Settlement control method, device and electronic equipment for a game
Patent Information
- Application Number
- CN202311340946.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-17
- Publication Date
- 2026-09-04
- Estimated Expiration
- 2043-10-17
AI Technical Summary
游戏对局中相对固定的回合任务、可选事件,导致游戏对局的结算结果可预期,对于已参与过对局的玩家而言,对再次参与对局的兴趣度较低,不利于游戏资源的充分利用
[0009] The aforementioned game settlement control method, device, and electronic device, in response to the start of a target game match, control the graphical user interface to display the game page of the target game match; acquire the historical game settlement results of the controlled virtual character, determine candidate items based on the historical game settlement results, and display the candidate items on the game page; wherein, the historical game settlement results include: the game settlement results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; in response to the selection operation of the first item among the candidate items, acquire the first item; in response to the acquisition of the first item, or the use of the first item in the target game match, update the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, generate the game settlement result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
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Figure CN117427334B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a game settlement control method, apparatus, and electronic device. Background Technology
[0002] In The Sims games, at the start of a match, players receive initial character attributes and then control their character through multiple rounds, performing pre-set tasks to gain corresponding attribute bonuses. Once all rounds are completed, the match ends, and the final result is displayed. The relatively fixed round tasks and optional events in a match make the outcome predictable, reducing the interest of players who have already participated in a match and hindering the efficient use of game resources. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a game settlement control method, device and electronic device to increase players' interest in participating in multiple game sessions and to facilitate the full utilization of game resources.
[0004] In a first aspect, embodiments of the present invention provide a game settlement control method, which provides a graphical user interface through a terminal device; the method includes: in response to the start of a target game match, controlling the graphical user interface to display the game page of the target game match; obtaining the historical game settlement results of a controlled virtual character, determining candidate items based on the historical game settlement results, and displaying the candidate items on the game page; wherein, the historical game settlement results include: game settlement results obtained after the controlled virtual character participated in historical game matches; the historical game matches correspond to the target game match; in response to a selection operation for a first item among the candidate items, obtaining the first item; in response to the first item being obtained, or the first item being used in the target game match, updating the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, generating the game settlement result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
[0005] Secondly, embodiments of the present invention also provide a game settlement control device, which provides a graphical user interface through a terminal device; the device includes: a control module, used to control the graphical user interface to display the game page of the target game in response to the start of the target game; a display module, used to acquire the historical game settlement results of the controlled virtual character, determine candidate items based on the historical game settlement results, and display the candidate items on the game page; wherein, the historical game settlement results include: the game settlement results obtained by the controlled virtual character after participating in the historical game; the historical game corresponds to the target game; an acquisition module, used to acquire the first item in response to the selection operation of the first item among the candidate items; an update module, used to update the attribute parameters of the character attribute of the controlled virtual character based on the attribute influence parameters of the first item in response to the acquisition of the first item or the use of the first item in the target game; and a generation module, used to generate the game settlement result of the target game based on the attribute parameters of the character attribute of the controlled virtual character in response to the end of the target game.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game settlement control method.
[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned game settlement control method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned game settlement control method, device, and electronic device, in response to the start of a target game match, control the graphical user interface to display the game page of the target game match; acquire the historical game settlement results of the controlled virtual character, determine candidate items based on the historical game settlement results, and display the candidate items on the game page; wherein, the historical game settlement results include: the game settlement results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; in response to the selection operation of the first item among the candidate items, acquire the first item; in response to the acquisition of the first item, or the use of the first item in the target game match, update the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, generate the game settlement result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
[0010] In this method, candidate items are determined based on the historical match results of the controlled virtual character, and these items are displayed on the match page of the target game for the player to choose from. After selecting the first item from the candidate items, the player can influence the attribute parameters of the controlled virtual character in the target game, thereby affecting the match's outcome. This method allows historical match results to affect the rounds in the target game, thus influencing the match's conclusion. This can increase player interest in participating in multiple matches and facilitate the full utilization of game resources.
[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A schematic diagram illustrating the extraction of initial terms according to an embodiment of the present invention;
[0015] Figure 2 A flowchart of a game settlement control method provided in an embodiment of the present invention;
[0016] Figure 3 A schematic diagram of a game match page provided in an embodiment of the present invention;
[0017] Figure 4 This is a schematic diagram illustrating how to obtain the target character attributes and attribute influence parameters corresponding to a first item, as provided in an embodiment of the present invention.
[0018] Figure 5 This is another schematic diagram of a game page provided in an embodiment of the present invention;
[0019] Figure 6 This is a schematic diagram of the game settlement result on a game page provided in an embodiment of the present invention;
[0020] Figure 7This is a schematic diagram of a content selection page for result content provided in an embodiment of the present invention;
[0021] Figure 8 This is a schematic diagram of the structure of a game settlement control device provided in an embodiment of the present invention;
[0022] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0024] In the current Sims gameplay, at the start of a game, players can choose the character traits of their virtual character. Players determine these traits by randomly drawing starting attributes, thus granting their controlled virtual character certain initial attributes. These initial attributes can include strength, intelligence, charm, luck, health, and currency. The parameter parameters of these initial attributes are related to the starting attributes. Starting attributes can be divided into multiple levels, with each level containing multiple starting attributes.
[0025] For example, see Figure 1 Starting a character's attributes can be categorized into three levels: Common, Rare, and Legendary, with each level increasing in difficulty. Common attributes might include "Scholarly Scholar" or "Handsome and Refined," while Rare attributes might include "Long Live to a Happy Age" or "Good Fortune." Legendary attributes might include "Kind Heart" or "Exceptional Intelligence." Each attribute is marked with "Rare" or "Traditional" to help players understand its level. The higher the level of the starting attribute a player draws, the better the initial character attributes will be. If a player is not satisfied with their drawn attribute, they can invest virtual resources, such as in-game gold or other valuable items, to draw again. The level of the starting attribute is calculated based on the amount of virtual resources invested.
[0026] Furthermore, the controlled virtual character participates in the game with initial character attributes. A game can consist of multiple rounds. In each round, different preset round tasks will randomly appear based on the player's choices. By completing these preset round tasks, players gain corresponding attribute bonuses. Once all round tasks are completed, the current game ends, and the game's settlement result is obtained.
[0027] In turn-based missions, players can draw random events. Depending on the player's choices, different events will occur, increasing the attribute values of the controlled virtual character accordingly. Examples include drawing items or selecting specific scene areas. Furthermore, players can also draw rewards, which update the controlled virtual character's resource levels based on the results. Opportunities to draw rewards are obtained by consuming character resources or through items.
[0028] In another type of turn-based mission, players can trade virtual items such as rice, lychees, paper, and silk. The amount of resources traded for these virtual items fluctuates, and players profit from the difference in resource amounts by buying or selling them, thereby increasing the resources of their controlled virtual character in the current game. During the trading of virtual items, corresponding taxes are deducted based on the location of the virtual item within the game's environment. Other turn-based missions also allow players to invest in property deeds and explore for treasure within the game world.
[0029] During turn-based missions, players need to submit acquired mission items to increase the corresponding character attributes. For example, resource items increase a character's resource quantity, and wisdom items increase a character's wisdom attribute. After a turn-based mission is completed, the game is settled. A total score is calculated based on the controlled virtual character's attributes. Based on this total score, or the attribute values of each character, a game evaluation is generated for the current game, such as "mediocre," "ordinary life," or "ambitious youth." The game evaluation may also include assessments of the controlled virtual character's performance in each turn.
