Data processing methods, apparatus, electronic devices and storage media
Patent Information
- Application Number
- CN202311552131.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-20
- Publication Date
- 2026-09-01
- Estimated Expiration
- 2043-11-20
AI Technical Summary
[0002]在一些相关游戏中,玩家可以对虚拟对象执行如建筑升级改造、征兵等相关游戏事件,在游戏事件建立后,需要等待一定的时间才能完成,而这会导致初级玩家需要等待的时间过长以及服务器消耗较大
[0008] The data processing method, apparatus, electronic device, and storage medium provided in this application embodiment help improve the convenience of assisting with game events, thereby accelerating the completion of game events and reducing server consumption.
Smart Images

Figure CN117582672B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer application technology, and in particular to a data processing method, apparatus, electronic device and storage medium. Background Technology
[0002] In some related games, players can perform game events such as building upgrades and recruitment on virtual objects. After an event is created, there is a waiting period before it completes, which can lead to excessively long waiting times for novice players and high server load. Another related game offers a technology that allows players to invite other players to complete game events. While this can reduce the time players spend unlocking events to some extent, invited players often lack understanding of the events or perceive them as too difficult, resulting in low interaction efficiency. Summary of the Invention
[0003] In view of the above, embodiments of this application provide at least one data processing method, apparatus, electronic device, and storage medium to overcome at least one of the above-mentioned defects.
[0004] In a first aspect, an exemplary embodiment of this application provides a data processing method, the method comprising: displaying a virtual object in a graphical user interface; responding to a mutual assistance request instruction initiated for a target behavior event in a game, entering a content creation page of the game, wherein the target behavior event is a behavior event currently being performed by the virtual object; and responding to a content publishing instruction, providing an event assistance tag through a preset publishing channel, wherein the event assistance tag is used to assist in completing the target behavior event, and the event assistance tag includes content publishing information determined on the content creation page and a mutual assistance link generated based on the target behavior event.
[0005] Secondly, embodiments of this application also provide a data processing apparatus, the apparatus comprising: a display control module for displaying virtual objects in a graphical user interface; an editing module for responding to a mutual assistance request instruction initiated for a target behavior event in a game and entering a content creation page of the game, wherein the target behavior event is the behavior event currently being performed by the virtual object; and a publishing module for responding to a content publishing instruction and providing event assistance tags through a preset publishing channel, wherein the event assistance tags are used to assist in completing the target behavior event, and the event assistance tags include content publishing information determined on the content creation page and mutual assistance links generated based on the target behavior event.
[0006] Thirdly, embodiments of this application also provide an electronic device, a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the above-described data processing method.
[0007] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described data processing method.
[0008] The data processing method, apparatus, electronic device, and storage medium provided in this application embodiment help improve the convenience of assisting with game events, thereby accelerating the completion of game events and reducing server consumption.
[0009] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0010] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 A flowchart illustrating a data processing method provided by an exemplary embodiment of this application;
[0012] Figure 2 A flowchart illustrating the steps of generating a mutual assistance request instruction provided in an exemplary embodiment of this application;
[0013] Figure 3 This is a schematic diagram showing the main entry interface of the virtual battle platform provided in an exemplary embodiment of this application;
[0014] Figure 4 This diagram illustrates the first operation page of the virtual battle platform provided in an exemplary embodiment of this application;
[0015] Figure 5 A flowchart illustrating the steps of editing and publishing content provided by an exemplary embodiment of this application;
[0016] Figure 6 This diagram illustrates a content creation page within a content publishing platform provided by an exemplary embodiment of this application.
[0017] Figure 7 This diagram illustrates the communication channels within a virtual battle platform provided in an exemplary embodiment of this application.
[0018] Figure 8 A flowchart illustrating the steps of multi-channel secondary dissemination of a target behavioral event provided by an exemplary embodiment of this application;
[0019] Figure 9 A flowchart illustrating the steps of displaying an interactive page provided in an exemplary embodiment of this application;
[0020] Figure 10 This is a schematic diagram illustrating the interactive details interface for a target behavior event provided in an exemplary embodiment of this application;
[0021] Figure 11 This invention provides a schematic diagram of the structure of a data processing apparatus according to an exemplary embodiment of the present application.
[0022] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0024] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0025] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0026] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0027] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0028] In related technologies, a user can initiate a group-buying / ticket-grabbing order and send a help link to other users through social applications. Other users can click on the help link to help, and when the help value meets the conditions, the corresponding service resources are allocated to that user.
[0029] However, the above-mentioned sharing and assistance process has the following shortcomings:
[0030] (1) When the inviter shares help, the content of the share is fixed and automatically generated by the system. The inviter cannot edit more custom content and can only supplement the content of the share through the chat information in the social application.
[0031] (2) The inviting party can see the helper's help record, but does not provide relevant feedback to the helper. The helper simply performs the click to help operation and cannot get more content feedback.
[0032] (3) Both the helper and the inviter must be users of the application to which the order was initiated. It is impossible to distinguish between help executed under different channels, and it is also impossible to achieve cross-application resource help.
[0033] In this application embodiment, the above-mentioned help sharing method is considered to be applied to games. Currently, in games (e.g., strategy games), users can perform various behavioral events on plots in a virtual scene, and each behavioral event has corresponding behavioral completion conditions.
[0034] In one scenario, a user can independently fulfill the conditions for completing a behavioral event. In this case, interaction with other users is poor, and the user needs to spend a significant amount of time, resulting in low execution efficiency.
[0035] In another scenario, multiple users can collaborate to meet the conditions for completing a behavioral event. In this case, the interactive page used to assist in the behavioral event needs to be provided to more other users to improve the efficiency of meeting the aforementioned conditions for completing the behavior.
[0036] If the help-sharing method mentioned above is applied to games, the aforementioned defects will still exist. It can only seek assistance between users who have installed the game application, resulting in low interaction efficiency.
[0037] In response to at least one of the problems mentioned above, this application proposes a data processing method, apparatus, electronic device, and storage medium to enhance the dissemination and interactivity of content.
[0038] First, the names involved in the embodiments of this application will be introduced.
[0039] Terminal equipment:
[0040] The terminal device involved in this application mainly refers to an intelligent device used to provide game graphics (e.g., game settings / configuration interfaces, interfaces presenting virtual scenes) and to control virtual characters. The terminal device can be, but is not limited to, any of the following: smartphones, tablets, laptops, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. This terminal device has an application installed and running that supports virtual scenes, such as an application that supports 3D virtual scenes. This application can be, but is not limited to, any of the following: virtual reality applications, 3D map applications, military simulation applications, MOBA (Multiplayer Online Battle Arena) games, multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D (Three Dimensions) game application, or a network-connected application.
[0041] Graphical User Interface:
[0042] It is a human-computer interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, launch programs, or perform other tasks.
[0043] A graphical user interface (GUI) provides or displays the application's corresponding interface, which is a screen corresponding to at least one observation method for observing a virtual scene. Here, at least one observation method may include, but is not limited to: observation perspective, observation configuration (e.g., whether night vision is enabled), observation center, and observation angle. For example, the interface may refer to a screen obtained by observing a virtual scene from an observation perspective centered on a virtual character or a coordinate position within the virtual scene and at a certain camera height. For example, the GUI may include virtual characters such as game characters executing game logic in the virtual scene, NPC characters (non-player characters), and AI (Artificial Intelligence) characters.
