a safe position." When there are multiple first location markers for a skill, the meanings of these markers can differ. For example, first location marker 'a' for skill 1 indicates a safe position, while first location marker 'b' for skill 2 indicates a dangerous position where the user will be vulnerable to skill damage. It should be noted that markers with different meanings can be distinguished using text or displayed images.
[0083] In this disclosure, the marking operation can be triggered by voice, by a specific gesture, by a corresponding control displayed on the graphical user interface of the terminal device, or by other feasible methods, which are not limited in this disclosure. It should be noted that other specific operations in this disclosure can also be triggered by the triggering methods provided above.
[0084] Specifically, during the skill release animation, users can trigger a marking action on the skill's damage area. This creates a first location marker, which serves as a marker to indicate the area to avoid skill damage. After establishing the first location marker, first marker data is generated, which can then be directly applied in the virtual game.
[0085] The first marker data can be used to indicate the positional relationship between the first position marker and the virtual object. For example, the first marker data records that the first position marker is located 10 meters directly in front of the virtual object, or that the first position marker is located 10 meters to the left and behind the virtual object.
[0086] In addition, skill release animations can be played in a loop, allowing users to mark all the locations they want to mark, as well as view the locations that have already been marked.
[0087] The following is passed Figure 4 This disclosure provides a detailed description of the game marking method for establishing markers in skill release animations, as provided in the embodiments of this disclosure.
[0088] like Figure 4 As shown, the skill release animation is displayed on the terminal device from a top-down perspective. Figure 4 The interface includes interfaces (a), (b), and (c). As shown in interface (a), during the playback of the NPC's skill release animation, an add marker control is displayed, which the user can click to add a marker. Then, as shown in interface (b), the user can create a first position marker 1 and a first position marker 2 at the desired location for the displayed skill damage area. The created first position marker 1 and first position marker 2 are used to indicate that the corresponding location is a safe position to avoid the NPC's skill damage. The created first position marker 1 and first position marker 2 can be marked with different shapes. After the first position markers are created for the displayed skill damage area, marking scheme 1 as shown in interface (c) is generated, and a save control is displayed. The user can click the save control, thus saving the first marker data corresponding to the first position markers, which is used to indicate the positional relationship between the first position markers created in the skill release animation and the virtual objects, as marking scheme 1.
[0089] This technology stores the markers created during skill animations in the marker data, thus storing markers created for each NPC before the game starts.
[0090] Step S203: In response to the selection operation of the first marker data during the virtual game, establish a second position marker in the game scene based on the first marker data.
[0091] This step is used to apply the created tag data during game execution and to establish the tags indicated by the tag data in the game scene of the virtual game.
[0092] Since the first position marker corresponding to the first marker data can accurately indicate which positions in the skill release animation can avoid skill damage, when applied to virtual games, it can also accurately indicate which positions in the game scene can avoid NPC skill damage.
[0093] Specifically, the first marker data can be stored in a marker management package. During game execution, the marker management package is opened, and the first marker data to be applied is selected from it. Since the preset NPC skill release animations correspond to the skill release processes of NPCs in the virtual game, each position point in the skill release animation has a corresponding position point in the game scene of the virtual game. In this way, based on the correspondence between the skill release animation and the position points in the game scene, the game position corresponding to the first position marker indicated by the selected first marker data in the skill release animation can be determined in the game scene. Based on this, a second position marker can be established at that game position.
[0094] It should be noted that, in this disclosure, a mark can be created for an NPC by applying the mark data corresponding to the NPC when the NPC is not yet displayed in the current graphical user interface. In this case, the mark created is not yet displayed in the current graphical user interface. Alternatively, in this disclosure, a mark can be created for an NPC by applying the mark data corresponding to the NPC when the NPC is displayed in the current graphical user interface. In this case, the current graphical user interface can create and display the corresponding mark for the NPC.
[0095] The following is passed Figure 5 This disclosure provides a detailed description of the application of tagging data during game execution in the game tagging method provided in this embodiment:
[0096] Figure 5 The display interface of the terminal device held by the user operating the virtual character includes interface (d), interface (e), and interface (f). As shown in interface (d), during game operation, the terminal device displays the virtual character operated by the user, NPCs, and a tag management package control. The user can click on the tag management package control. Then, as shown in interface (e), the tag schemes included in the tag management package are displayed, including tag scheme 1 to tag scheme n. The tag scheme contains specific tag data. The tag management package may also display an edit scheme control, which is used to edit the created tag data. The user can select tag scheme 1. Then, as shown in interface (f), after selecting tag scheme 1, an application scheme control is displayed. The user can click on the application scheme control to apply the tag data in tag scheme 1 during game operation.
[0097] This technology allows pre-created marker data to be applied to the game scene during the virtual game's operation. Since the pre-created marker data can accurately indicate which positions can be avoided by NPC skill damage in the skill release animation, and the NPC skill release animation corresponds to the NPC skill release process in the virtual game, by applying the pre-created marker data, position markers that can accurately indicate the positions for avoiding NPC skill damage can also be established in the virtual game.
[0098] It should be noted that in virtual games, a marker created by a user can be displayed on the graphical user interface of the terminal device held by teammates in the same virtual team. This allows teammates in the same virtual team to see the marker created by the user in a timely manner and avoid the corresponding skill damage based on the marker.
[0099] The game marking method disclosed herein provides a graphical user interface via a terminal device. The method includes: playing a preset skill release animation of a virtual object in the graphical user interface, wherein the skill release animation displays a skill damage area, and the skill release animation is used to indicate the skill release process of the virtual object in the virtual game; in response to a marking operation on the skill damage area, establishing a first position mark in the skill release animation based on the skill damage area, obtaining first mark data corresponding to the first position mark, wherein the first mark data is used to indicate the positional relationship between the first position mark and the virtual object; and in response to a selection operation on the first mark data during the virtual game, establishing a second position mark in the game scene based on the first mark data.
[0100] As can be seen, the game marking method provided in this disclosure enables users to accurately establish a first position marker for dodging skill damage within the skill damage area of a virtual object displayed in the skill release animation, and obtain the marker data corresponding to the first position marker created in the skill release animation. Thus, when the marker data corresponding to the first position marker is applied to the game scene of the virtual game during game operation, a corresponding second position marker can be established and displayed in the game scene based on the positional relationship between the first position marker in the skill release animation and the virtual object, as indicated by the first marker data. Since the first position marker can accurately indicate which positions in the skill release animation allow the virtual object to dodge skill damage, it can also accurately indicate which positions in the game scene allow the virtual object to dodge skill damage when applied to the virtual game. Therefore, the game marking method provided in this disclosure, by applying pre-created marker data during game operation, saves time in establishing markers in the virtual game, improves the accuracy of the created markers, and enhances the efficiency and precision of game marking.