[0030] When players start a new game, they still begin with randomly drawn starting characters, meaning the game data is entirely new and random. Due to the relatively fixed rounds and optional events within each game, players who have already participated can predict the outcome, leading to lower interest in re-entering the game and hindering the efficient use of game resources. Even if a player has a very good result in a current game, but considering that this result won't affect the next game's outcome (which is unlikely to be better), they will lose motivation, turning the gameplay into a monotonous, repetitive process. This rigid game mode forces players to mechanically complete rounds, resulting in a lack of enjoyment and a diminished overall gaming experience.
[0031] Furthermore, the game lacks a clear connection between different rounds. For example, the pre-set tasks in the first round might include mandatory tasks like the first adventure, chance encounters, and dilemmas. The choices players make in this round do not affect the tasks in the next round; that is, a player's choices in the first round do not influence the second round, resulting in a lack of consideration for each decision.
[0032] When players receive a task in a game, they can view the results of their previous game. These results show the outcomes of multiple rounds from the previous match, highlighting the round with the highest attribute bonus to draw player attention. However, players can only view the results of the last game; there's no record of previous game results, leading to a lack of comparability.
[0033] Players can also share the results of their matches. When sharing, the player's highlight moments are displayed as text along with other content, making it difficult to see the key points of the share. Since there may be repetitive turn-based tasks during gameplay, but the content to be shared cannot be selected, this results in repetitive content in the shared posts, leading to reading fatigue.
[0034] Additionally, the game allows players to sort the results of matches between multiple players, which can be viewed in the game's leaderboard. However, the leaderboard primarily includes data from three dimensions: title, assets, and total score. Other game data is not displayed in the leaderboard.
[0035] Based on the above, embodiments of the present invention provide a game settlement control method, device, and electronic device, which can be applied to control game settlement scenarios.
[0036] In one embodiment of this disclosure, the game settlement control method can run on a local terminal device or a server. When the game settlement control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0037] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's settlement control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0038] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0039] In one possible implementation, this invention provides a game settlement control method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0040] To facilitate understanding of this embodiment, a game settlement control method disclosed in this embodiment of the invention will be described in detail first. The game involved in this invention can be The Sims game or a game with The Sims gameplay.
[0041] In The Sims games, or games with Sims gameplay, the game is typically divided into multiple rounds based on different life stages, with different pre-set tasks in each round. In one example, a game might have eight rounds. The pre-set tasks in the first round could include tasks related to childhood. In this embodiment, the pre-set task of "grasping one's first birthday wishes" could be added to the first round. The pre-set tasks in the second round could include tasks related to learning. The pre-set tasks in the third round could include tasks related to career. The pre-set tasks in the fourth round could include tasks related to wealth. The pre-set tasks in the fifth round could include tasks related to making money. The pre-set tasks in the sixth round could include tasks related to marriage.
[0042] Additionally, a seventh round can be added, tailored to the game's story background and plot development. Preset tasks for this round could include defending the capital. An eighth round could also be added, incorporating a treasure hunt element. Preset tasks for this round could include treasure digging.
[0043] During multiple rounds of the game, game items are available for the controlled virtual character to choose from. These items can include regular and special items. Regular items affect the character's attribute parameters, such as strength, intelligence, charm, luck, health, and currency. Special items can trigger additional gameplay. The controlled virtual character gains corresponding attribute bonuses by performing preset round tasks. When the controlled virtual character successfully completes the preset round tasks across multiple rounds, the game ends, and the player receives game item rewards based on the game's outcome.
[0044] In one example, the game's outcome can be determined based on the attribute parameters of the controlled virtual character after completing preset rounds. For instance, multiple character attribute parameters can be converted into game points according to a conversion relationship, and the sum of these converted game points across all rounds can be calculated. Then, a comprehensive evaluation of the game points yields a total score. The game's outcome can be based on this total score, along with a record of the game's progress.
[0045] like Figure 2 As shown, the game settlement control method disclosed in this embodiment of the invention provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or the aforementioned client device. This method includes the following steps:
[0046] Step S202: In response to the start of the target game match, control the graphical user interface to display the game page of the target game match;
[0047] Specifically, after entering the game system, players can start a game mission in the graphical user interface. After accepting the mission, players can choose a game mode, such as a simulation mode or other game modes. After selecting a game mode, a launch control for that game mode will be displayed in the graphical user interface. Players can click on the launch control to enter that game mode.
[0048] For example, players can choose The Sims mode. After entering the Sims mode, players can draw starting attributes to grant their controlled virtual character initial attributes. If the player is satisfied with the drawn starting attributes, they can start the target game. If the player is not satisfied with the drawn starting attributes, they can invest money to draw again until they draw satisfactory starting attributes, and then start the target game. After the player starts the target game, the game page of the target game will be displayed in the graphical user interface.
[0049] The target game match is the game match that the current game account is participating in. The match page of the target game match can display the attribute parameters of the controlled virtual character, the game round, and the preset round tasks, etc.
[0050] Step S204: Obtain the historical game settlement results of the controlled virtual character, determine the candidate items based on the historical game settlement results, and display the candidate items on the game page; wherein, the historical game settlement results include: the game settlement results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game matches;
[0051] It should be noted that the historical game matches and the target game match are the same game or have the same gameplay. After the player selects a game mode, a control for viewing the historical game results can be displayed in the graphical user interface. The aforementioned acquisition of the historical game results for the controlled virtual character can be achieved by clicking, long-pressing, or performing other operations on the historical game results control. These historical game results can include the game results obtained by the controlled virtual character after participating in the historical game matches. It is understood that players can participate in game matches multiple times, therefore, the historical game match results can include multiple sets. Players can perform round tasks in multiple game rounds during a match, obtaining corresponding rewards, which can then change the attribute parameters of the controlled virtual character's attributes. Therefore, the match results can include the attribute parameters of each character attribute after the controlled virtual character's game ends, as well as the total score and overall score level obtained by the controlled virtual character in the game.
[0052] In practice, candidate items can be determined based on historical match results. For example, the match results might include a match score, which is pre-divided into multiple levels, each corresponding to a set of candidate items. Based on the match scores in historical results, the candidate items corresponding to the level of that score are determined. Alternatively, the match results might include attribute values for specified attributes; when the attribute value reaches a preset threshold, a preset item is used as a candidate item.
[0053] The optional items can include multiple game items, each with different effects in a game. For example, some game items can affect the attribute parameters of the controlled virtual character, while others can add additional gameplay elements. The optional items are displayed on the game screen for players to choose from. Historical game matches correspond to the target game match; that is, if the player initiates a target game match in The Sims mode, the historical match calculation results will be the settlement results of the player's historical game matches in The Sims mode for the current game account.
[0054] Step S206: In response to the selection operation of the first item among the candidate items, obtain the first item;
[0055] The selection operation described above can be used to select the first item, and can be implemented in several ways, such as clicking, long-pressing, or double-clicking. In one method, when the player clicks on the first item among the available items, the controlled virtual character can acquire the first item. This first item can be any of the available game items.
[0056] Step S208: In response to the acquisition of the first item or the use of the first item in the target game, update the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item.
[0057] Specifically, if the first item acquired by the controlled virtual character is a game item that can affect the attribute parameters of the controlled virtual character's character attributes, the controlled virtual character's attribute parameters can be updated based on the attribute influence parameters of the first item. If the first item acquired by the controlled virtual character is a game item that can affect gameplay, this game item can be used by the controlled virtual character during a game round. After the player uses the first item, they can perform additional game tasks and obtain task rewards. At this time, the attribute parameters of the controlled virtual character's character attributes are updated based on the attribute influence parameters of the first item; that is, the controlled virtual character's character attribute parameters are updated according to the task rewards obtained by the character after using the first item.