[0044] The graphical user interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of defeats, match time, etc.), or game settings controls (e.g., system settings, shop, coins, etc.). It may also include controls such as images, input boxes, and text boxes, some of which respond to user actions.
[0045] Virtual scene:
[0046] This is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene serves as the setting where the user controls the complete game logic of the virtual character. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual characters, and it contains virtual resources available for use by at least two virtual characters.
[0047] Virtual characters:
[0048] The virtual character can be a player-controlled virtual character in a virtual environment, including but not limited to at least one of virtual characters, virtual animals, anime characters, virtual warships, virtual vehicles, virtual aircraft, and virtual ships. It can also be a non-player-controlled virtual character (NPC). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within it. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology. Different appearances are achieved by giving the virtual character different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this.
[0049] Multiple virtual characters can exist in a virtual scene. These virtual characters can be player-controlled (i.e., objects controlled by the player through input devices) or artificial intelligence trained and configured for battles in the virtual environment. Optionally, the virtual character is a virtual person / object competing in the virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual match; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene and can also control the virtual character to use virtual skills, virtual items, etc., provided by the application to fight against other virtual characters.
[0050] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0051] This application describes the applicable scenarios. It can be applied to the field of game technology, where multiple players participate in the same virtual game.
[0052] Before entering a virtual match, players can choose different character attributes for their virtual avatars, such as an identity attribute. Assigning different character attributes determines different factions, allowing players to complete game-assigned tasks at different stages of the virtual match to win. For example, multiple virtual avatars with attribute A can win by eliminating virtual avatars with attribute B during the match. Alternatively, character attributes can be randomly assigned to each virtual avatar upon entering the virtual match.
[0053] An implementation environment provided in one embodiment of this application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are each equipped with an application program that executes the data processing method provided in this application, and the server is a server-side application that executes the data processing method provided in this application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.
[0054] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the first terminal device receives a response from the game server, it displays the virtual scene corresponding to the virtual game through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual character displayed in the graphical user interface is the player character controlled by that first user. The first user inputs operation commands through the graphical user interface to control the virtual character to perform corresponding operations in the virtual scene.
[0055] Taking a second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels of the participants. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the virtual game through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by that second user. The second user inputs operation commands through the graphical user interface to control the virtual character to perform corresponding operations in the virtual scene.
[0056] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual character according to the synchronized data sent by the game server.
[0057] In this embodiment, the virtual characters controlled by the first terminal device and the virtual characters controlled by the second terminal device are virtual characters in the same virtual game. The virtual characters controlled by the first and second terminal devices can have the same or different character attributes. They can belong to the same faction or to opposing factions. The game AI virtual characters participating in the virtual game can belong to a faction, for example, the faction of the virtual character controlled by the first terminal device or the faction of the virtual character controlled by the second terminal device. Alternatively, the game AI virtual characters may not belong to a faction and may interact with other virtual characters in the virtual game.
[0058] It should be noted that a virtual game can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. In other words, in a virtual game, there are two or more terminal devices that send and synchronize game data with the game server.
[0059] The data processing method provided in this application can be applied to any of the following: virtual reality applications, 3D map applications, military simulation applications, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, third-person shooter games, first-person shooter games, and strategy games.
[0060] In one embodiment of this application, the data processing method can run on a local terminal device or a server. When the control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0061] 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's execution and the game screen presentation are separated. The storage and execution of the control method 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.
[0062] 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.
[0063] In one possible implementation, embodiments of the present invention provide a data processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0064] To facilitate understanding of this application, the data processing methods, apparatus, electronic devices, and storage media provided in the embodiments of this application will be described in detail below.
[0065] Please see Figure 1 The flowchart illustrates a data processing method provided in an exemplary embodiment of this application, which is typically applied in game servers, such as the cloud gaming server described above, but this application is not limited thereto.
[0066] like Figure 1 As shown, the data processing method of an exemplary embodiment of this application specifically includes:
[0067] Step S101: Display the virtual object in the graphical user interface.
[0068] In the embodiments of this application, the above-mentioned graphical user interface can present a virtual scene of the game. The virtual scene can be a two-dimensional virtual environment and / or a three-dimensional virtual environment. Correspondingly, the virtual objects displayed in the virtual scene can also be two-dimensional models and / or three-dimensional models.
[0069] In a preferred embodiment of this application, the virtual scene displayed in the graphical user interface can be scaled infinitely, for example, the virtual scene can be enlarged or reduced.
[0070] In this embodiment, the virtual scene may include at least one virtual object. With the zoom operation described above, at least one virtual object can be presented on the virtual scene displayed in the graphical user interface. At different map zoom ratios, the virtual object can be displayed on the virtual scene in the form of text or images, or it can display the internal details of the virtual object.
[0071] Here, a virtual object can refer to a pre-defined area within a virtual scene. For example, this virtual object is an area that can be contested and occupied by virtual objects belonging to different factions. For example, virtual objects in a virtual scene can include, but are not limited to, virtual cities created within the virtual scene and / or virtual plots obtained by dividing the virtual scene.
[0072] For example, in a virtual battle, a player can choose a character attribute or be randomly assigned a character attribute to perform virtual tasks or engage in battles in a virtual scene. The virtual object can be a stronghold that can provide virtual resources, so as to perform behavioral events on the occupied virtual object. For example, by building a city, developing virtual resources, recruiting soldiers, crafting treasures, upgrading food supplies, or upgrading barracks at the virtual object, the player can improve their virtual abilities (e.g., combat abilities) in the virtual scene, thereby completing the virtual tasks corresponding to their character attributes.
[0073] For example, the virtual scene can contain land, mountains, rivers, docks, fortresses, etc. Factions can be formed based on the attributes of the virtual characters controlled by players in the current virtual battle. Player-controlled virtual characters (e.g., generals, troops) can move within the virtual scene to capture various virtual objects (e.g., virtual plots of land) to obtain corresponding virtual resources. After a virtual object is captured, the party that owns the virtual object can perform various actions on the virtual object to improve their own (or their faction's) virtual capabilities.
[0074] Step S102: Respond to the mutual assistance request instruction initiated for the target behavior event in the game and enter the new content page of the game.
[0075] Here, the aforementioned mutual assistance request instruction is a control instruction issued by the game player through the terminal device. This mutual assistance request instruction is used to trigger or request auxiliary interactive behavior in response to the target behavioral event.
[0076] As an example, the aforementioned mutual assistance request instruction can be generated based on at least one of the following operations: operation of an icon or button on a graphical user interface used to trigger auxiliary interaction behavior, operation of a shortcut key on a terminal device and / or a shortcut key on an external input device connected to the terminal device. For example, in the case where the terminal device is a device with a touchscreen, the aforementioned operation can be a touch operation performed on an icon, etc., on the touchscreen.