[0101] In practical applications, the skill release process is dynamic. It takes time for the skill to be released and for the damage area to be highlighted on the game screen. Therefore, a skill release process may involve multiple frames, and the damage area may be highlighted on one of those frames in the skill release animation. Thus, in an optional implementation, before step S202, the game marking method provided in this disclosure may further include the following steps:
[0102] When the skill damage area is highlighted in the skill release animation, in response to the stop playback operation of the skill release animation, the skill release animation stops playing and the target frame with the highlighted skill damage area is displayed.
[0103] Accordingly, the step S202, "in response to the marking operation for the skill damage area, establish a first position mark in the skill release animation based on the skill damage area", can be achieved through the following steps: in response to the marking operation for the skill damage area in the target frame, establish a first position mark in the target frame based on the skill damage area.
[0104] In practical applications, the skill release animation playback page can include controls for playing and pausing. This can be achieved with a single control or two separate controls. During playback, when the target frame highlighting the skill damage area is reached, the user can click the corresponding control to stop the skill release animation. The graphical user interface of the terminal device will then display the target frame highlighting the skill damage area.
[0105] In this way, the user triggers a marking command on a target frame that highlights the skill damage area, thereby creating a corresponding mark on that target frame for the highlighted skill damage area. This allows for more accurate positioning of the skill damage area when the skill release animation includes multiple skills, with each skill's mark placed on its respective target frame that highlights the skill damage area.
[0106] Optionally, the skill release animation in this disclosure can be set to play on the skill introduction page before the game starts. Therefore, the "playing the preset virtual object's skill release animation" in step S201 can be achieved through the following steps:
[0107] Display a skill introduction page before the virtual game begins;
[0108] In response to the playback operation of the skill release animation for the preset virtual object on the skill introduction page, play the skill release animation.
[0109] Virtual games typically have skill introduction pages. These pages introduce the various skills that appear in the game, allowing users to quickly learn and become familiar with them. For NPCs, the skill introduction pages provide information on the damage, duration, and mechanics of each skill.
[0110] In this disclosure, by setting the skill release animation on the skill introduction page, users can view the skill release animation while viewing the skill introduction, thus gaining a better understanding of each skill in the virtual game.
[0111] like Figure 6The diagram illustrates the playback of skill release animations on a terminal device within the game marking method provided in this embodiment, including interface (h) and interface (g). Users can open a skill introduction page as shown in interface (h) on the main game interface corresponding to the game lobby. The skill introduction page displays an NPC name control, a mark management control, a skill release animation viewing control, and a skill text description display box. The NPC name control indicates which NPC is being introduced on the current skill introduction page; the mark management control manages the mark data already created for that NPC; the skill release animation viewing control plays the skill release animation; and the skill text description display box describes the NPC's skills in text. Users can click the skill release animation viewing control, and interface (g) will be displayed on the terminal device's graphical user interface, playing the corresponding skill release animation. Interface (g) displays controls for playing and pausing. During the skill release animation playback, when the target frame highlighting the skill damage area is reached, the user can click the play and pause controls to stop the animation. At this time, the target frame highlighting the skill damage area is displayed on the terminal device's graphical user interface.
[0112] Because a large number of markers need to be established in a virtual game, and each marker is not valid at every moment during the game—for example, NPC1 may appear in the first half of the game but not in the second half—the marker for NPC1 becomes invalid in the second half. Therefore, to avoid displaying too many invalid markers in the virtual game, this disclosure allows setting display periods for the markers.
[0113] Furthermore, in virtual games, markers can be distinguished by different marker styles, each representing a different meaning. For example, a coin marker indicates that gold can be obtained at that location, while a red marker indicates that the location will take significant skill damage. Additionally, in a predominantly blue game scene, choosing a marker style in a color other than blue will make the marker more noticeable in the game.
[0114] For the reasons mentioned above, the following settings can be made for the tag data in the tag data in this disclosure:
[0115] 1. Set the display time period for the marked data.
[0116] To avoid displaying all applied markers throughout the game, the game marker method provided in this disclosure may also include the following steps:
[0117] In response to the operation of setting a display period for the first marker data, a display period corresponding to the first marker data is determined. The display period is used to indicate that when the first marker data is applied in a virtual game, a second position marker is displayed during the display period. The second position marker is displayed in the game scene during the display period corresponding to the first marker data.
[0118] Specifically, after the first position marker is established, the display period can be set in the first marker data of the first position marker. The display period can be filled in by the user based on game experience, or it can be selected through the built-in options. In this way, when the first marker data is applied during the game, the corresponding marker can be displayed according to the set display period.
[0119] During the operation of a virtual game, the corresponding markers can be deleted or hidden after the display period ends. This reduces the amount of unnecessary game data in the virtual game, ensuring that the game screen does not contain too much information and thus guaranteeing the user's gaming experience.
[0120] Furthermore, this disclosure also allows setting a corresponding visibility state for markers established in the virtual game within the marker data. During display periods, the markers are set to a visible display state, and during non-display periods, they are set to an invisible hidden state. Thus, when the marker data is applied to the virtual game, the visible and hidden states of the markers corresponding to the applied marker data can be switched within the virtual game based on the display periods corresponding to the visible display states and the non-display periods corresponding to the invisible hidden states set in the marker visibility state settings.
[0121] In practical applications, due to the high degree of freedom users have in operating on their terminal devices, the user may not know exactly when to initiate an attack on an NPC after it appears in the game scene. Therefore, after an NPC appears, a marker can be displayed for the first skill the NPC uses when attacked or when it initiates an attack. This way, the user can always see the marker for the NPC's first skill before it is used. Based on this, before attacking the NPC, the user can pre-position their virtual character to a safe location to avoid the damage from the first skill. Thus, when the user attacks the NPC, the virtual character will successfully avoid the damage from the NPC's first skill.
[0122] Understandably, since the established markers are used to alert users to avoid skill damage, the display period of the markers can at least include the release phase of the indicated skill. Therefore, the step "determine the display period corresponding to the first marker data" can be implemented according to the following steps:
[0123] The time period that includes at least the skill release phase is defined as the display time period corresponding to the first marker data, and the skill release phase is the skill release phase corresponding to the skill indicated by the first marker data.
[0124] In this step, the process of an NPC releasing a skill can be set to display time periods according to a timeline. For example, the timeline can be divided into 3 stages, and each stage can be set as the skill release stage of the corresponding skill. It should be noted that in this case, the release process of each skill needs to be completely contained in one stage. In this way, the set display time period can completely cover the skill release stage.