[0058] In step S210, in response to the end of the target game match, the game settlement result of the target game match is generated based on the attribute parameters of the character attributes of the controlled virtual character.
[0059] Specifically, the target game ends when the controlled virtual character successfully completes the preset round tasks across multiple game rounds. In each game round, the controlled virtual character receives a reward after performing the preset round tasks, which can also change the attribute parameters of the controlled virtual character's attributes. Therefore, in each game round, the attribute parameters of the controlled virtual character can be updated based on its completion of the preset round tasks.
[0060] After the target game match ends, a match settlement result can be generated based on the updated attribute parameters of the controlled virtual character. This result may include the total score, total score level, and attribute parameters for each character. The total score is calculated based on the attribute scores of the character's attributes and the controlled virtual character's wealth score. The attribute scores are calculated based on the conversion relationship between attribute parameters and game points, while the wealth score is calculated based on the controlled virtual character's assets and the value of game items used during the game.
[0061] The settlement control method for the aforementioned game, in response to the start of the target game match, controls the graphical user interface to display the match page of the target game match; obtains the historical match settlement results of the controlled virtual character, determines candidate items based on the historical match settlement results, and displays the candidate items on the match page; wherein, the historical match settlement results include: the match settlement results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; in response to the selection operation of the first item among the candidate items, obtains the first item; in response to the first item being obtained, or the first item being used in the target game match, updates the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, generates the match settlement result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
[0062] In this method, candidate items are determined based on the historical match results of the controlled virtual character, and these items are displayed on the match page of the target game for the player to choose from. After selecting the first item from the candidate items, the player can influence the attribute parameters of the controlled virtual character in the target game, thereby affecting the match's outcome. This method allows historical match results to affect the rounds in the target game, thus influencing the match's conclusion. This can increase player interest in participating in multiple matches and facilitate the full utilization of game resources.
[0063] The following embodiment provides a method for determining alternative items based on historical game settlement results.
[0064] The aforementioned preset item range includes a variety of game items, each with preset alternative conditions; the historical match results are matched with the alternative conditions of the game items in the preset item range; the game items corresponding to the successfully matched alternative conditions are determined as alternative items.
[0065] Specifically, based on their function in game rounds, game items can be divided into ordinary game items and special game items. Ordinary game items affect the attribute parameters of the controlled virtual character. Special game items, on the other hand, introduce additional gameplay elements. Ordinary game items can include various types, each with different ranges of influence on the controlled virtual character's attributes. Special game items can also include various types, each with different corresponding gameplay elements.
[0066] In one example, game props may include wooden swords, rattles, bamboo tubes, tangrams, rouge boxes, rocking horses, treasure maps, and pass-through tickets, etc. Among these, wooden swords and rattles can affect the controlled virtual character's Strength attribute; bamboo tubes and tangrams can affect the controlled virtual character's Intelligence attribute; rouge boxes and rocking horses can affect the controlled virtual character's Charm attribute; and treasure maps and pass-through tickets can affect the Tongbao attribute. Therefore, wooden swords and rattles can be categorized into a preset prop range, where multiple game props within this range only affect the controlled virtual character's Strength attribute. Similarly, bamboo tubes and tangrams can be categorized into another preset prop range, where multiple game props within this range only affect the controlled virtual character's Intelligence attribute.
[0067] It should be noted that the aforementioned Treasure Map game item and Pass game item are special game items. The Treasure Map game item adds the Mysterious Treasure Map gameplay to each round of the game, while the Pass game item increases the number of free Lucky Ball throws.
[0068] Each of the aforementioned game items can have preset candidate conditions. These preset candidate conditions can be used to determine candidate items. In practice, historical match results can be matched with the candidate conditions of game items within the preset item range. For example, the attribute parameter related to the strength attribute in historical match results can be matched with the candidate conditions for the wooden sword game item and the rattle drum game item within the preset item range. If the match is successful, the wooden sword game item can be determined as a candidate item. If the match is successful, the rattle drum game item can be determined as a candidate item.
[0069] Furthermore, the target character attributes included in the candidate conditions for game items are determined, as well as the attribute parameter thresholds of the target character attributes; historical attribute parameters of the target character attributes are obtained from historical match results; if the historical attribute parameters meet the attribute parameter thresholds, the candidate conditions for game items are determined to be successfully matched.
[0070] Specifically, the selection criteria for the aforementioned game items can include the character attributes of the controlled virtual character and the threshold values of those attributes. In one example, for the wooden sword game item, the character attribute in the selection criteria is Strength, and the threshold value of the attribute parameter can be greater than 1000. For the rattle drum game item, the character attribute in the selection criteria is also Strength, and the threshold value of the attribute parameter can be greater than 100 and less than or equal to 1000. Here, 1000 is the attribute parameter value of the controlled virtual character's Strength attribute in the previous game. For the bamboo tube game item, the character attribute in the selection criteria is Intelligence, and the threshold value of the attribute parameter can be greater than 1000. Similarly, for the tangram game item, the character attribute in the selection criteria is also Intelligence, and the threshold value of the attribute parameter can be greater than 100 and less than or equal to 1000. Here, 1000 is the attribute parameter value of the controlled virtual character's Intelligence attribute in the previous game.
[0071] The Rouge Box game item's candidate character attribute is Charm, with a threshold value greater than 1000. The Trojan Horse game item's candidate character attribute is also Charm, with a threshold value greater than 100 and less than or equal to 1000. Here, 1000 represents the Charm attribute value of the controlled virtual character in the previous game. The Treasure Map game item's candidate character attribute is Gold, with a threshold value greater than 500,000. The All-in-One Ticket game item's candidate character attribute is also Gold, with a threshold value greater than 100,000 and less than or equal to 500,000. Here, 500,000 represents the Gold attribute value of the controlled virtual character in the previous game.
[0072] In practice, we can first determine the target character attributes and the attribute parameter thresholds of the target character attributes included in the candidate conditions of the game items. Then, we can obtain the historical attribute parameters of the target character attributes from the historical game settlement results. If the historical attribute parameters meet the attribute parameter thresholds of the target character attributes, we can determine that the candidate conditions of the game items are successfully matched.
[0073] In this step, the historical attribute parameters of the target character are obtained from the historical game results to determine the alternative items. This allows the historical game results to affect the target game, creating a sense of generational inheritance and increasing players' interest in participating in multiple games.
[0074] Furthermore, the attribute impact parameters of the candidate items are determined based on historical match results; these parameters are then displayed on the match page. Specifically, the attribute impact parameters of the candidate items can be determined based on historical match results, and these parameters represent the attribute bonuses that historical match results provide to the candidate items. These attribute impact parameters can then be displayed on the match page.
[0075] Figure 3 As an example, this example demonstrates how the game's match page can display character attribute information and attribute parameter information for the controlled virtual character. It can also display preset round tasks, which can include mandatory and optional round tasks. Within the mandatory round tasks, Task 1 can display alternative game items, such as treasure maps, wooden horses, pass items, and wooden swords. Below each alternative game item, its attribute impact parameters are displayed.
[0076] Among them, the Treasure Map game item's attribute effect parameter is +300 to the Tongbao attribute, the Wooden Horse game item's attribute effect parameter is +300 to the Charm attribute, the Pass game item's attribute effect parameter is +5 free ball throws at the Money Shop, and the Wooden Sword game item's attribute effect parameter is +300 to the Strength attribute.
[0077] The following embodiment provides a specific implementation method for determining the attribute influence parameters of candidate items based on historical game settlement results.
[0078] The preset item range includes a variety of game items, which have preset attribute influence parameters and correspondences with character attributes; determine the target character attribute corresponding to the candidate item, and obtain the historical attribute parameters of the target character attribute from the historical game settlement results; based on the historical attribute parameters of the target character attribute, and the correspondence between the preset attribute influence parameters of the candidate item and the target character attribute, determine the attribute influence parameters of the candidate item.