[0077] In this embodiment, the aforementioned mutual assistance request instruction carries a behavior identifier, which is used to indicate the target behavior event to be performed on the virtual object. In other words, the mutual assistance request instruction indicates which behavior event to perform on which virtual object will trigger the auxiliary interaction behavior. For example, the auxiliary interaction behavior may include behaviors that positively impact the achievement of the behavior completion conditions for the target behavior event. As an example, the positive impact may include improving the execution efficiency of completing the target behavior event on the virtual object.
[0078] Here, the aforementioned virtual object may refer to a virtual object in a virtual scene that is occupied by the faction (or family) to which the user of the terminal device belongs. For example, the behavioral events that can be performed on an occupied virtual object may include, but are not limited to, at least one of the following: creating buildings, building fortresses, setting up iron walls, deploying strategies, training troops, developing resources, and transferring resources. The aforementioned target behavioral event is the behavioral event currently being performed by the virtual object.
[0079] Here, "creating buildings" can refer to the ability to construct various types of buildings on the land of a virtual object, and this application does not limit this. Furthermore, fortresses can be built on occupied virtual objects. For example, a fortress can include, but is not limited to, multiple rooms, corridors, staircases, doors, or other structures. Troops can be deployed to the fortress, and it can also be used for rest and recuperation of troops fighting on the front lines. The aforementioned "ironclad defense" refers to adding defensive attributes to a virtual object to enhance its defensive capabilities. When the virtual object is attacked by the enemy, it can effectively withstand enemy attacks, protecting friendly buildings, fortresses, and personnel, thereby reducing damage from normal attacks and tactical attacks during combat.
[0080] The aforementioned strategies (or tactics) may include influencing the effects of tactics in battle to reduce the damage taken by virtual objects from tactical attacks. In virtual matches, players can have at least one general, who possesses troops. A general's troop strength can be increased through recruitment. Furthermore, the combat capabilities of the troops can be improved through troop training, thereby boosting the general's health points (HP) and / or attack attributes.
[0081] A virtual object can possess various virtual resources. These resources can be acquired by performing resource development actions on the virtual object. Furthermore, resource transfer can be directed to virtual characters within the same faction or to virtual characters within different factions, transferring the virtual resources developed by that virtual object.
[0082] It should be understood that the above-listed behavioral events that can be performed on virtual objects are merely examples, and this application is not limited to them. Other behaviors besides those listed above can also be performed on virtual objects.
[0083] In this embodiment, completing a behavior event for a virtual object requires virtual resources and time within the game. For example, each behavior event may have a corresponding behavior time, which refers to the duration required for the virtual object to complete the corresponding behavior event. For instance, the aforementioned auxiliary interactive behavior can be used to shorten the behavior time for a virtual object to complete a corresponding behavior event, thereby improving the execution efficiency of completing the behavior event. In addition, the aforementioned auxiliary interactive behavior can also be used to provide users of the terminal device and / or their respective factions with more virtual resources required to complete the behavior event; this application does not impose any limitations on this.
[0084] The following is combined with Figures 2-4 This section introduces several specific ways to generate mutual assistance request commands.
[0085] In the first scenario, mutual assistance request commands are generated based on the main entry interface of the virtual battle platform.
[0086] Here, the main entry interface can be accessed by operating a trigger control displayed on the graphical user interface. This trigger control can be persistently displayed on the graphical user interface. For example, when displaying a battle scene corresponding to the virtual battle platform on the graphical user interface, the trigger control is displayed. Exemplarily, the display of the trigger control can be synchronized with the display of the battle scene corresponding to the virtual battle platform. For instance, the trigger control is displayed when the battle scene is displayed, and is dedisplayed when the battle scene is switched. Alternatively, access to the main entry interface can also be triggered by shortcut keys, gesture operations, and / or voice operations; this application does not impose any restrictions on this.
[0087] Figure 2 A flowchart illustrating the steps of generating a mutual assistance request instruction provided by an exemplary embodiment of this application is shown.
[0088] Reference Figure 2 In step S201, in response to the second interactive operation performed on the main entry interface under the virtual battle platform, the target behavior event is determined, and the second operation page of the target behavior event is entered.
[0089] Here, the game server can provide users with different types of service platforms to meet their diverse needs. For example, the provided service platforms may include, but are not limited to: virtual battle platforms, content publishing platforms, resource exchange platforms, and task platforms.
[0090] For example, in a virtual battle platform, players can engage in virtual battles with other players within a virtual game environment; that is, they can view virtual scenes, seize virtual resources, and interact in battle. A content publishing platform can refer to a community (or forum), where various game guides, team compositions, beginner's guides, game news, and requests for help can be posted.
[0091] A resource exchange platform can refer to a store, including but not limited to at least one of the following: obtaining virtual characters (e.g., heroes) in a game through equivalent interaction by using virtual resources accumulated in a terminal device or by directly paying a certain amount of real currency, or acquiring, upgrading, or changing the appearance of virtual characters (e.g., skins), virtual weapons, virtual accessories, or obtaining the qualification to participate in competitions.
[0092] The task platform can release game tasks periodically or irregularly, which is one of the main ways to obtain game rewards.
[0093] In this embodiment, the main entry interface includes multiple behavior type controls, each of which represents a behavior event performed on a virtual object. The second interactive operation includes a selection operation of the behavior type control representing the target behavior event among the multiple behavior type controls. In other words, the main entry interface is an interface for initiating auxiliary interactive behaviors, where the behavior event corresponding to the auxiliary interactive behavior is selected.
[0094] Figure 3 This is a schematic diagram showing the main entry interface of the virtual battle platform provided in an exemplary embodiment of this application.
[0095] like Figure 3 As shown, you can enter the main entry interface 60 under the virtual battle platform. The main entry interface 60 displays multiple behavior type controls, such as behavior type controls 111 to behavior type controls 999 as shown in the figure.
[0096] Here, the aforementioned second interactive operation can refer to an operation for selecting a behavior type control. For example, the second interactive operation may include, but is not limited to, at least one of the following: an operation to move the cursor or hover control point to the location of the behavior type control, a pressing operation on a preset physical button on the terminal device, a pressing operation on a physical button on an external device of the terminal device, and a touch operation on the behavior type control (e.g., single-click operation, double-click operation, long-press operation, swipe operation).
[0097] In this example, after selecting the behavior type control that represents the target behavior event through the second interactive operation, you can directly enter the second operation page of the target behavior event. Alternatively, after selecting a behavior type control, you can enter the second operation page of the target behavior event by selecting "OK" on the main entry interface 60.
[0098] return Figure 2 In step S202, in response to the third interactive operation performed on the second operation page, the execution object corresponding to the target behavior event is determined from the virtual scene of the game to generate a mutual assistance request instruction.
[0099] In this embodiment of the application, the second operation page is used to provide at least one object in the virtual scene that can be used to perform target behavior events. That is, the provided object is a virtual object occupied by the user of the terminal device and / or the faction to which the user belongs, and supports target behavior events.
[0100] For example, the third interactive operation described above includes a selection operation for a target object among at least one objects. The third interactive operation may include, but is not limited to, at least one of the following: an operation to move the cursor or hover control point to the location of the target object, a pressing operation of a preset physical button on the terminal device, a pressing operation of a physical button on an external device of the terminal device, and a touch operation of the target object.
[0101] In the second scenario, the mutual assistance request command is generated based on the first operation page of the virtual battle platform.