[0125] In this way, during the operation of the virtual game, the marker is displayed according to the display period set in the applied marker data. This will allow users to see the marker that indicates how to avoid the damage of a certain skill when they need to avoid the damage. This not only avoids the excessive amount of marker data in the virtual game caused by displaying all markers at all times during the operation of the virtual game, but also ensures that the displayed markers are useful markers.
[0126] In one alternative implementation, the step "determining the time period that includes at least the skill release phase as the display time period of the first location marker" can be specifically implemented in any of the following ways:
[0127] Method 1: Define the skill release phase as the display time period corresponding to the first marked data;
[0128] Method 2: The moment before the skill's initial release and within a first preset duration is determined as the starting display moment; the moment after the skill's final release and within a second preset duration is determined as the ending display moment; the time period consisting of the starting display moment and the ending display moment is determined as the display time period corresponding to the first marker data;
[0129] Method 3: Define the entire game as the display period corresponding to the first marker data.
[0130] If the skill release phase is used as the display period of the first marker data in Method 1, then during the operation of the virtual game, when the first marker data is applied, the second position marker corresponding to the skill will be displayed on the graphical user interface of the terminal device when the NPC begins to release the skill targeted by the first marker data.
[0131] If, as in Method 2, a certain moment before the skill begins to be released (the time difference between this moment and the skill's initial release time is a first preset time) is used as the starting display time of the first marker data display period, and a certain moment after the skill ends to be released (the time difference between this moment and the skill's final release time is a second preset time) is used as the ending display time of the first marker data display period, then during the virtual game's operation, when the first marker data is applied, the skill's initial release time corresponding to the skill targeted by the NPC's first marker data can be determined. The moment before the skill's initial release time and a time difference of the first preset time from the skill's initial release time is determined as the starting display time, and the marker corresponding to the skill begins to be displayed at this moment. The marker corresponding to the skill ends to be displayed at a moment after the NPC finishes releasing the skill and a time difference of the second preset time from the moment the NPC finishes releasing the skill.
[0132] For example, the first set of markers can be configured to display a marker 5 seconds before a skill is cast and to stop displaying the marker 5 seconds after the skill ends. This allows users to determine the damage area of a skill an NPC is about to cast based on the displayed markers, thus enabling them to avoid the skill's damage in advance.
[0133] If, as in Method 3, the entire game duration is used as the display period for the first marker data, then during the virtual game's operation, when the first marker data is applied, the corresponding second position marker will be displayed at that position throughout the entire game, provided the graphical user interface of the terminal device displays the marker location corresponding to the first marker data in the game scene. Method 3 allows setting the entire game duration as the display period for each marker when the number of markers created for the virtual game is small.
[0134] It should be noted that the display time of each marker in the marker data can be set in different ways. For example, for more important markers, they can be set to be displayed throughout the game, while for less important markers, they can be set to be displayed during the skill release phase or other display time periods. This disclosure does not limit this.
[0135] The following is passed Figure 7 The present disclosure describes the setting of a display time period in the game marking method provided in the embodiments of this disclosure:
[0136] like Figure 7 The diagram shown is a schematic diagram of setting the display period in the game marking method provided in this embodiment of the present disclosure, including interface (i), interface (j) and interface (k).
[0137] As shown in interface (i), users can set the display period for marker scheme 1 in the marker management package. The graphical user interface displays a display period control for setting the display period of marker scheme 1, and a marker style control for setting the marker style of marker scheme 1. Users can click the display period control or click the drop-down button of the display period control. In this way, the graphical user interface can display the screen shown in interface (j). The graphical user interface displays the option controls corresponding to the display period, including the full-process control and the skill release phase control. The full-process control is used to set the display period corresponding to marker scheme 1 to the entire game. In this way, when marker scheme 1 is applied in the virtual game, the corresponding marker is displayed throughout the game. The skill release phase control is used to set the display period corresponding to marker scheme 1 to the skill release phase. In this way, when marker scheme 1 is applied in the virtual game, the corresponding marker is displayed during the skill release phase. When the user clicks the skill release phase control in interface (j), the graphical user interface displays the screen shown in interface (k). This screen displays a marker appearance time setting interface, which includes controls for setting the marker appearance time and disappearance time. The user can click the marker appearance time setting control to set the marker appearance time, such as setting how many seconds before the start of the display period, as shown in interface (k). The user can also click the marker end time setting control to set the marker end time, such as setting how many seconds after the end of the display period, as shown in interface (k). This completes the setting of the marker display period.
[0138] It should be noted that, Figure 7 In the interface (j) shown, the full-process control and the skill release phase control can be mutually exclusive. When the user selects one of them, the other control will be unselectable.
[0139] In this way, by setting the display period for the location markers created in the marking scheme, it avoids the situation where all applied markers must be displayed throughout the entire game, thus avoiding excessive useless data. This approach ensures the user's gaming experience and visual appeal.
[0140] 2. Set tag styles for the tag data.
[0141] To ensure that the location markers established in the game are clearly visible and that each marker's meaning is visually displayed, step S202, "in response to the marking operation targeting the skill damage area, establish the first location marker in the skill release animation based on the skill damage area," can be achieved through the following steps:
[0142] In response to marking actions targeting skill damage areas, display a variety of preset marking styles;
[0143] In response to the selection of the first marker style among multiple marker styles, a first position marker corresponding to the first marker style is established based on the skill damage area.
[0144] This step sets the marker style for the first position marker established in the skill release animation. It's understandable that when the first marker data is applied in the virtual game, the marker style for the second position marker is the same as the marker style for the first position marker in this step. After the user triggers the marker command on the skill release animation, multiple marker styles pre-set by the developers can be displayed. These styles can be presented to the user as a style list, allowing the user to select the first marker style to establish the first position marker of that style in the skill release animation. This visually demonstrates the marking effect of the first position marker of the first style to the user.
[0145] The following is passed Figure 8 The following describes the setting of the marking style in the game marking method provided in this disclosure embodiment:
[0146] like Figure 8 The diagram shown is a schematic of setting a marker style in a game marking method provided in this embodiment of the present disclosure, including interface (l) and interface (m).
[0147] Interface (l) and Figure 7 The UI elements contained in interface (i) shown are the same. The graphical user interface displays a display period control for setting the display period of marker scheme 1, and a marker style control for setting the marker style of marker scheme 1. The user can click the marker style control or its drop-down button. This displays the screen shown in interface (m) on the graphical user interface, which shows option controls corresponding to the marker styles, including styles 1 to n. Styles 1 to n can exist in the form of a marker list, which can be a visual image or text describing the marker style. The user can then select any marker style from styles 1 to n, thus completing the marker style setting for the marker scheme.
[0148] It should be noted that, when setting the tag style, in addition to Figure 8 In addition to setting the tag data for the tag scheme in the tag management package, as shown, you can also set it in the tag creation interface for creating the first position tag.