[0079] Specifically, the aforementioned range of preset items can include various game items, each with preset attribute influence parameters that correspond to a specific attribute of the controlled virtual character. For example, the preset attribute influence parameters for a wooden sword or rattle drum game item correspond to the Strength attribute; those for a bamboo tube or tangram game item correspond to the Intelligence attribute; those for a rouge box or wooden horse game item correspond to the Charm attribute; and those for a treasure map or pass game item correspond to the Tongbao (a type of in-game currency) attribute.
[0080] In practice, the target character attributes corresponding to the candidate items can be determined first, and then the historical attribute parameters of the target character attributes of the controlled virtual character can be obtained from the historical match results. Based on the historical attribute parameters of the target character attributes, and the correspondence between the preset attribute influence parameters of the candidate items and the target character attributes, the attribute influence parameters of the candidate items can be determined.
[0081] In one example, if the candidate item is a wooden sword, its attribute influence parameter can be (historical attribute parameter of Strength - 1000) * 5% + 150, with a maximum value of 300. If the candidate item is a rattle drum, its attribute influence parameter can be 15% of the historical attribute parameter of Strength. If the candidate item is a bamboo tube, its attribute influence parameter can be 5% of the historical attribute parameter of Intelligence - 1000 + 150, with a maximum value of 300. If the candidate item is a tangram, its attribute influence parameter can be 15% of the historical attribute parameter of Intelligence.
[0082] If the candidate item is the Rouge Box game item, the parameter affecting this attribute can be (historical attribute parameter of Charm - 1000) * 5% + 150, with a maximum value of 300. If the candidate item is the Wooden Horse game item, the parameter affecting this attribute can be the historical attribute parameter of Charm * 15%. If the candidate item is the Treasure Map game item, the parameter affecting this attribute can be (historical attribute parameter of Coins - 500000) * 5% + 75000, with a maximum value of 200000. If the candidate item is the All-in-One Ticket game item, the parameter affecting this attribute can be the historical attribute parameter of Coins / 50000, with the remainder removed to obtain the number of times you can play the Money Shop marbles.
[0083] It should be noted that a maximum of four candidate items can be displayed on the aforementioned match page, corresponding to the settlement results of Strength, Intelligence, Charisma, and Gold attributes in historical matches. If the settlement results of some attributes in historical matches are poor and do not meet the candidate criteria, they will not be displayed on the match page. If the settlement results of all the above attributes in historical matches are poor and do not meet the candidate criteria, then no candidate items will be displayed on the match page, and this step can be skipped.
[0084] The following embodiment provides an implementation method for updating the attribute parameters of a controlled virtual character's character attributes.
[0085] In one specific implementation, in response to the acquisition of the first item, the target character attribute corresponding to the first item and the attribute influence parameter of the target character attribute are acquired; based on the attribute influence parameter, the attribute parameter of the target character attribute of the controlled virtual character is updated.
[0086] Specifically, after the player selects and confirms the first item, the controlled virtual character obtains the first item. Then, the target character's attribute corresponding to the first item, as well as the attribute influence parameters of the target character's attribute, are obtained. If the target character's attribute corresponding to the first item is any one of Strength, Intelligence, or Charisma, the attribute parameters of the controlled virtual character's target character's attribute can be updated according to the aforementioned attribute influence parameters.
[0087] See one example. Figure 3 If the player selects a wooden sword as their first item and confirms by clicking the confirmation button, the game page will display the target character's attributes and the parameters affecting those attributes. (See also...) Figure 4 This allows us to obtain the target character's attributes corresponding to the first item, as well as the attribute influence parameters of the target character's attributes, based on... Figure 4 The content displayed shows that by adding 300 to the attribute parameter value of the controlled virtual character's strength attribute, you can obtain the updated attribute parameter of the controlled virtual character's strength attribute.
[0088] In another specific implementation, in response to the first item being used in the target game, the target task corresponding to the first item and the task parameters of the target task are determined based on the attribute influence parameters of the first item. The controlled virtual character is then controlled to execute the target task according to the task parameters to obtain the task execution result. Based on the task execution result, the attribute parameters of the controlled virtual character's character attributes are updated.
[0089] Specifically, if the player selects a Treasure Map game item as their first item, they can use it once per round. After using the Treasure Map, the target quest will be displayed on the game screen. In one example, the target quest can be obtained by triggering a Mysterious Treasure Map control. If this control is displayed on the game screen for the first time, it will have a dynamic indicator to attract the player's attention. After the player triggers the Mysterious Treasure Map control, a game map will appear. The player can choose any location on the map to explore, during which there is a certain chance to obtain a Tongbao reward. The value of the Tongbao reward is related to the historical attribute parameters of the Tongbao attribute in the controlled virtual character's previous game matches. The value of the Tongbao reward can be (historical attribute parameter of Tongbao - 500000) * 5% + 75000, with a maximum value of 200000.
[0090] On the game map, each game city displays its probability of receiving in-game currency rewards, which is a parameter of the target mission. For example, city A might be marked "High Chance," city B "Hopeful," city C "Slim Chance," and city D "Hopeless," and so on. It's important to note that the winning probability for each game city is determined when the player selects the treasure map item. This probability is completely random and remains consistent throughout each round of the target game. It's crucial to understand that the winning probability of a game city is unrelated to the outcome of previous game matches.
[0091] After selecting a game city, players can control a virtual character to enter that city and dig for treasure. During the treasure hunt, a progress bar (which can be a circle) is displayed. When the progress bar fills the circle, the exploration results are obtained. This gives players the feeling of actually digging for treasure, enhancing their immersion.
[0092] Players can control a virtual character to perform target tasks according to mission parameters, namely the winning probabilities of a game location, and obtain mission results. These results can include the amount of in-game currency reward obtained at the game location. Finally, the player can update the in-game currency attribute parameters of the controlled virtual character based on the mission results.
[0093] In another specific implementation, in response to the first item being used in the target game, the target task corresponding to the first item is determined, and the controlled virtual character is controlled to perform the target task; in response to the end of the target task, the attribute parameters of the controlled virtual character's character attributes are updated based on the attribute influence parameters of the first item.
[0094] Specifically, if the player selects a "Pass Game Item" as their first item, they can use it in the target game match. This pass increases the number of times the controlled virtual character can throw lucky balls for free at the Fortune Money Shop. The Fortune Money Shop can include both large and small shops. Rewards at the small shop can include 0, 100, 200, 500, 1000, 2000, 5000, and 10000 coins. Rewards at the large shop can include 500, 1000, 3000, 5000, 10000, 20000, 50000, and 100000 coins. The target task corresponding to this first item is to throw lucky balls at the large shop.
[0095] After the target mission is completed, the attribute parameters of the controlled virtual character can be updated based on the attribute influence parameters of the first item. The attribute influence parameters of the first item can be determined based on the reward obtained from throwing the lucky ball, and then the attribute parameters of the controlled virtual character's in-game currency attribute are updated based on these attribute influence parameters.
[0096] Furthermore, in response to an empty historical match result, a preset default item is designated as a candidate item and displayed on the match page. Specifically, if a player is participating in a game for the first time, i.e., the historical match result is empty, then a preset default item can be designated as a candidate item and displayed on the match page. It should be noted that the preset default item can include game items corresponding to the Strength attribute, the Intelligence attribute, and the Charisma attribute, but does not include game items corresponding to the Gold attribute.