[0102] For example, a mutual assistance request command can be initiated based on the first interactive operation performed on the first operation page of the virtual battle platform.
[0103] For example, the aforementioned first operation page can be triggered and displayed on the graphical user interface in response to a selection operation on a virtual object. Here, the first operation page is a page used to perform target behavior events on the virtual object. For example, the first operation page may include, but is not limited to: a recruitment interface, a building construction interface, and a facility construction and upgrade interface.
[0104] On the first operation page, an auxiliary control may be displayed. This auxiliary control is used to initiate an auxiliary interactive behavior for the target behavior event. In this case, the first interactive operation may include a selection operation for the auxiliary control. At this time, the auxiliary interactive behavior for the target behavior event is initiated by operating the auxiliary control displayed on the first operation page.
[0105] Figure 4This diagram illustrates the first operation page of the virtual battle platform provided in an exemplary embodiment of this application.
[0106] This example demonstrates how to display a virtual scene in landscape mode. Figure 4 As shown, a graphical user interface 22 is provided through a terminal device 11. The graphical user interface 22 displays the scene screen corresponding to the observation of the virtual scene from a third-person perspective. The content of the virtual scene displayed in the graphical user interface 22 can be changed in response to dragging operations or zooming commands on the virtual scene.
[0107] In strategy games, multiple characters can participate in virtual matches independently or team up to form a faction (also known as a family or organization). Taking a faction as an example, each character in a faction can use virtual resources in the virtual scene to capture a virtual object, or control virtual characters in the virtual scene to capture a virtual object. After a virtual object is captured by a virtual character from a faction, each virtual character in that faction can perform various actions and events on the captured virtual object.
[0108] exist Figure 4 In the example shown, the virtual scene includes multiple virtual objects (multiple plots of land as shown in the figure), wherein the virtual object filled with pattern D1 and the virtual object filled with pattern D2 belong to different factions.
[0109] like Figure 4 As shown, in response to a triggered operation on a virtual object DK, a first operation page 33 is provided on the graphical user interface 22. Preferably, the first operation page 33 can be displayed on the top layer of the graphical user interface 20. Furthermore, the transparency of the first operation page 33 can be adjusted so that the player can observe other content on the graphical user interface 22 or in the virtual scene that at least partially overlaps with the display area of the first operation page 33. For example, the first operation page 33 can be displayed around the virtual object DK and does not overlap with the display area of the virtual object DK.
[0110] In a preferred embodiment of this application, at least one preset control can also be provided at the virtual object in response to a triggering operation on the virtual object. Here, each preset control is used to perform a corresponding preset function for the virtual object.
[0111] like Figure 4As shown, each preset control KJ can be displayed around the virtual object DK. For example, the preset controls may include, but are not limited to, at least one of the following: a positioning control, a viewing control, a sharing control, and an auxiliary control. Here, the positioning control is used to set a positioning marker for the virtual object; the viewing control is used to view the battle report of the virtual object, which may include the beneficial results of various actions taken by the player against the virtual object, and the negative results of the enemy's attacks against the virtual object; the sharing control is used to share relevant information about the virtual object (e.g., coordinates) with other players participating in the virtual match or registered in the game.
[0112] The above examples are embodiments of displaying virtual scenes in landscape mode. This application is not limited to these, and also supports providing a first operation page or triggering auxiliary interactive behavior at the virtual object when displaying virtual scenes in portrait mode.
[0113] In addition to the methods described above, the first operation page can also be presented through a display window.
[0114] For example, in response to the selection of a virtual object, a display window is provided on the graphical user interface, and the controls associated with the virtual object are displayed in the display window. For instance, the auxiliary controls used to initiate the auxiliary interactive behavior for the target behavior event are displayed in the display window.
[0115] Preferably, the display window can be displayed floating on top of the graphical user interface. For example, the display window's position on the graphical user interface can also be changed in response to dragging operations.
[0116] In a preferred embodiment of this application, the platform for editing and publishing content and the platform for initiating the mutual assistance request instruction are different platforms within the game, in order to enhance the interactivity between users on different platforms and improve the dissemination of shared content. Furthermore, for cases where the content publishing platform is a community, auxiliary interactions for behavioral events will be integrated into the community to enhance the game's social interaction.
[0117] For example, the above-mentioned content creation page is a new page for editing and publishing content under the content publishing platform. Preferably, the published content includes at least automatically generated content and / or custom content. As an example, the automatically generated content is a mutual link used to assist target behavior events, and the custom content is information entered by the user on the content creation page, such as the title and content of the publication.
[0118] For example, the aforementioned mutual assistance link can be a page link to an interactive page used to assist the target behavioral event. Optionally, in this embodiment, the interactive page can include, but is not limited to, an H5 (HyperText Markup Language 5) interactive page. For example, an H5 interactive page can be used to display assistive interactions for the target behavioral event.
[0119] In a preferred embodiment, game users can share auxiliary interactions initiated by target behavior events performed on virtual objects under the virtual battle platform to the content publishing platform. The published content (e.g., community posts) under the content publishing platform can also be shared to other channels, such as external social applications. In this way, non-game users can also view and interact with community posts as guests.
[0120] In a preferred embodiment of this application, after receiving a mutual assistance request instruction, H5 page structure data can be formed based on the information carried by the mutual assistance request instruction. The H5 page structure data may include, but is not limited to, H5 page component information, H5 page layout information, and H5 page style rules, and an H5 interactive page can be formed based on the above H5 page structure data.
[0121] Figure 5 A flowchart illustrating the steps of editing and publishing content provided by an exemplary embodiment of this application.
[0122] Reference Figure 5 In step S301, the first description information entered by the user on the content creation page is received.
[0123] Here, the aforementioned user refers to a user who logs into the terminal device using an account. This user can enter a title on the content creation page and edit the content to be published. For example, the entered descriptive information may include text, emoticons, images, etc.
[0124] In step S302, the first description information and the preset second description information used to describe the target behavior event are both displayed as published content on the content creation page, that is, as published content on the content creation page.
[0125] Here, on the content creation page, in addition to H5 links for auxiliary interactive behaviors targeting the target behavior event, custom descriptions, emoticons, videos, etc., can also be attached, making the sharing channels more diverse and the shared content richer. The content publishing information presented on the content creation page can also be one of the above two types of information (custom content and automatically generated content), and this application does not impose any restrictions on this.
[0126] Figure 6This diagram illustrates a content creation page within a content publishing platform provided by an exemplary embodiment of this application.
[0127] like Figure 6 The content creation page shown includes an operation bar 10, a title bar 20, an editing area 30, an additional information bar 40, and a toolbar 50. For example, the operation bar 10 includes a return control "<", which allows users to return to the previous operation by clicking it, such as canceling the display of the content creation page and returning to the previous page. The operation bar 10 also includes a "Publish" button, which allows users to publish the title and content on the content publishing platform for other users to view.
[0128] The title bar 20 displays the title of the published content. It can automatically generate a title based on the information carried in the mutual assistance request instruction when entering the content creation page. It can also receive information entered by the user in the title bar 20 (e.g., XXXXXX~) as the title, and can receive user editing operations on the automatically generated title. The editing area 30 is used to display the published content.