[0149] like Figure 9The diagram shown is another example of setting a marker style in the game marking method provided in this embodiment. The graphical user interface displays the marker creation interface for the first position marker. The user can select the desired marker style from the displayed marker list. Specifically, the user can click on the desired marker style, and then click again at the animation position where the first position marker 1 is to be created in the skill playback animation. The first position marker 1 corresponding to the selected marker style will then be created at that animation position. Alternatively, the user can drag the desired marker style to the animation position where the first position marker 1 is to be created in the skill playback animation. This disclosure does not specifically limit this aspect.
[0150] It should be noted that in this embodiment, the different marker styles can be distinguished by color, shape, size, etc. Furthermore, during the operation of the virtual game, users can dynamically modify the display period and marker style of the second location markers already established in the game scene to further optimize the second location markers established in the virtual game.
[0151] Optionally, in this disclosure, the first position marker can be established either in the skill damage area or in a safe location during the skill release animation. Thus, both established first position markers can be used to indicate when to dodge NPC skill damage. Therefore, step S202, "establishing the first position marker in the skill release animation based on the skill damage area," can be achieved through the following steps:
[0152] Establish a first position marker in the skill damage area. The first position marker is used to indicate that the corresponding position is where the skill damage is taken. Alternatively, establish a first position marker in a position other than the skill damage area in the skill release animation. The first position marker is used to indicate that the corresponding position is a safe position.
[0153] When a first position marker is established in the skill damage area, the first position marker is used to indicate that the corresponding position is the location where skill damage is taken; when a first position marker is established in a safe position outside the skill damage area during the skill release animation, the first position marker is used to indicate that the corresponding position is a safe position.
[0154] In this way, when the first marker data is applied in the virtual game, the second position marker established in the game scene will also indicate the same marker meaning as the corresponding first position marker. Users can distinguish whether the position of the second position marker is a safe position or a dangerous position where they will suffer skill damage based on the marker meaning indicated by the second position marker.
[0155] In addition, users in virtual games can also create corresponding markers through surface interaction. The surface interaction method is as follows: the user operates the virtual character to reach the vicinity of the NPC, and marks the location of the location to be marked in the operable area where the location to be marked can be marked.
[0156] The game marking method disclosed herein can obtain the marking data of the location markers established by this surface interaction method, so that the marking data can be directly applied to establish corresponding location markers in different virtual game sessions.
[0157] Therefore, the game tagging method provided in this disclosure may also include the following steps:
[0158] In response to an operation to obtain the location of a second game position in the game scene during the virtual game, the coordinates of the second game position in the game scene are obtained;
[0159] Based on the coordinates, generate second marker data that marks the second game position.
[0160] Understandably, a coordinate system and / or latitude and longitude can be set in a game scene, and different locations in the game scene can be distinguished by coordinates and / or latitude and longitude. This disclosure uses the setting of a coordinate system in a game scene as an example for illustration. Specifically, a global coordinate system can be set for one or more game scenes. This coordinate system can be a three-dimensional spatial coordinate system or a more multi-dimensional spatial coordinate system. This embodiment of the disclosure specifically uses a three-dimensional spatial coordinate system as an example for illustration. In this way, each location in the game scene can be represented by a coordinate, and there is a one-to-one correspondence between location and coordinate.
[0161] In one alternative implementation, the user can control a virtual character to walk to an operable area where a second game location can be marked. After the location is marked, corresponding second mark data is generated.
[0162] In another optional implementation, the user can click on the second game location to obtain its coordinates, open the tag management package storing the tag data, add a tag scheme for the second game location in the tag management package, and set the corresponding second tag data according to the obtained coordinates of the second game location in the tag scheme. Specifically, setting the second tag data in the tag management package may include inputting the coordinates of the second game location, setting the tag style corresponding to the second tag data, and setting the display period corresponding to the second tag data. For details on setting the tag style and display period for the second tag data, please refer to the above description of setting the tag style and display period for the first tag data; it will not be repeated here.
[0163] In some implementations, virtual characters in the game are assigned marking permissions. Users with marking permissions can create marks, while other users without such permissions cannot. In this case, users without marking permissions can send marking suggestion messages to users with marking permissions who belong to the same virtual team, regarding location marking. Therefore, when virtual characters are assigned marking permissions, the game marking method provided in this disclosure may further include the following steps:
[0164] The system receives a marking suggestion message for a third game location from the terminal device corresponding to a second virtual character who belongs to the same virtual team as the first virtual character; wherein the first virtual character has marking permissions, while the second virtual character does not; and establishes a third location mark in the game scene based on the marking suggestion message.
[0165] The first virtual character has marking permissions, while the second virtual character does not.
[0166] Specifically, the terminal device corresponding to the second virtual character can be understood as the terminal device held by the user operating the second virtual character. When the user operating the second virtual character wants to mark a location as a third game location, since the second virtual character does not have marking permissions, the user operating the second virtual character can send marking suggestion information for establishing a location mark for the third game location to the terminal device held by the user operating the first virtual character via voice or text. In this way, the user operating the first virtual character, who has marking permissions, can establish the corresponding third location mark in the virtual game based on the marking suggestion information.
[0167] It should be noted that during the operation of the virtual game, establishing a marker requires the user to operate the first virtual character to reach the operable area where the marker can be established. When the marker suggestion information is received, the first virtual character may not have reached the operable area where the marker can be established yet. Therefore, in the virtual game, third marker data can also be generated to establish a location marker for a third game location.
[0168] In one optional implementation, where all location markers established in the game scene are located on the game surface, the location coordinates obtained by the user in the virtual game can be the x and y values excluding the ground height. Only the values of the two axes (x, y) need to be recorded in the marker data. When the marker data is applied, a unique location point is determined on the game surface based on the values of the two axes (x, y), thus completing the location marking.
[0169] In this way, by quickly generating corresponding marker data based on marker suggestion information in the virtual game and applying the marker data in the virtual game, the corresponding location markers can be quickly established in the virtual game, thus improving the marker creation speed.
[0170] The following is passed Figure 10 The method for establishing location markers using surface interaction in the game marking method provided in this disclosure is described below:
[0171] like Figure 10 As shown, it includes interface (n), interface (o), interface (p), and interface (q).