[0097] Furthermore, in response to a trigger operation targeting the character information of the controlled virtual character, the character information of the controlled virtual character is displayed on the game page; wherein, the character information includes: the number of historical game games that the controlled virtual character has participated in before the target game game.
[0098] Specifically, a trigger control displaying character information can be shown on the game's match page. (See [link / reference]). Figure 3 The detailed information control is the trigger control for character information. The triggering operation for the aforementioned character information can include various implementation methods, such as clicking or long-pressing. In actual implementation, when the player clicks the detailed information control, the character information of the controlled virtual character will be displayed on the game page. This character information can include the number of historical game matches the controlled virtual character has participated in before the target game match. See also... Figure 5 The diagram shows the Xth generation head of the family, indicating that the controlled virtual character has participated in X games prior to the target game. The character information can include the controlled virtual character's attribute information, such as strength, health, intelligence, luck, and morality; these attribute parameters can be displayed within hexagonal icons. The character information may also include information such as marital status, goods, and real estate.
[0099] In this embodiment, by adding the number of historical game matches that the controlled virtual character has participated in to the character information, the concept of generational succession of players can be enhanced.
[0100] The following embodiment provides an implementation method for sharing the settlement results of a game match.
[0101] The game page displays the game settlement results and a result sharing control; in response to a trigger operation on the result sharing control, it displays multiple result contents of the game settlement results and a content selection control for the result contents; in response to a trigger operation on the content selection control, it determines the selected target content; in response to a sharing trigger operation, it sends the target content through a specified interface.
[0102] Specifically, the game page can also display the game settlement results and a result sharing control. The game settlement results can be displayed on the game page in the form of judgment words. It should be noted that judgment words can include main judgment words and secondary judgment words. The main judgment word can be a three- to five-character phrase, such as "small but certain happiness," "an ordinary life," or "beautiful enough to topple a kingdom." Secondary judgment words can be two four-character idioms. In actual implementation, judgment words can be determined based on multiple judgment conditions. If multiple judgment words meet the conditions simultaneously, the optimal judgment word can be used as the overall judgment word.
[0103] In one example, the first criterion could be the total score in the match results, and the second criterion could be the percentage of a character's attribute parameter among all character attributes. For instance, if the total score in the match results is less than or equal to 800,000, the total score can be determined based solely on the first criterion. Specifically, when the total score is between 0 and 10,000, the overall assessment can be "mediocre"; when the total score is between 10,000 and 50,000, the overall assessment can be "an ordinary life"; when the total score is between 50,000 and 100,000, the overall assessment can be "an ambitious young person"; when the total score is between 100,000 and 200,000, the overall assessment can be "something of note"; when the total score is between 200,000 and 300,000, the overall assessment can be "small joys"; when the total score is between 400,000 and 500,000, the overall assessment can be "a perfect ending"; and when the total score is between 500,000 and 800,000, the overall assessment can be "unrivaled in the world".
[0104] Once the total score is greater than or equal to 800,000, a second judgment condition can be added. For example, if only the total score is greater than 800,000, and the percentage of the Charm, Strength, or Intelligence attributes among all character attributes is less than 80%, the overall judgment phrase can be "Unrivaled by Immortals." If the total score is greater than 800,000, and the Charm attribute percentage among all character attributes reaches 80%, the overall judgment phrase can be "A Beauty That Could Topple Kingdoms and Cities." If the total score is greater than 800,000, and the Strength attribute percentage among all character attributes reaches 80%, the overall judgment phrase can be "Unmatched Strength." If the total score is greater than 800,000, and the Intelligence attribute percentage among all character attributes reaches 80%, the overall judgment phrase can be "Unrivaled in Every Hundred Hundred Pieces of Water."
[0105] Additionally, the attribute parameter of the "Kindness" attribute can be used as the first judgment condition to determine one of the four-character idioms in the secondary judgment. When the attribute parameter of the "Kindness" attribute is less than or equal to -20, the secondary judgment can be "Be an enemy of the world"; when the attribute parameter of the "Kindness" attribute is greater than or equal to 20, the secondary judgment can be "A virtuous person for life"; when the attribute parameter of the "Kindness" attribute is less than 20, the attribute parameter of another character attribute that has the highest proportion of all attributes is used as the second judgment condition.
[0106] For example, when the attribute parameter of Kindness is less than 20, and the attribute parameter of Strength accounts for the highest proportion of all attributes, the secondary judgment term can be "Invincible Warrior"; when the attribute parameter of Kindness is less than 20, and the attribute parameter of Wisdom accounts for the highest proportion of all attributes, the secondary judgment term can be "Master of Strategy"; when the attribute parameter of Kindness is less than 20, and the attribute parameter of Charm accounts for the highest proportion of all attributes, the secondary judgment term can be "Unparalleled Appearance"; when the attribute parameter of Kindness is less than 20, and the attribute parameter of Kindness accounts for the highest proportion of all attributes, the secondary judgment term can be "A Lifetime of Cultivating the Heart"; when the attribute parameter of Kindness is less than 20, and all proportions are equal, the secondary judgment term can be "The Doctrine of the Mean".
[0107] The other four-character idiom in the secondary judgment can be determined based on whether the controlled virtual character succeeds in finding a partner, and the number of rounds in which the partner succeeds. In one example, the success of the blind date can be used as the first judgment condition, and the number of rounds in which the blind date is successful can be used as the second judgment condition. For example, if the blind date is successful, and it is successful in the third round, the secondary judgment can be "wholeheartedly devoted"; if the blind date is successful, and it is successful in the fourth to seventh rounds, the secondary judgment can be "accompanied by a beautiful woman"; if the blind date has never been successful, and the number of blind dates is more than four, the secondary judgment can be "growing old alone"; if the blind date has never been successful, and the character has never gone on a blind date, the secondary judgment can be "destined to be alone for life"; if the blind date has never been successful, and the number of blind dates is between one and four, the secondary judgment can be "growing old together with someone"; if the character has no blind date partner, and owns two top-tier properties, the secondary judgment can be "enjoying life alone"; in addition, a third judgment condition can be added, such as if the blind date is successful, and it is successful in the fourth to seventh rounds, and the character owns two top-tier properties, the secondary judgment can be "finding happiness in the world".
[0108] Figure 6As an example, this section introduces the match results displayed on the match page and the result sharing controls. The match results can include the overall match rating, the overall match score, the overall judgment and secondary judgments, the attribute parameters of each character, the changes in these attribute parameters, and a summary of performance in each game round. The overall score is obtained based on the attribute scores of the character's attribute parameters and the wealth score of the controlled virtual character. The attribute scores are calculated based on the conversion relationship between attribute parameters and game points. For example, the conversion relationship between the attribute parameters of the "Tongbao" attribute and game points is 1 Yuanbao = 1 Gold Coin = 0.01 Immortal Jade = 1 point. Similarly, the conversion relationship between the attribute parameters of the "Strength" attribute and game points is 1 Strength = 100 Yuanbao = 100 Gold Coins = 1 Immortal Jade. The Strength attribute parameter can also be divided into multiple stages, with different conversion relationships for different settlement levels. For instance, if the Strength attribute parameter is less than 200, then 1 Strength = 105 points; if it is between 200 and 500, then 1 Strength = 110 points; if it is between 500 and 1000, then 1 Strength = 114 to 122 points; and if it is greater than 1000, then 1 Strength = 120 to 129 points. The conversion relationships between the attribute parameters of other character attributes and game points are similar.
[0109] The wealth score can be calculated based on the assets of the controlled virtual character and the value of in-game items used during gameplay. Finally, the total score can be obtained based on the attribute scores of the character's attribute parameters and the wealth score of the controlled virtual character.