[0129] exist Figure 6 In the example, the automatically generated content is a mutual link, which can include images, text, and controls. The image can be an image representing the game, an image representing the current invitational tournament, or an image representing the virtual avatar of the user on the terminal device. The text can be descriptive information of the auxiliary interactive behavior for the target behavior event (MMMMMMMM in the figure). The control "B" is a control used to trigger the auxiliary interactive behavior for the target behavior event. By clicking on the control "B", the auxiliary interaction for the target behavior event can be successfully provided.
[0130] Custom content can include “YYYYYYYYYY~~~!!!” in the editing area 30, which is supplementary text information entered by the user for auxiliary interaction behavior, and can also include emoticons.
[0131] The supplementary information bar 40 provides auxiliary functions for published content, such as real-time location information when the content is publicly published. The toolbar 50 includes at least one control; for example, it may include a positioning control A1 for adding a location to the supplementary information bar 40, an emoji input control A2 for selecting an emoji image to insert into the custom published content, and an insertion control A3 for inserting images or videos into the published content.
[0132] For content publishing platforms that are communities, community posts can be used as a vehicle for initiating auxiliary interactions. In addition to being displayed on interactive pages, they can also record and retain relevant comments, likes, and other community functions.
[0133] return Figure 1 Step S103: In response to the content publishing instruction, provide event auxiliary tags through the preset publishing channel.
[0134] Here, event support tags are used to assist in completing the target behavior event. Event support tags include content publishing information determined on the content creation page, as well as mutual aid links generated based on the target behavior event.
[0135] Here, the aforementioned content publishing instructions are control instructions used to publicly publish content on a content publishing platform. Figure 6 As shown in the example, the above content publishing instruction can be generated by selecting the "Publish" button under the content creation page.
[0136] In this embodiment of the application, event auxiliary tags can be provided through various channels, and then the auxiliary interaction of the target behavior event can be completed by operating on the provided event auxiliary tags.
[0137] In the first embodiment, the preset publishing channels include content publishing platforms.
[0138] At this time, in response to the content publishing instruction, the published content is presented on the content publishing platform, that is, the event auxiliary tags used to assist the target behavior events under the virtual battle platform are published through the content publishing platform.
[0139] Here, the content published through the content publishing platform can include mutual aid links, custom-edited emoticons, images, text, etc., that is, all the content on the content creation page.
[0140] In the second embodiment, the preset release channels include communication channels within the virtual battle platform.
[0141] At this point, in response to the content publishing instruction, the target communication channel to which the user belongs within the virtual battle platform is determined, and the event auxiliary tag is presented to each member within the target communication channel via channel messages. In this case, the information published within the communication channel is a pre-set second descriptive information describing the target behavior event, such as a mutual aid link generated based on the target behavior event.
[0142] For example, the target communication channel may include, but is not limited to, any of the following: family channel, group channel, world channel, and designated contact channel. In the family channel, each member is a member of the family to which the user of the terminal device belongs. The channel can be automatically created when a family is formed. The group channel can be a group chat organization that the user joins. The world channel refers to a channel that can publish information to all users in the game. Users can have a corresponding contact list in the game. The designated contact channel can refer to a channel for communicating with any contact in the contact list.
[0143] Figure 7 This diagram illustrates a communication channel within a virtual battle platform provided in an exemplary embodiment of this application.
[0144] like Figure 7 As shown, the graphical user interface 22 provided by the terminal device 11 can trigger the display of the channel chat interface under the virtual battle platform. For example, the channel chat interface can be displayed on the upper layer of the virtual scene. The channel chat interface includes a chat content bar 44 and a selection bar 55. The chat content bar 44 is used to display the chat history of each member in the channel, and the selection bar 55 displays multiple channels for the user to select.
[0145] In this example, taking the family channel as the target communication channel, the H5 interactive page 66 is published in the family channel in the form of channel information (e.g., channel link) so that each member in the family channel can perform auxiliary interactions for the target behavior event through the H5 interactive page.
[0146] Preferably, the interactive page can be automatically triggered to be published on both of the above-mentioned publishing channels simultaneously. For example, in response to a content publishing command, an event auxiliary tag can be published simultaneously on the content publishing platform to which the content creation page belongs and on the target communication channel within the game. Alternatively, the event auxiliary tag can be published on a specific publishing channel according to the settings. In this way, the help request post published in the community can not only be shared within the community, but also shared to other external social platforms to seek assistance, and a synchronized sharing H5 link can be added to the game chat channel within the game.
[0147] Here, the completion rate of the target behavior event is updated based on the first data obtained by the virtual object in performing the target behavior event. For example, the first data is related to the execution of the target behavior event. The first data may change with the development of the game process (e.g., the completion rate of the virtual task corresponding to the target behavior event) or with the consumption of game time. For example, as the game time increases, the completion rate of the target behavior event changes, such as getting closer to completion.
[0148] In a preferred exemplary embodiment, the first data can be determined in the following manner: determining first incremental data or first decrement data per unit time based on the attributes of the virtual object; determining the first data based on the execution time of the target behavior event and the first incremental data or first decrement data per unit time.
[0149] For example, the attributes of a virtual object may include, but are not limited to, at least one of the following: building level, virtual skills possessed by the virtual character, and virtual equipment possessed by the virtual character. The building may be the object of a behavioral event; for example, when the behavioral event is to upgrade a building, the building level refers to the level of the building to be upgraded. The virtual character may refer to an object that can be manipulated to perform behavioral events against the virtual object. The virtual skills possessed by the virtual character may include skills that can affect the completion of the behavioral event. Correspondingly, the virtual equipment possessed may include equipment that can affect the completion of the behavioral event.
[0150] Here, the change in the target behavior time per unit time can be determined based on the attributes of the virtual object. This change is a variable that advances the target behavior time to the completion level. For example, this change may include first incremental data or first decrement data. For instance, in a game, the first incremental data may be reflected in an increase in the number of recruits, and the first decrement data may be reflected in a decrease in the construction time of buildings or a decrease in the time to send troops to other plots.
[0151] In an exemplary embodiment of this application, the completion degree of the target behavior event can be updated by superimposing second data on the first data, and the completion degree of the target behavior event can be updated simultaneously.
[0152] In one scenario, second data can be generated based on the direct triggering of an event auxiliary tag.
[0153] For example, in response to the auxiliary interactive operation of the event auxiliary tag through a preset publishing channel, the second data is determined, and the completion degree of the target behavior event is updated based on the first and second data.
[0154] Here, assisted interaction operations can be generated by accessing event assistance tags provided under preset publishing channels. For example, assisted interaction operations may include clicking on mutual assistance links in communication channels within the game client, clicking on mutual assistance links published in the community, or clicking on mutual assistance links published in external social applications. In response to the above click operations, an assisted interaction instruction is generated, indicating that assisted interaction with the target behavior event has been completed.
[0155] In another scenario, an interface can be displayed by using an event helper label, and second data can be generated based on the actions performed on that interface.
[0156] For example, in response to the triggering operation of the event auxiliary tag through a preset publishing channel, the system enters the auxiliary interaction page of the target behavior event, and in response to the auxiliary interaction operation performed on the auxiliary interaction page, determines the second data, and updates the completion rate of the target behavior event based on the first data and the second data.