[0172] In interface (n), the user moves their virtual character to the vicinity of an NPC and can click on a location point near the NPC to obtain the coordinates (x1, y1) of that location point. Then, as shown in interface (o), the user can click on the marker management package. The graphical user interface will then display the screen shown in interface (p). The marker management package includes controls corresponding to the already created marker schemes 1 to n, an edit scheme control for editing marker schemes, and a new marker scheme control. At this point, the user can click the new marker scheme control to add a new marker scheme to the marker management package. This will then display the interface shown in interface (q), which is the settings interface for the newly added marker scheme. This settings interface includes controls for setting the name of the new marker scheme, coordinates of the location markers in the new marker scheme, display time settings for setting the display time period for the new marker scheme, and marker style settings for setting the marker style for the new marker scheme. The user can click on the coordinate setting control and input the coordinates (x1, y1) of the location point where the marker is to be created, obtained from interface (n), into the corresponding location.
[0173] In this way, the location marker data created by users through surface interaction methods can also be added to the marker management package, making the marker scheme in the marker management package more comprehensive.
[0174] Furthermore, considering that virtual characters might be attacked by NPCs when near them, this disclosure allows users to add location markers via surface interaction. After obtaining the coordinates of the desired location marker, the virtual character can then move away from the NPC to a safe location outside the NPC's attack range. The generated marker data is then applied to the virtual game to establish the corresponding location marker. This avoids the possibility of being attacked and "dying" by NPCs during location marker creation via surface interaction, thus optimizing the game marking method provided in this disclosure.
[0175] In an optional implementation, this disclosure also provides editing and modification functions for the marker data, so that when the marker data is applied to a virtual game, it can accurately establish markers for indicating areas where skill damage can be avoided. Therefore, the game marking method provided in this disclosure may further include the following steps:
[0176] In response to a modification instruction for the first marker data, a modification operation is performed on the first marker data; the modification instruction includes at least one of the following: a modification instruction to modify the marker style corresponding to the first marker data, a deletion instruction to delete the first marker data, an adjustment instruction to adjust the position data corresponding to the first position marker in the first marker data, and a modification instruction to modify the display time period corresponding to the first marker data.
[0177] The ability to edit and modify the marker data is provided because the accuracy of the marker data may change. For example, the marker data is generated by users estimating the skill damage area based on their game experience in the virtual game and then creating location markers through surface interaction. Or, if the virtual game is upgraded and the skill damage area of NPCs releases skills changes, the location markers created by the marker data may not accurately indicate how to avoid skill damage.
[0178] If a user finds that the location markers created after applying a certain marker data in a virtual game are inaccurate or could be further optimized, they can edit and modify the created marker data through the corresponding editing and modification function.
[0179] In this way, when the virtual game is updated, or when a certain marker data is inaccurate, the marker data can be modified so that when the marker data is applied in the virtual game, a marker that can accurately indicate the avoidance of skill damage can be established.
[0180] The following is passed Figure 11 The following describes the modification operations on the marked data provided in the embodiments of this disclosure:
[0181] like Figure 11As shown, the interface includes interface (r) and interface (s). Interface (r) displays editing scheme controls for editing the marking scheme. Users can click the editing scheme control for marking scheme 1, thus displaying the interface shown in interface (s). This interface displays an editing operation interface for editing marking scheme 1. The editing operation interface may include controls such as modify coordinates, modify display time period, modify style, and delete marking scheme. Specifically, the modify coordinates control can be used to modify the coordinates of the position markers in the marking scheme; the modify display time period control can be used to modify the display time period corresponding to the marking scheme; the modify style control can be used to modify the marker style corresponding to the marking scheme; and the delete marking scheme control can be used to delete the marking scheme. Users can select one or more of these controls to modify the marking scheme accordingly. This completes the modification operation of the marking scheme.
[0182] It's worth noting that modifying the marker data can also be done within the game scene during the virtual game. For example, if a user finds that a location marker for an NPC doesn't accurately indicate how to avoid skill damage, the marker can be adjusted within the game scene to provide a more accurate indication. Furthermore, the marker data for the original location marker can be updated to match the data for the adjusted location marker, allowing the marker to be created in subsequent virtual games based on the updated data.
[0183] In one alternative implementation, the marker data can also be set to a corresponding character type. The character type corresponding to the marker data can be understood as the type of virtual character to which the marker data is set. In this way, users who operate virtual characters of that character type can see the corresponding marker to avoid the corresponding skill damage.
[0184] Therefore, the game tagging method provided in this disclosure may further include the following steps:
[0185] In response to the role type setting operation for the first marker data, the role type corresponding to the first marker data is determined. The role type is used to indicate that when the first marker data is applied in a virtual game, a second location marker is established in the game scene corresponding to the terminal device held by the user operating the virtual character belonging to the role type.
[0186] The step S203, "establishing a second position marker in the game scene," can be achieved through the following steps:
[0187] The second location marker is established in the game scene corresponding to the terminal device held by the user operating the virtual character belonging to the aforementioned character type.
[0188] In practical applications, the same NPC skill may cause different levels of damage to different character types. For character types with high skill damage, the markers indicating the area to avoid that skill's damage are useful information. However, for character types with very low skill damage, these markers may be useless information. This results in an excessive amount of useless information on the graphical user interface, making it difficult for users to reasonably distinguish which markers correspond to the skill damage their virtual character actually needs to avoid.
[0189] For example, the degree of health reduction for a magic-attack type virtual character and a tank type virtual character is different when the same skill is used. When the NPC's skill A damages a magic-attack type virtual character, it may directly reduce the magic-attack type virtual character's health from full to 0. When the NPC's skill A damages a tank type virtual character, it may reduce the tank type virtual character's health by 2%. Therefore, for tank type virtual characters, since the degree of health reduction caused by the NPC's skill A damage is relatively low, the marker corresponding to the NPC's skill A is considered useless information.
[0190] Therefore, the corresponding role type can be set in the tag data. When a certain tag data is applied in a virtual game, the location tag corresponding to the tag data will only be created in the game scene corresponding to the terminal device of the virtual character belonging to the corresponding role type.
[0191] The following is passed Figure 12 This disclosure describes the role type setting for the tag data in the following embodiments:
[0192] like Figure 12 As shown, the interface includes interface (t) and interface (u). In interface (t), in addition to displaying the display period setting control for marking scheme 1 and the marking style setting control for marking scheme 1, a role type control for setting the role type of marking scheme 1 is also displayed. The user can click on the role type control or click on the drop-down button of the role type control. In this way, the graphical user interface can display the screen shown in interface (u). The screen displays the option controls corresponding to the role type, including type 1 to type n. The user can click on one or more role types from type 1 to type n, thus completing the role type setting of the marking scheme. Figure 12The option control for character types can include all character types in the virtual game. Character types in the virtual game can include, but are not limited to, at least one of the following: melee warrior (tank) type, melee physical damage dealer type, melee magic damage dealer type, ranged physical damage dealer type, ranged magic damage dealer type, and healer type.
[0193] It should be noted that the schematic diagrams provided in this disclosure are merely examples for the purpose of better illustrating this disclosure, and this disclosure does not impose any limitations on them.