[0110] The match page can also display a result sharing control. Triggering this control can include clicking, long-pressing, etc. In one approach, after a player clicks the share control, multiple results of the match settlement can be displayed. These results can be game data recorded for the controlled virtual character in each game round. See Table 1 below for details. The left side of the table shows the player's game data recorded in the match, and the right side shows the corresponding result. For example, if the game data is the player's birthplace, the result could be: "In this life, you were born in XXX." The above result can be displayed... Figure 6 Multiple rectangular areas are displayed on the right side, each showing a different result. Additionally, a content selection control can be placed near each result. (See also...) Figure 7 A triangle control. This content selection control can be used to select the content you want to share.
[0111] Table 1
[0112]
[0113] The triggering operation for the aforementioned content selection control can be implemented in various ways, such as clicking or long-pressing. In one method, a player clicks the content selection control to select the corresponding result content. The player can trigger the operation on multiple content selection controls corresponding to the result content they want to share, thus selecting the result content. Then, by executing the share triggering operation, the target content can be sent through the execution interface. This target content is the multiple result content selected by the player.
[0114] In this step, the match results can display the main events of the controlled virtual character during the game. By adding content selection controls for the results, players can choose the content they want to share when sharing the match results. Based on this, the focus of sharing can be highlighted, avoiding the problem of reading fatigue.
[0115] Furthermore, in response to the operation of viewing the results of historical game matches, the game settlement result of the first historical game match and the game switching control are displayed; in response to the trigger operation of the game switching control, the second game match in the historical game matches is switched and displayed according to the game order of the historical game matches.
[0116] Specifically, in this embodiment, the results of historical game matches can also be viewed. After a player enters the game and accepts the game task, a control for viewing the results of historical game matches can be displayed. After the player performs an operation to view the results of historical game matches, such as clicking or double-clicking the control, an envelope icon can appear. This envelope icon can display the overall rating level of the historical game match results, such as A, B, C, etc., and can also display the overall judgment and overall score, etc.
[0117] Then, players can click anywhere in the graphical user interface to open the envelope. Once the envelope is opened, the graphical user interface will display the results of the first historical game and the game switching controls. (See also...) Figure 6 The five dots at the bottom of the game results page represent the results of five historical game matches. Game switching controls can be set on the far left and far right of the historical game results page.
[0118] By triggering the game switching control, such as clicking, double-clicking, or long-pressing, you can switch the display of the results of the second game in the historical game schedule.
[0119] It should be noted that if a player is participating in the game for the first time, there will be no history of game matches. As the number of games a player participates in increases, the results of the history of game matches will also increase, but will stop increasing after 5 history of game matches.
[0120] It is important to note that, Figure 6 The interface also displays a leaderboard control, which can also be displayed on the controlled virtual object's character information page. (See also...) Figure 5 The circular icon in the right border of the game leaderboard. Players can click, long-press, or otherwise view the game's leaderboard. This leaderboard page displays titles, data on newly added gameplay features, total assets, and overall score, among other things.
[0121] In this embodiment, by adding a game switching control, players can easily browse the results of historical game matches and understand the changes in each game match.
[0122] In this embodiment, a pre-set round task of "grasping one's first birthday to express one's aspirations" is added to the first round of the game. The game page for this round displays candidate items, which are determined based on the historical game results. In other words, after the game starts, players can inherit game items based on the results of their previous game, adding the concept of generational inheritance. If a player had a good result in their previous game, they can inherit relatively good game items in the target game. This not only makes the result of the target game unpredictable but also increases players' interest in participating in multiple games, which is beneficial for the full utilization of game resources.
[0123] For the above method embodiments, see Figure 8 The diagram shows a structural schematic of a game settlement control device, which includes:
[0124] The control module 80 is used to control the graphical user interface to display the game page of the target game in response to the start of the target game match;
[0125] Display module 82 is used to obtain the historical game results of the controlled virtual character, determine the alternative items based on the historical game results, and display the alternative items on the game page; wherein, the historical game results include: the game results obtained by the controlled virtual character after participating in historical game games; the historical game games correspond to the target game games;
[0126] The acquisition module 84 is used to respond to the selection operation of the first item among the candidate items and acquire the first item;
[0127] Update module 86 is used to update the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item in response to the acquisition of the first item or the use of the first item in the target game.
[0128] The generation module 88 is used to generate the game settlement result of the target game in response to the end of the target game, based on the attribute parameters of the character attributes of the controlled virtual character.
[0129] The settlement control device of the aforementioned game, in response to the start of the target game match, controls the graphical user interface to display the match page of the target game match; obtains the historical match settlement results of the controlled virtual character, determines the candidate items based on the historical match settlement results, and displays the candidate items on the match page; wherein, the historical match settlement results include: the match settlement results obtained by the controlled virtual character after participating in the historical game match; the historical game match corresponds to the target game match; in response to the selection operation of the first item among the candidate items, obtains the first item; in response to the first item being obtained, or the first item being used in the target game match, updates the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, generates the match settlement result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
[0130] In this method, candidate items are determined based on the historical match results of the controlled virtual character, and these items are displayed on the match page of the target game for the player to choose from. After selecting the first item from the candidate items, the player can influence the attribute parameters of the controlled virtual character in the target game, thereby affecting the match's outcome. This method allows historical match results to affect the rounds in the target game, thus influencing the match's conclusion. This can increase player interest in participating in multiple matches and facilitate the full utilization of game resources.
[0131] The aforementioned preset item range includes a variety of game items, and the game items have preset alternative conditions; the aforementioned display module is also used to: match the historical game settlement results with the alternative conditions of the game items in the preset item range; and determine the game items corresponding to the successfully matched alternative conditions as alternative items.
[0132] The aforementioned display module is also used to: determine the target character attributes included in the candidate conditions of game items, and the attribute parameter threshold of the target character attributes; obtain the historical attribute parameters of the target character attributes from the historical game settlement results; and determine that the candidate conditions of the game items are successfully matched if the historical attribute parameters meet the attribute parameter threshold.
[0133] The aforementioned device also includes a determining module for: determining the attribute influence parameters of candidate items based on historical game settlement results; and displaying the attribute influence parameters of candidate items on the game page.
[0134] The aforementioned preset item range includes a variety of game items, which have preset attribute influence parameters and correspondences with character attributes. The aforementioned determining module is also used to: determine the target character attribute corresponding to the candidate item, obtain the historical attribute parameters of the target character attribute from the historical game settlement results; and determine the attribute influence parameters of the candidate item based on the historical attribute parameters of the target character attribute and the preset attribute influence parameters of the candidate item and correspondences with the target character attribute.
[0135] The aforementioned update module is also used to: in response to the acquisition of the first item, acquire the target character attribute corresponding to the first item, and the attribute influence parameter of the target character attribute; and based on the attribute influence parameter, update the attribute parameter of the target character attribute of the controlled virtual character.
[0136] The aforementioned update module is also used to: respond to the first item being used in the target game, determine the target task corresponding to the first item and the task parameters of the target task based on the attribute influence parameters of the first item, control the controlled virtual character to execute the target task according to the task parameters, and obtain the task execution result; and update the attribute parameters of the character attributes of the controlled virtual character based on the task execution result.
[0137] The aforementioned update module is also used to: in response to the first item being used in the target game, determine the target task corresponding to the first item, and control the controlled virtual character to perform the target task; in response to the end of the target task, update the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item.
[0138] The aforementioned display module is also used to: in response to an empty historical game settlement result, determine the preset default item as the alternative item and display the alternative item on the game page.
[0139] The aforementioned display module is also used to: respond to a trigger operation targeting the character information of the controlled virtual character, and display the character information of the controlled virtual character on the game page; wherein, the character information includes: the number of historical game games that the controlled virtual character has participated in before the target game game.