[0157] Here, the aforementioned triggering operation is used to trigger the display of the auxiliary interaction page. For example, this triggering operation could be the selection of an event assistance label. The auxiliary interaction page includes a page for triggering auxiliary interactions for a target behavior event. In this case, the auxiliary interaction operation can include operations performed on the auxiliary interaction page to complete the auxiliary interaction. For instance, the auxiliary interaction page may display a "mutual assistance" control, and the auxiliary interaction operation could be the selection of the "mutual assistance" control to complete the auxiliary interaction.
[0158] For example, taking an H5 page as an auxiliary interaction page, the H5 page can be displayed by selecting the event auxiliary label, and the auxiliary interaction can be completed by selecting the auxiliary interaction control ("mutual assistance" control) in the H5 page.
[0159] It should be understood that one of the two methods mentioned above can be selected to generate the second data, or both methods can be included simultaneously. For example, the triggering operation and the auxiliary interaction operation for the event auxiliary label are different operations. In this way, performing different operations on the event auxiliary label can trigger different subsequent processing flows. This application does not limit this.
[0160] Here, the second data can be determined in the following way: based on the number of operations of the auxiliary interactive operation, and the second incremental data or the second decrement data, the second data is determined, and the number of operations has a preset upper limit.
[0161] The number of operations described above corresponds to triggering a change, which is a variable representing the time required to advance the target behavior to completion. For example, this change may include a second incremental data or a second decremental data.
[0162] For example, if multiple auxiliary interaction operations are performed on the event auxiliary label, each auxiliary interaction operation corresponds to a second data, and the completion status of the target behavior event is updated.
[0163] Optionally, the preset upper limit can be set according to requirements; preferably, the preset upper limit can be 1. In this case, if multiple auxiliary interaction operations are performed by the same user, only one second data is determined, and the completion status of the target behavior event is updated once based on this second data. This second data can correspond to the first of the multiple auxiliary interaction operations, or it can correspond to any of the multiple auxiliary interaction operations; this application does not impose any restrictions on this. If the multiple auxiliary interaction operations are performed by different users, each auxiliary interaction operation can trigger an update of the completion status of the target behavior event.
[0164] The aforementioned second data is related to the auxiliary interactive operations performed on the event auxiliary tags. For example, taking the target behavior event as upgrading a building, updating the target behavior event based on the second data can refer to a reduction in building upgrade time. Taking the target behavior event as recruiting soldiers, updating the target behavior event based on the second data can refer to an increase in the number of soldiers recruited.
[0165] In a preferred embodiment of this application, the interactive page for assisting target behavior events can also be republished through multiple channels, specifically as follows: Figure 8 The process is shown below.
[0166] Figure 8 A flowchart illustrating the steps of multi-channel secondary publishing of a target behavioral event provided by an exemplary embodiment of this application.
[0167] Reference Figure 8 In step S401, in response to the auxiliary interaction operation, the interaction details interface for the target behavior event is entered.
[0168] In a preferred embodiment, an auxiliary interaction record for a target behavioral event can be generated and saved in response to an auxiliary interaction operation. For example, an auxiliary interaction record may include a channel identifier, a user identifier, an application identifier, an interaction identifier, and auxiliary interaction description information. The channel identifier indicates the publishing channel corresponding to the auxiliary interaction operation; the user identifier indicates the user performing the auxiliary interaction operation, such as the user's identity under that publishing channel (e.g., user ID, user nickname); the application identifier indicates the application to which the publishing channel providing the event auxiliary tag belongs; the interaction identifier indicates whether the auxiliary interaction for the target behavioral event was successful; and the auxiliary interaction description information characterizes the feedback of the auxiliary interaction operation on the completion degree of the target behavioral event, such as the influence value of the aforementioned second data on the completion degree of the target behavioral event.
[0169] Here, the interaction details interface includes a page for displaying mutual assistance details for the target behavior event across various publishing channels. Optionally, auxiliary interaction records generated across different publishing channels can all be stored on the game server, so that when entering the interaction details interface, the content displayed on the interaction details interface is based on the content stored on the game server.
[0170] In this case, the auxiliary interaction information for the target behavioral event can be updated synchronously across the virtual battle platform, external social applications, and content publishing platform. This way, users on the game's virtual battle platform, external social applications, and content publishing platform can all view the details of the auxiliary interaction.
[0171] In step S402, in response to the first confirmation operation performed on the interactive details interface, the event auxiliary tag is forwarded under the target publishing channel.
[0172] In this embodiment of the application, the interactive details interface displays at least one channel control, each channel control corresponding to a publishing channel. The first determination operation mentioned above includes a selection operation for a target channel control among the at least one channel control. The target channel control is a control used to indicate the target publishing channel.
[0173] For example, the target distribution channel can be any one of the communication channels within the virtual battle platform, external social applications, or content distribution platforms mentioned above.
[0174] For example, if the preset distribution channel is a content distribution platform, the target distribution channels include the communication channels within the virtual battle platform, the content distribution platform, and external communication applications.
[0175] For example, if the target distribution channel is a content publishing platform, all published content can be republished on that platform, such as by forwarding posts within a community. If the target distribution channel is a communication channel within a virtual battle platform, the interactive page can be republished as a channel post within that channel. If the target distribution channel is an external communication application, the interactive page can be republished as a post link within the chat page of that external communication application.
[0176] In a preferred embodiment, for cases where the preset publishing channel is a content publishing platform, a control can be displayed at the location where the content is publicly published on the content publishing platform. By selecting the control, the published content can be directly sent to the chat page of an external communication application, for example, sharing a community post to the chat page of an external communication application.
[0177] For cases where the preset distribution channel is the communication channel within the virtual battle platform, the target distribution channels include the communication channel within the virtual battle platform and external communication applications.
[0178] For example, if the target distribution channel is a communication channel within a virtual battle platform, the interactive page can be republished within that communication channel as a channel link. If the target distribution channel is an external communication application, the interactive page (or all published content) can be republished as a post link.
[0179] In an optional embodiment of this application, the response result to the auxiliary interaction command can be determined based on the current game state of the target behavior event.
[0180] Figure 9 A flowchart illustrating the steps of displaying an interactive page provided by an exemplary embodiment of this application.
[0181] Reference Figure 9 In step S501, in response to the auxiliary interaction operation, the game state of the target behavior event is determined.
[0182] As described above, the target behavior event has a corresponding behavior time. It is determined whether the behavior time corresponding to the target behavior event has ended at the moment the auxiliary interaction instruction is received. If it has not ended, the game state of the target behavior event is determined to be in the execution phase. If it has ended, the game state of the target behavior event is determined to be in the completion phase.
[0183] In step S502, in response to the target behavior event being in the execution phase, the interactive details interface for the target behavior event is entered.
[0184] For example, the interaction details interface displays a description of the auxiliary interaction process between the game user and / or the user of the external communication application for the target behavioral event. For instance, the auxiliary interaction process description may include at least one of the aforementioned auxiliary interaction records.
[0185] Figure 10 This is a schematic diagram illustrating an interactive details interface for a target behavior event provided by an exemplary embodiment of this application.