[0194] As can be seen, this disclosure establishes location markers by setting marker data that includes marker location, display period, marker style, and character type. This marker data is directly applied during the virtual game's operation to create location markers indicated by the marker data within the game scene. Furthermore, the set marker data can be modified to correct inaccurate location markers. Thus, when the marker data is applied in a virtual game, it can create location markers that accurately guide virtual characters to avoid corresponding skill damage, improving the efficiency and accuracy of game marking.
[0195] In this disclosure, the second position marker can be established through the following steps:
[0196] Obtain the scene position of the virtual object in the game scene; determine the first game position in the game scene that is in relation to the scene position as indicated by the first marker data; establish a second position marker at the first game position.
[0197] Specifically, when applying the first marker data during the virtual game, the scene position of the virtual object in the game scene can be obtained in real time, and a second position marker can be established at the first game position where the positional relationship between the virtual object and the scene position is the first position marker indicated by the first marker data and the position of the virtual object. If the scene position of the virtual object in the game scene changes, the scene position of the virtual object in the game scene can be obtained periodically (e.g., every 2 seconds), and a corresponding marker can be established. This disclosure is not limited in this respect.
[0198] Furthermore, in virtual games, the damage location of skills cast by NPCs may remain fixed, or the damage location may shift as the NPC moves within the game environment. For example, if the NPC remains at position 1 throughout the game, and its skills are always cast within a specific area, the damage location will remain unchanged. Conversely, if the NPC moves around within a certain area, the damage location of its skills will always be within a circular area centered on the NPC with a certain radius, thus changing as the NPC moves.
[0199] In order to adaptively establish the corresponding markers, the step S203 of "establishing a second position marker in the game scene based on the first marker data" can be implemented in different ways under different circumstances. The following describes two optional scenarios:
[0200] Scenario 1: In a virtual game scene where the damage area of a virtual object's skill is a fixed area, based on the correspondence between each position point in the skill release animation and each position point in the fixed area, determine the first game position in the fixed area that corresponds to the position of the first position marker in the skill release animation; establish a second position marker at the first game position in the game scene.
[0201] In scenario 1, the damage area of an NPC's skill is a fixed area. This can be understood as the NPC's position and orientation in the virtual game never changing, so the damage area of the NPC's skill is always a fixed area.
[0202] In one optional implementation, when the damage area of an NPC's skill is a fixed area, each position point in the skill damage area in the skill release animation corresponds to a fixed position point in the game scene of the virtual game. Therefore, the established first position mark is bound to the fixed position in the virtual game. In this way, when applying the first mark data, the first game position corresponding to the position of the first position mark in the skill release animation can be determined directly in the fixed area according to the correspondence between each position point in the skill damage area in the skill release animation and each position point in the fixed area, and then the second position mark is established.
[0203] In another alternative implementation, a first game position can be determined in a fixed area by using the scene position of the virtual object in the game scene, and the positional relationship between the virtual object and the scene position is the positional relationship indicated by the first marker data, thereby establishing a second position marker.
[0204] Scenario 2: In a virtual game scene, where the damage area of a virtual object's skill changes with the virtual object's position and orientation, obtain the scene position and orientation of the virtual object in the game scene; based on the positional relationship indicated by the first marker data, determine the first game position in the game scene that is the distance between the virtual object and the scene position and is in a relative orientation to the virtual object's orientation; establish a second position marker at the first game position.
[0205] Using the technical means provided in Scenario 2, when the skill's damage location moves with the NPC, a second position marker can be dynamically and adaptively established for the NPC based on its current position and orientation. The relative position and orientation of this second position marker to the NPC are consistent with the relative position and orientation of the first position marker established during the skill's animation. In this way, the established second position marker can always accurately indicate the area to avoid skill damage.
[0206] Typically, image resources in virtual games have anchor points. Anchor points are points around which an image moves. Two-dimensional or three-dimensional image resources in a virtual game can have their position determined by their corresponding anchor points. Scaling, rotation, and other operations on image resources are also based on these anchor points. Therefore, the step "determining the first game position within a fixed area corresponding to the position of the first position marker in the skill release animation" can be achieved through the following steps:
[0207] The first anchor point of the first position marker is determined in the skill release animation. The first anchor point is used to determine the position of the first position marker in the skill release animation.
[0208] In a fixed area, determine the position of a second anchor point corresponding to the position of the first anchor point, and set the second anchor point as the first game position;
[0209] Accordingly, the step "establishing a second position marker at the first game position in the game scene" can be implemented through the following steps:
[0210] Establish a second position marker in the game scene using the first game position as the anchor point.
[0211] Understandably, when the first position marker in the first marker data is a specific marker pattern, the established second position marker is also that marker pattern. In practical applications, the position of the marker anchor point of the marker pattern in the game scene can be determined first. Therefore, the first game position can be used to determine the position of the second anchor point of the second position marker in the game scene. In this disclosure, the position of the first anchor point of the marker anchor point of the first position marker in the skill release animation can be used to determine the corresponding second anchor point in the game scene. After applying the marker data, the second position marker is established in the game scene with the second anchor point as the marker anchor point.
[0212] It should be noted that in scenario 2 above, the determined first game position can also be the second anchor point position of the marker anchor point corresponding to the second position marker determined based on the first anchor point position, and the second position marker is established in the game scene using this second anchor point position as the marker anchor point. In this embodiment of the disclosure, the coordinates in the marker data can be the coordinates of the marker anchor point, so that the corresponding marker can be quickly established based on the marker data.
[0213] Since the position of an image resource in a virtual game can be determined by its corresponding anchor point, the corresponding position marker can be determined based on the anchor point.
[0214] In this way, based on the first anchor point position of the marker anchor point corresponding to the first position marker in the first marker data, the second anchor point position of the marker anchor point corresponding to the second position marker can be determined in the game scene. Thus, based on the second anchor point position of the marker anchor point of the second position marker, the position of the second position marker can be determined, and then the second position marker can be rendered and displayed.
[0215] Corresponding to the game marking method provided in the first embodiment of this disclosure, the second embodiment of this disclosure also provides a game marking device, such as... Figure 13 As shown, the game marking device 1300 includes:
[0216] Animation playback unit 1301 is used to play a preset skill release animation of a virtual object in the graphical user interface. The skill release animation displays a skill damage area and is used to indicate the skill release process of the virtual object in the virtual game.
[0217] The first establishment unit 1302 is configured to respond to a marking operation for the skill damage area, establish a first position mark in the skill release animation based on the skill damage area, and obtain first mark data corresponding to the first position mark. The first mark data is used to indicate the positional relationship between the first position mark and the virtual object.