[0140] The aforementioned display module is also used to: display the game settlement results and a result sharing control on the game page; respond to a trigger operation on the result sharing control, display multiple result contents of the game settlement results, and a content selection control for the result contents; respond to a trigger operation on the content selection control, determine the selected target content; and respond to a sharing trigger operation, send the target content through a specified interface.
[0141] The aforementioned device further includes a switching module for: responding to an operation to view the results of a historical game match, displaying the game settlement result of the first historical game match and a game switching control; and responding to a trigger operation on the game switching control, switching to display the second historical game match according to the game order of the historical game matches.
[0142] In this embodiment, by adding a game switching control, players can easily browse the results of historical game matches and understand the changes in each game match.
[0143] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the above-described game settlement control method. This electronic device can be a server or a terminal device.
[0144] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the settlement control method of the game described above.
[0145] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0146] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0147] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0148] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the game's settlement control method:
[0149] In response to the start of the target game match, the system controls the graphical user interface to display the game page of the target game match; it retrieves the historical game results of the controlled virtual character, determines candidate items based on the historical game results, and displays the candidate items on the game page; wherein, the historical game results include: the game results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; in response to the selection operation of the first item among the candidate items, the system retrieves the first item; in response to the first item being retrieved, or the first item being used in the target game match, the system updates the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, the system generates the game result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
[0150] In this method, candidate items are determined based on the historical match results of the controlled virtual character, and these items are displayed on the match page of the target game for the player to choose from. After selecting the first item from the candidate items, the player can influence the attribute parameters of the controlled virtual character in the target game, thereby affecting the match's outcome. This method allows historical match results to affect the rounds in the target game, thus influencing the match's conclusion. This can increase player interest in participating in multiple matches and facilitate the full utilization of game resources.
[0151] Furthermore, the aforementioned preset item range includes a variety of game items, each with preset alternative conditions; the historical match results are matched with the alternative conditions of the game items in the preset item range; and the game items corresponding to the successfully matched alternative conditions are determined as alternative items.
[0152] Furthermore, the target character attributes included in the candidate conditions for game items are determined, as well as the attribute parameter thresholds of the target character attributes; historical attribute parameters of the target character attributes are obtained from historical match results; if the historical attribute parameters meet the attribute parameter thresholds, the candidate conditions for game items are determined to be successfully matched.
[0153] In this step, the historical attribute parameters of the target character are obtained from the historical game results to determine the alternative items. This allows the historical game results to affect the target game, creating a sense of generational inheritance and increasing players' interest in participating in multiple games.
[0154] Furthermore, the attribute influence parameters of the candidate items are determined based on the historical game settlement results; the attribute influence parameters of the candidate items are displayed on the game page.
[0155] Furthermore, the aforementioned preset item range includes a variety of game items, which have preset attribute influence parameters corresponding to character attributes; determine the target character attribute corresponding to the candidate item, and obtain the historical attribute parameters of the target character attribute from the historical game settlement results; based on the historical attribute parameters of the target character attribute, and the preset attribute influence parameters of the candidate item corresponding to the target character attribute, determine the attribute influence parameters of the candidate item.
[0156] Furthermore, in response to the acquisition of the first item, the target character attribute corresponding to the first item and the attribute influence parameters of the target character attribute are acquired; based on the attribute influence parameters, the attribute parameters of the target character attribute of the controlled virtual character are updated.
[0157] Furthermore, in response to the use of the first item in the target game, based on the attribute influence parameters of the first item, the target task corresponding to the first item and the task parameters of the target task are determined. The controlled virtual character is controlled to execute the target task according to the task parameters to obtain the task execution result. Based on the task execution result, the attribute parameters of the controlled virtual character's character attributes are updated.
[0158] Furthermore, in response to the first item being used in the target game, the target task corresponding to the first item is determined, and the controlled virtual character is controlled to execute the target task; in response to the end of the target task, the attribute parameters of the controlled virtual character's character attributes are updated based on the attribute influence parameters of the first item.
[0159] Furthermore, in response to an empty historical match result, the preset default item is selected as the alternative item and displayed on the match page.
[0160] Furthermore, in response to a trigger operation targeting the character information of the controlled virtual character, the character information of the controlled virtual character is displayed on the game page; wherein, the character information includes: the number of historical game games that the controlled virtual character has participated in before the target game game.
[0161] In this embodiment, by adding the number of historical game matches that the controlled virtual character has participated in to the character information, the concept of generational succession of players can be enhanced.
[0162] Furthermore, the game page displays the game settlement results and a result sharing control; in response to a trigger operation on the result sharing control, it displays multiple result contents of the game settlement results and a content selection control for the result contents; in response to a trigger operation on the content selection control, it determines the selected target content; in response to a sharing trigger operation, it sends the target content through a specified interface.
[0163] In this step, the match results can display the main events of the controlled virtual character during the game. By adding content selection controls for the results, players can choose the content they want to share when sharing the match results. Based on this, the focus of sharing can be highlighted, avoiding the problem of reading fatigue.
[0164] Furthermore, in response to the operation of viewing the results of historical game matches, the game settlement result of the first historical game match and the game switching control are displayed; in response to the trigger operation of the game switching control, the second game match in the historical game matches is switched to be displayed according to the game order of the historical game matches.
[0165] In this embodiment, by adding a game switching control, players can easily browse the results of historical game matches and understand the changes in each game match.
[0166] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned game settlement control method.
[0167] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the game's settlement control method:
[0168] In response to the start of the target game match, the system controls the graphical user interface to display the game page of the target game match; it retrieves the historical game results of the controlled virtual character, determines candidate items based on the historical game results, and displays the candidate items on the game page; wherein, the historical game results include: the game results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; in response to the selection operation of the first item among the candidate items, the system retrieves the first item; in response to the first item being retrieved, or the first item being used in the target game match, the system updates the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item; in response to the end of the target game match, the system generates the game result of the target game match based on the attribute parameters of the controlled virtual character's character attributes.
[0169] In this method, candidate items are determined based on the historical match results of the controlled virtual character, and these items are displayed on the match page of the target game for the player to choose from. After selecting the first item from the candidate items, the player can influence the attribute parameters of the controlled virtual character in the target game, thereby affecting the match's outcome. This method allows historical match results to affect the rounds in the target game, thus influencing the match's conclusion. This can increase player interest in participating in multiple matches and facilitate the full utilization of game resources.
[0170] Furthermore, the aforementioned preset item range includes a variety of game items, each with preset alternative conditions; the historical match results are matched with the alternative conditions of the game items in the preset item range; and the game items corresponding to the successfully matched alternative conditions are determined as alternative items.
[0171] Furthermore, the target character attributes included in the candidate conditions for game items are determined, as well as the attribute parameter thresholds of the target character attributes; historical attribute parameters of the target character attributes are obtained from historical match results; if the historical attribute parameters meet the attribute parameter thresholds, the candidate conditions for game items are determined to be successfully matched.
[0172] In this step, the historical attribute parameters of the target character are obtained from the historical game results to determine the alternative items. This allows the historical game results to affect the target game, creating a sense of generational inheritance and increasing players' interest in participating in multiple games.
[0173] Furthermore, the attribute influence parameters of the candidate items are determined based on the historical game settlement results; the attribute influence parameters of the candidate items are displayed on the game page.
[0174] Furthermore, the aforementioned preset item range includes a variety of game items, which have preset attribute influence parameters corresponding to character attributes; determine the target character attribute corresponding to the candidate item, and obtain the historical attribute parameters of the target character attribute from the historical game settlement results; based on the historical attribute parameters of the target character attribute, and the preset attribute influence parameters of the candidate item corresponding to the target character attribute, determine the attribute influence parameters of the candidate item.