[0186] like Figure 10As shown, in the interaction details interface 70, the title information "CCCCCC" is displayed at the title position 71. This title information can indicate the target behavior event, the invitational tournament the user is currently participating in, or the game application to which the target behavior event belongs. Multiple auxiliary interaction records are displayed at the details display 72. For example, these records can be sorted according to their contribution value, which is determined by the time the auxiliary interaction was performed for the target behavior event; the earlier the auxiliary interaction was performed, the higher the contribution value. For example, the contribution value is used to characterize the degree of influence on improving the efficiency of completing the target behavior event for the virtual object.
[0187] In this example, each auxiliary interaction record may include a user identifier, such as the nicknames of the users "CACA", "NANA", "HAHA", and "YAYA" as shown in the figure, and may also include auxiliary interaction description information, such as "D1D1D1", "D2D2D2", "D3D3D3", and "D4D4D4" as shown in the figure. Preferably, users from different applications or channels can be displayed differently. For example, if user "HAHA" is from an external social application, and users "CACA", "NANA", and "YAYA" are from the game client, the user identifiers of users from external social applications outside the game can be displayed differently to distinguish between different applications or different assistance channels. However, it should be understood that the assistance method can also be represented by displaying channel identifiers or application identifiers in the auxiliary interaction record, and this application does not limit this.
[0188] Reference Figure 10 The display location 73 shows the action time for the target action event, such as 23:23:23. The interaction details interface 70 also displays controls Z1 and Z2, each corresponding to a different publishing channel.
[0189] In this example, users are ranked by contribution value. Each assistive interaction record includes the user's nickname and contribution value from the corresponding publishing channel. For example, the contribution value is shortening the time required to complete the action. Specifically, for users outside the game client, the corresponding assistive interaction record can also display the application identifier of the external social application and the channel identifier to distinguish assistive interactions from different in-game assistance methods.
[0190] return Figure 9 In step S503, in response to the target behavior event being in the completion stage, the interactive settlement interface for the target behavior event is entered.
[0191] Here, when the auxiliary interaction instruction is received, the behavior time corresponding to the target behavior event has ended, and at this time, the interactive settlement interface is entered.
[0192] The interactive settlement interface displays the auxiliary interaction results of the game user and / or external communication application user for the target behavior event.
[0193] Reference Figure 10 As shown in the example, the interactive settlement interface also displays multiple corresponding auxiliary interaction records. The difference between it and the interactive details interface is that the interactive settlement interface does not provide a control for selecting a channel.
[0194] In related technologies, players outside the game client cannot interact with players within the game client. However, through the data processing capabilities described in this application, a content publishing platform can bridge the gap between in-game and out-of-game interactions, allowing game content to be shared outside the game and interact with players outside the client. Regarding invitational tournaments, participating members can seek assistance from non-participating players or users of other applications by sharing requests for help based on the tournament's progress.
[0195] The above methods help to create a focal point for discussion and increase player participation outside of the competition. By effectively integrating community gameplay, the social interaction is enhanced.
[0196] Based on the same application concept, this application also provides a data processing device corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the data processing method in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0197] Figure 11 A schematic diagram of the structure of a data processing apparatus provided for an exemplary embodiment of this application. For example... Figure 11 As shown, the data processing apparatus 200 provides a graphical user interface via a terminal device and includes:
[0198] Display control module 210 displays virtual objects in a graphical user interface;
[0199] The editing module 220 responds to a mutual assistance request instruction initiated in response to a target behavior event in the game and enters the content creation page of the game, wherein the target behavior event is the behavior event currently being performed by the virtual object;
[0200] The publishing module 230, in response to the content publishing instruction, provides the event assistance tag through a preset publishing channel. The event assistance tag is used to assist in completing the target behavior event. The event assistance tag includes content publishing information determined on the content creation page and mutual assistance links generated based on the target behavior event.
[0201] In one possible implementation of this application, the completion degree of the target behavior event is updated based on first data obtained by the virtual object performing the target behavior; it also includes: an update module, which, in response to the auxiliary interactive operation of the event auxiliary tag through a preset publishing channel, determines second data and updates the completion degree of the target behavior event based on the first data and the second data.
[0202] In one possible implementation of this application, the update module determines the first data based on the following method: determining first incremental data or first decrement data per unit time based on the attributes of the virtual object; and determining the first data based on the execution time of the target behavior event and the first incremental data or first decrement data per unit time.
[0203] In one possible implementation of this application, the update module determines the second data by: determining the second data based on the number of operations of the auxiliary interactive operation and the second incremental data or the second decrement data; the number of operations has a preset upper limit value.
[0204] In one possible implementation of this application, the editing module 220 is further configured to: initiate the mutual assistance request instruction based on a first interactive operation performed on a first operation page under the virtual battle platform, wherein the first operation page is a page for performing the target behavior event on the virtual object, the first operation page includes an auxiliary control, the auxiliary control is a control for initiating auxiliary interaction on the target behavior event, and the first interactive operation includes a selection operation on the auxiliary control.
[0205] In one possible implementation of this application, the editing module 220 is further configured to: in response to a second interactive operation performed on the main entry interface of the virtual battle platform, determine a target behavior event and enter a second operation page for the target behavior event, wherein the main entry interface includes multiple behavior type controls, each behavior type control being used to characterize a behavior event performed on a virtual object, and the second interactive operation includes a selection operation for the behavior type control characterizing the target behavior event among the multiple behavior type controls; and in response to a third interactive operation performed on the second operation page, determine the execution object corresponding to the target behavior event from the game to generate the mutual assistance request instruction.
[0206] In one possible implementation of this application, the content publishing information determined on the content creation page includes first description information entered by the user on the content creation page, and / or, preset second description information for describing the target behavioral event.
[0207] In one possible implementation of this application, the publishing module 230, in response to the content publishing instruction, simultaneously publishes the event auxiliary tag on the content publishing platform to which the content creation page belongs and on the target communication channel within the game.
[0208] In one possible implementation of this application, the update module is further configured to: in response to a triggering operation of the event auxiliary tag through a preset publishing channel, enter the auxiliary interaction page of the target behavior event, the auxiliary interaction page including a page for triggering auxiliary interactions for the target behavior event; in response to an auxiliary interaction operation performed on the auxiliary interaction page, determine second data, and update the completion rate of the target behavior event based on the first data and the second data.
[0209] In one possible implementation of this application, the publishing module 230 is further configured to: in response to the auxiliary interaction operation, enter an interaction details interface for the target behavior event, the interaction details interface including a page for presenting mutual assistance details for the target behavior event under each publishing channel; and in response to the publishing operation performed on the interaction details interface, forward the event auxiliary tag under the target publishing channel.
[0210] In one possible implementation of this application, the interaction details interface includes at least one auxiliary interaction record for the target behavior event. Each auxiliary interaction record includes at least one of the following: channel identifier, user identifier, and auxiliary interaction description information. The channel identifier is used to indicate the publishing channel corresponding to the auxiliary interaction operation, the user identifier is used to indicate the user performing the auxiliary interaction operation, and the auxiliary interaction description information is used to characterize the feedback of the auxiliary interaction operation on the completion degree of the target behavior event.