[0218] The second establishment unit 1303 is used to establish a second position marker in the game scene based on the first marker data in response to the selection operation of the first marker data during the virtual game.
[0219] Optionally, the second establishing unit 1303 is specifically used to: obtain the scene position of the virtual object in the game scene; determine a first game position in the game scene that has the positional relationship with the scene position as indicated by the first marker data; and establish a second position marker at the first game position.
[0220] Optionally, the animation playback unit 1301 is further configured to: when the skill damage area is highlighted in the skill release animation, in response to a stop playback operation of the skill release animation, stop playing the skill release animation and display the target frame with the skill damage area highlighted;
[0221] The first establishment unit 1302 is specifically used to: in response to a marking operation for the skill damage area in the target frame, establish a first position mark in the target frame according to the skill damage area.
[0222] Optionally, the first establishing unit 1302 is further configured to: in response to a display period setting operation for the first marker data, determine a display period corresponding to the first marker data, wherein the display period is used to indicate that when the first marker data is applied to the virtual game, the second location marker is displayed during the display period; and display the second location marker in the game scene during the display period corresponding to the first marker data.
[0223] Optionally, the first establishing unit 1302 is specifically used to: determine the time period that includes at least the skill release phase as the display time period corresponding to the first marker data, wherein the skill release phase is the skill release phase corresponding to the skill indicated by the first marker data.
[0224] Optionally, the first establishing unit 1302 is specifically used to: determine the skill release phase as the display period corresponding to the first marker data; or, determine the time before the skill start release time and a time distance of a first preset duration from the skill start release time as the start display time; determine the time after the skill end release time and a time distance of a second preset duration from the skill end release time as the end display time; determine the period consisting of the start display time and the end display time as the display period corresponding to the first marker data; or, determine the entire game as the display period corresponding to the first marker data.
[0225] Optionally, the first establishing unit 1302 is specifically used to: display a variety of preset marking styles in response to a marking operation for the skill damage area; and establish a first position mark corresponding to the first marking style based on the skill damage area in response to a selection operation of the first marking style among the various marking styles.
[0226] Optionally, the first establishment unit 1302 is specifically used to: establish a first position mark in the skill damage area, the first position mark being used to indicate that the corresponding position is the position that suffers skill damage; or, establish a first position mark in the skill release animation at a position other than the skill damage area, the first position mark being used to indicate that the corresponding position is a safe position.
[0227] Optionally, the game marking device further includes a third establishing unit, which is configured to: in response to a position acquisition operation for a second game position in the game scene during the virtual game, acquire the coordinates of the second game position in the game scene; and generate second marking data for marking the second game position based on the coordinates.
[0228] Optionally, if the virtual character has marking permissions, the third establishing unit is further configured to: receive marking suggestion information for a third game position sent by the terminal device corresponding to a second virtual character that belongs to the same virtual team as the first virtual character; wherein the first virtual character has the marking permissions, and the second virtual character does not have the marking permissions; and establish a third position mark in the game scene according to the marking suggestion information.
[0229] Optionally, the game marking device further includes a modification unit, the modification unit being configured to: in response to a modification instruction for the first marking data, perform a modification operation corresponding to the modification operation on the first marking data; the modification instruction includes at least one of the following: a modification instruction to modify the marking style corresponding to the first marking data, a deletion instruction to delete the first marking data, an adjustment instruction to adjust the position data corresponding to the first position marking in the first marking data, and a modification instruction to modify the display time period corresponding to the first marking data.
[0230] Optionally, the first establishment unit 1302 is further configured to: in response to a role type setting operation for the first marker data, determine the role type corresponding to the first marker data, wherein the role type is used to indicate that when the first marker data is applied to the virtual game, the second location marker is established in the game scene corresponding to the terminal device held by the user operating the virtual character belonging to the role type;
[0231] The second establishment unit 1303 is specifically used to: establish the second location marker in the game scene corresponding to the terminal device held by the user operating the virtual character belonging to the character type.
[0232] Optionally, when the damage area of the virtual object's skill is a fixed area in the game scene of the virtual game, the second establishment unit 1303 is specifically used to: determine a first game position in the fixed area corresponding to the position of the first position mark in the skill release animation according to the correspondence between each position point in the skill release animation and each position point in the fixed area; and establish a second position mark in the first game position in the game scene.
[0233] Optionally, when the damage area of the virtual object's skill changes with the position and orientation of the virtual object in the game scene of the virtual game, the second establishment unit 1303 is specifically used to: obtain the orientation of the virtual object in the game scene; and determine a first game position in the game scene that is at a distance of the position distance between the first position marker and the virtual object and the positional distance and relative orientation with respect to the orientation, based on the positional relationship indicated by the first marker data.
[0234] Optionally, the second establishment unit 1303 is specifically used to: determine the first anchor point position of the marker anchor point of the first position mark in the skill release animation, the first anchor point position being used to determine the position of the first position mark in the skill release animation; determine the second anchor point position corresponding to the first anchor point position in the fixed area, and determine the second anchor point position as the first game position; and establish the second position mark in the game scene with the first game position as the marker anchor point.
[0235] Optionally, the animation playback unit 1301 is specifically used to: display a skill introduction page before the virtual game starts; and play the skill release animation in response to a playback operation for a preset virtual object in the skill introduction page.
[0236] Corresponding to the game tagging method provided in the first embodiment of this disclosure, the third embodiment of this disclosure also provides an electronic device for game tagging. For example... Figure 14 As shown, the electronic device 1400 includes: a processor 1401; and a memory 1402 for storing a program of the game tagging method. After the device is powered on and runs the program of the game tagging method through the processor, it executes the steps in the game tagging method provided in the first embodiment of this disclosure.
[0237] Corresponding to the game tagging method provided in the first embodiment of this disclosure, the fourth embodiment of this disclosure provides a computer-readable storage medium storing a program for the game tagging method, which is executed by a processor to perform the steps in the game tagging method provided in the first embodiment of this disclosure.
[0238] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this disclosure, please refer to the relevant description of the first embodiment of this disclosure, which will not be repeated here.
[0239] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.
[0240] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0241] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0242] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0243] 2. Those skilled in the art will understand that the embodiments of this disclosure can be provided as methods, systems, or computer program products. Therefore, this disclosure can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this disclosure can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0244] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.