[0175] Furthermore, in response to the acquisition of the first item, the target character attribute corresponding to the first item and the attribute influence parameters of the target character attribute are acquired; based on the attribute influence parameters, the attribute parameters of the target character attribute of the controlled virtual character are updated.
[0176] Furthermore, in response to the use of the first item in the target game, based on the attribute influence parameters of the first item, the target task corresponding to the first item and the task parameters of the target task are determined. The controlled virtual character is controlled to execute the target task according to the task parameters to obtain the task execution result. Based on the task execution result, the attribute parameters of the controlled virtual character's character attributes are updated.
[0177] Furthermore, in response to the first item being used in the target game, the target task corresponding to the first item is determined, and the controlled virtual character is controlled to execute the target task; in response to the end of the target task, the attribute parameters of the controlled virtual character's character attributes are updated based on the attribute influence parameters of the first item.
[0178] Furthermore, in response to an empty historical match result, the preset default item is selected as the alternative item and displayed on the match page.
[0179] Furthermore, in response to a trigger operation targeting the character information of the controlled virtual character, the character information of the controlled virtual character is displayed on the game page; wherein, the character information includes: the number of historical game games that the controlled virtual character has participated in before the target game game.
[0180] In this embodiment, by adding the number of historical game matches that the controlled virtual character has participated in to the character information, the concept of generational succession of players can be enhanced.
[0181] Furthermore, the game page displays the game settlement results and a result sharing control; in response to a trigger operation on the result sharing control, it displays multiple result contents of the game settlement results and a content selection control for the result contents; in response to a trigger operation on the content selection control, it determines the selected target content; in response to a sharing trigger operation, it sends the target content through a specified interface.
[0182] In this step, the match results can display the main events of the controlled virtual character during the game. By adding content selection controls for the results, players can choose the content they want to share when sharing the match results. Based on this, the focus of sharing can be highlighted, avoiding the problem of reading fatigue.
[0183] Furthermore, in response to the operation of viewing the results of historical game matches, the game settlement result of the first historical game match and the game switching control are displayed; in response to the trigger operation of the game switching control, the second game match in the historical game matches is switched to be displayed according to the game order of the historical game matches.
[0184] The computer program products of the game settlement control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0185] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0186] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0187] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0188] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0189] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A game settlement control method, characterized in that, The method includes providing a graphical user interface via a terminal device; the method includes: In response to the start of the target game match, the graphical user interface is controlled to display the game page of the target game match; Obtain the historical match results of the controlled virtual character, determine candidate items based on the historical match results, and display the candidate items on the match page; wherein, the historical match results include: the match results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; In response to the selection operation of the first item among the candidate items, the first item is obtained; In response to the acquisition of the first item or the use of the first item in the target game, the attribute parameters of the controlled virtual character's character attributes are updated based on the attribute influence parameters of the first item. In response to the end of the target game match, a game settlement result for the target game match is generated based on the attribute parameters of the controlled virtual character's character attributes.
2. The method according to claim 1, characterized in that, The preset item range includes a variety of game items, and the game items have preset selection criteria; the step of determining the candidate items based on the historical game settlement results includes: The historical game results are matched with the candidate conditions for game items in the preset item range; The game items corresponding to the successfully matched alternative conditions will be designated as alternative items.
3. The method according to claim 2, characterized in that, The step of matching the historical match results with the candidate conditions for game items within the preset item range includes: Determine the target character attributes included in the candidate conditions for the game items, and the attribute parameter threshold of the target character attributes; Obtain the historical attribute parameters of the target character from the historical match settlement results; If the historical attribute parameters meet the attribute parameter threshold, it is determined that the candidate conditions for the game item are successfully matched.
4. The method according to claim 1, characterized in that, After the step of displaying the alternative items on the game page, the method further includes: The attribute influence parameters of the candidate items are determined based on the historical game settlement results. The game page displays the attribute influence parameters of the alternative items.
5. The method according to claim 4, characterized in that, The preset item range includes a variety of game items, and the game items have preset attribute influence parameters and correspondence with character attributes; The step of determining the attribute influence parameters of the candidate items based on the historical game settlement results includes: Determine the target character attribute corresponding to the candidate item, and obtain the historical attribute parameters of the target character attribute from the historical match settlement results; Based on the historical attribute parameters of the target character and the correspondence between the preset attribute influence parameters of the candidate items and the target character's attributes, the attribute influence parameters of the candidate items are determined.
6. The method according to claim 1, characterized in that, The step of updating the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item in response to the acquisition of the first item includes: In response to the acquisition of the first item, the target character attribute corresponding to the first item and the attribute influence parameters of the target character attribute are acquired. Based on the attribute influence parameters, update the attribute parameters of the target character attribute of the controlled virtual character.
7. The method according to claim 1, characterized in that, In response to the use of the first item in the target game, the step of updating the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item includes: In response to the first item being used in the target game, based on the attribute influence parameters of the first item, the target task corresponding to the first item and the task parameters of the target task are determined, and the controlled virtual character is controlled to execute the target task according to the task parameters to obtain the task execution result; Based on the task execution result, update the attribute parameters of the controlled virtual character's role attributes.
8. The method according to claim 1, characterized in that, In response to the use of the first item in the target game, the step of updating the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item includes: In response to the first item being used in the target game, the target task corresponding to the first item is determined, and the controlled virtual character is controlled to execute the target task. In response to the completion of the target task, the attribute parameters of the controlled virtual character's character attributes are updated based on the attribute influence parameters of the first prop.
9. The method according to claim 1, characterized in that, After obtaining the historical match results of the controlled virtual character, the method further includes: In response to the absence of the historical match settlement result, a preset default item is selected as the alternative item, and the alternative item is displayed on the match page.
10. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation targeting the character information of the controlled virtual character, the character information of the controlled virtual character is displayed on the game page; wherein, the character information includes: the number of historical game games that the controlled virtual character has participated in before the target game game.
11. The method according to claim 1, characterized in that, After the step of generating the game settlement result of the target game, the method further includes: The match settlement results and a result sharing control are displayed on the match page. In response to a trigger operation on the result sharing control, multiple result contents of the game settlement result and a content selection control for the result contents are displayed; In response to a trigger operation on the content selection control, the selected target content is determined; in response to a share trigger operation, the target content is sent through a specified interface.
12. The method according to claim 1, characterized in that, The method further includes: In response to the operation of viewing the results of historical game matches, the game settlement result of the first historical game match is displayed, as well as the game switching control; In response to a trigger operation on the game switching control, the system switches to display the second game in the historical game matches according to the match order.
13. A game settlement control device, characterized in that, The device provides a graphical user interface via a terminal device; the device includes: The control module is used to control the graphical user interface to display the game page of the target game in response to the start of the target game match; The display module is used to obtain the historical game results of the controlled virtual character, determine the candidate items based on the historical game results, and display the candidate items on the game page; wherein, the historical game results include: the game results obtained by the controlled virtual character after participating in historical game matches; the historical game matches correspond to the target game match; The acquisition module is used to respond to the selection operation of the first item among the candidate items and acquire the first item; An update module is configured to update the attribute parameters of the controlled virtual character's character attributes based on the attribute influence parameters of the first item in response to the acquisition of the first item or the use of the first item in the target game. The generation module is used to generate the game settlement result of the target game in response to the end of the target game, based on the attribute parameters of the character attributes of the controlled virtual character.
14. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game settlement control method according to any one of claims 1-12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game settlement control method according to any one of claims 1-12.
Citation Information
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