[0211] In one possible implementation of this application, the publishing module 230 is further configured to: in response to the auxiliary interactive operation, determine the game state of the target behavior event; in response to the target behavior event being in the execution phase, enter the interactive details interface for the target behavior event; and in response to the target behavior event being in the completion phase, enter the interactive settlement interface for the target behavior event.
[0212] The aforementioned device helps improve the ease of assisting with game events, thereby accelerating the completion of game events and reducing server consumption.
[0213] Please see Figure 12 , Figure 12 A schematic diagram of the structure of an electronic device provided as an exemplary embodiment of this application. For example... Figure 12 As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.
[0214] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the data processing method in any of the above embodiments can be performed, as follows:
[0215] The system displays a virtual object in the graphical user interface; in response to a mutual assistance request instruction initiated for a target behavior event in the game, it enters the content creation page of the game, where the target behavior event is the behavior event currently being performed by the virtual object; in response to a content publishing instruction, it provides the event assistance tag through a preset publishing channel, wherein the event assistance tag is used to assist in completing the target behavior event, and the event assistance tag includes content publishing information determined on the content creation page, and mutual assistance links generated based on the target behavior event.
[0216] The aforementioned electronic devices can help improve the ease of assisting with game events, thereby speeding up the completion of game events and reducing server consumption.
[0217] This application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it can execute the steps of the data processing method as described in any of the above embodiments, as follows:
[0218] The system displays a virtual object in the graphical user interface; in response to a mutual assistance request instruction initiated for a target behavior event in the game, it enters the content creation page of the game, where the target behavior event is the behavior event currently being performed by the virtual object; in response to a content publishing instruction, it provides the event assistance tag through a preset publishing channel, wherein the event assistance tag is used to assist in completing the target behavior event, and the event assistance tag includes content publishing information determined on the content creation page, and mutual assistance links generated based on the target behavior event.
[0219] The aforementioned computer-readable storage medium helps improve the ease of assisting with game events, thereby accelerating the completion of game events and reducing server consumption.
[0220] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.
[0221] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0222] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0223] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part 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 this application. 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.
[0224] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A data processing method, characterized in that, The method includes: Display virtual objects in a graphical user interface; In response to a mutual assistance request instruction initiated in response to a target behavior event in the game, the player enters the new content page of the game, where the target behavior event is the behavior event currently being performed by the virtual object. In response to a content publishing instruction, an event assistance tag is provided through a preset publishing channel. The event assistance tag is used to assist in completing the target behavior event. The event assistance tag includes content publishing information determined on the content creation page and mutual assistance links generated based on the target behavior event.
2. The method according to claim 1, characterized in that, The completion rate of the target behavior event is updated based on the first data obtained by the virtual object performing the target behavior; In response to a content publishing instruction, after providing the event auxiliary tag through a preset publishing channel, the method further includes: In response to the auxiliary interactive operation of the event auxiliary tag through a preset publishing channel, the second data is determined, and the completion degree of the target behavior event is updated based on the first data and the second data.
3. The method according to claim 2, characterized in that, The first data is determined based on the following method: The first incremental data or the first decrement data per unit time is determined based on the attributes of the virtual object; The first data is determined based on the execution time of the target behavior event and the first incremental data or the first decrement data per unit time.
4. The method according to claim 2, characterized in that, The determination of the second data includes: The second data is determined based on the number of operations performed by the auxiliary interactive operation and the second incremental data or the second decrement data; the number of operations has a preset upper limit.
5. The method according to claim 1, characterized in that, The mutual assistance request instruction is determined based on the following method: The mutual assistance request instruction is initiated based on the first interactive operation performed on the first operation page of the virtual battle platform. The first operation page is a page for performing the target behavior event on the virtual object. The first operation page includes an auxiliary control, which is a control for initiating auxiliary interaction on the target behavior event. The first interaction operation includes a selection operation on the auxiliary control.
6. The method according to claim 1, characterized in that, The mutual assistance request instruction is determined based on the following method: In response to a second interactive operation performed on the main entry interface of the virtual battle platform, a target behavior event is determined, and a second operation page for the target behavior event is entered. The main entry interface includes multiple behavior type controls, each behavior type control being used to characterize a behavior event performed on a virtual object. The second interactive operation includes a selection operation for the behavior type control among the multiple behavior type controls that characterizes the target behavior event. In response to a third interactive operation performed on the second operation page, the execution object corresponding to the target behavior event is determined from the game to generate the mutual assistance request instruction.
7. The method according to claim 1, characterized in that, The content publishing information determined on the content creation page includes first description information entered by the user on the content creation page, and / or, preset second description information for describing the target behavioral event.
8. The method according to claim 1, characterized in that, In response to a content publishing instruction, the event auxiliary tags are provided through a preset publishing channel, including: In response to the content publishing instruction, the event auxiliary tag is simultaneously published on the content publishing platform to which the content creation page belongs and on the target communication channel within the game.
9. The method according to claim 2, characterized in that, In response to a content publishing instruction, after providing the event auxiliary tag through a preset publishing channel, the method further includes: In response to the triggering operation of the event auxiliary tag through a preset publishing channel, the system enters the auxiliary interaction page of the target behavior event, the auxiliary interaction page including a page for triggering auxiliary interactions for the target behavior event; In response to an auxiliary interaction operation performed on the auxiliary interaction page, second data is determined, and the completion rate of the target behavior event is updated based on the first data and the second data.
10. The method according to claim 2, characterized in that, The method further includes: In response to the auxiliary interactive operation, the user enters the interactive details interface for the target behavior event. The interactive details interface includes a page for displaying the mutual assistance details for the target behavior event under each publishing channel. In response to the publishing operation performed on the interactive details interface, the event auxiliary tag is forwarded under the target publishing channel.
11. The method according to claim 10, characterized in that, The interaction details interface includes at least one auxiliary interaction record for the target behavior event. Each auxiliary interaction record includes at least one of the following: channel identifier, user identifier, and auxiliary interaction description information. The channel identifier is used to indicate the publishing channel corresponding to the auxiliary interaction operation, the user identifier is used to indicate the user performing the auxiliary interaction operation, and the auxiliary interaction description information is used to characterize the feedback of the auxiliary interaction operation on the completion degree of the target behavior event.
12. The method according to claim 10, characterized in that, In response to an auxiliary interactive operation on the event auxiliary tag via the preset publishing channel, the user enters the interactive details interface for the target behavior event, including: In response to the auxiliary interaction operation, determine the game state of the target behavior event. In response to the target behavior event being in the execution phase, the interactive details interface for the target behavior event is entered; In response to the target behavior event being in the completion stage, the interactive settlement interface for the target behavior event is entered.
13. A data processing apparatus, characterized in that, The device includes: The display control module shows virtual objects in the graphical user interface; The editing module responds to a mutual assistance request instruction initiated in response to a target behavior event in the game, and enters the content creation page of the game. The target behavior event is the behavior event currently being performed by the virtual object. The publishing module, in response to a content publishing instruction, provides event assistance tags through a preset publishing channel. The event assistance tags are used to assist in completing the target behavior event. The event assistance tags include content publishing information determined on the content creation page and mutual assistance links generated based on the target behavior event.
14. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 12.
Citation Information
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Information processing method and device in game, electronic equipment and readable storage medium
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