Claims
1. A game marking method, characterized by, The method of providing a graphical user interface via a terminal device includes: The graphical user interface plays a preset skill release animation of a virtual object, which displays a skill damage area. The skill release animation is used to indicate the skill release process of the virtual object in the virtual game. When the skill damage area is highlighted in the skill release animation, in response to the stop playback operation of the skill release animation, the skill release animation is stopped, and the target frame with the skill damage area highlighted is displayed. In response to a marking operation for the skill damage area in the target frame, a first position mark is established in the target frame according to the skill damage area, and first mark data corresponding to the first position mark is obtained. The first mark data is used to indicate the positional relationship between the first position mark and the virtual object. In response to a selection operation on the first marker data during the virtual game, a second position marker is established in the game scene based on the first marker data, including: Obtain the scene position of the virtual object in the game scene; In the game scene, a first game position is determined that has the positional relationship with the scene position as indicated by the first marker data; Establish the second position marker at the first game position.
2. The method of claim 1, wherein, The method further includes: In response to a display period setting operation for the first marker data, a display period corresponding to the first marker data is determined, the display period being used to indicate that when the first marker data is applied to the virtual game, the second location marker is displayed during the display period; The second location marker is displayed in the game scene during the display period corresponding to the first marker data.
3. The method of claim 2, wherein, Determining the display time period corresponding to the first marked data includes: The time period that includes at least the skill release phase is determined as the display time period corresponding to the first marker data, wherein the skill release phase is the skill release phase corresponding to the skill indicated by the first marker data.
4. The method of claim 3, wherein, The step of determining the time period that includes at least the skill release phase as the display time period corresponding to the first marked data includes: The skill release phase is defined as the display period corresponding to the first marked data; Alternatively, the starting display time can be determined as the time before the skill's initial release and a first preset duration from the skill's initial release; the ending display time can be determined as the time after the skill's final release and a second preset duration from the skill's final release; and the time period consisting of the starting display time and the ending display time can be determined as the display time period corresponding to the first marker data. Alternatively, the entire game can be defined as the display period corresponding to the first marked data.
5. The method of claim 1, wherein, The step of responding to a marking operation for the skill damage region in the target frame, and establishing a first position mark in the target frame based on the skill damage region, includes: In response to a marking operation targeting the skill damage area, multiple preset marking styles are displayed; In response to the selection operation of the first mark style among the multiple mark styles, a first position mark corresponding to the first mark style is established according to the skill damage area.
6. The method of claim 1, wherein, The step of establishing a first position marker in the skill release animation based on the skill damage area includes: A first location marker is established in the skill damage area, and the first location marker is used to indicate that the corresponding location is the location that has received skill damage; Alternatively, a first position marker may be established in the skill release animation at a location other than the skill damage area, the first position marker being used to indicate that the corresponding location is a safe location.
7. The method of claim 1, wherein, The method further includes: In response to a location acquisition operation for a second game position in the game scene during the virtual game, the coordinates of the second game position in the game scene are acquired; Based on the coordinates, generate second marker data that marks the second game position.
8. The method of claim 1, wherein, The method further includes setting tagging permissions for virtual characters: The system receives a marking suggestion message for a third game position from a terminal device corresponding to a second virtual character that belongs to the same virtual team as the first virtual character; wherein the first virtual character has the marking permission, while the second virtual character does not have the marking permission. Based on the suggested marking information, a third location marker is established in the game scene.
9. The method of claim 1, wherein, The method further includes: In response to a modification instruction for the first marker data, a modification operation corresponding to the modification instruction is performed on the first marker data; the modification instruction includes at least one of the following: a modification instruction to modify the marker style corresponding to the first marker data, a deletion instruction to delete the first marker data, an adjustment instruction to adjust the position data corresponding to the first position marker in the first marker data, and a modification instruction to modify the display time period corresponding to the first marker data.
10. The method of claim 1, wherein, The method further includes: In response to the role type setting operation for the first tag data, the role type corresponding to the first tag data is determined. The role type is used to indicate that when the first tag data is applied to the virtual game, the second location tag is established in the game scene corresponding to the terminal device held by the user operating the virtual character belonging to the role type. The process of establishing a second location marker in the game scene includes: The second location marker is established in the game scene corresponding to the terminal device held by the user operating the virtual character belonging to the aforementioned character type.
11. The method of claim 1, wherein, When the damage area of the virtual object's skill is a fixed area in the game scene, establishing a second position marker in the game scene based on the first marker data includes: Based on the correspondence between each position point in the skill release animation and each position point in the fixed area, a first game position corresponding to the position of the first position mark in the skill release animation is determined in the fixed area; A second location marker is established at the first game location in the game scene.
12. The method of claim 1, wherein, In the case where the damage area of the virtual object's skill changes with the position and orientation of the virtual object in the game scene of the virtual game, before determining a first game position in the game scene that has the positional relationship indicated by the first marker data with respect to the scene position, the method further includes: Obtain the orientation of the virtual object in the game scene; Determining the first game position in the game scene that has the positional relationship indicated by the first marker data with the scene position includes: Based on the positional distance and relative orientation between the first position marker and the virtual object in the positional relationship indicated by the first marker data, a first game position is determined in the game scene that is the distance between the game position and the scene position and is in the relative orientation with respect to the orientation.
13. The method of claim 11, wherein, Determining the first game position in the fixed area corresponding to the position of the first position marker in the skill release animation includes: The anchor point of the first position marker is determined in the skill release animation, and the first anchor point is used to determine the position of the first position marker in the skill release animation. In the fixed area, a second anchor point position corresponding to the first anchor point position is determined, and the second anchor point position is determined as the first game position; Establishing a second location marker at the first game location in the game scene includes: A second position marker is established in the game scene using the first game position as the marker anchor point.
14. The method of claim 1, wherein, The playback of the preset virtual object's skill release animation includes: A skill introduction page is displayed before the virtual game begins; In response to a playback operation for a skill release animation of a preset virtual object on the skill introduction page, the skill release animation is played.
15. A game marker device, characterized by, The apparatus provides a graphical user interface via a terminal device, comprising: An animation playback unit is used to play a preset skill release animation of a virtual object in the graphical user interface. The skill release animation displays a skill damage area and is used to indicate the skill release process of the virtual object in the virtual game. The animation playback unit is also configured to, in response to a stop playback operation of the skill release animation, stop playing the skill release animation and display the target frame with the skill damage area highlighted when the skill damage area is highlighted in the skill release animation; The first establishment unit is configured to respond to a marking operation for the skill damage area in the target frame, establish a first position mark in the target frame according to the skill damage area, and obtain first mark data corresponding to the first position mark, wherein the first mark data is used to indicate the positional relationship between the first position mark and the virtual object; The second establishment unit is configured to, in response to a selection operation on the first marker data during the virtual game, establish a second position marker in the game scene based on the first marker data, including: Obtain the scene position of the virtual object in the game scene; In the game scene, a first game position is determined that has the positional relationship with the scene position as indicated by the first marker data; Establish the second position marker at the first game position.
16. An electronic device, comprising: include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method as described in any one of claims 1-14.
17. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1-14.