Interaction method, device, electronic equipment and computer readable storage medium of game
Patent Information
- Application Number
- CN202410022182.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-05
- Publication Date
- 2026-10-27
- Estimated Expiration
- 2044-01-05
AI Technical Summary
这样,玩家的社交压力较大,降低了玩家的社交体验,进而导致游戏中的信息共享程度较低
[0018]本申请提供的游戏的交互方法,通过第一终端提供图形用户界面,图形用户界面中包括至少部分的游戏场景,该游戏场景中包括通过第一终端控制的第一虚拟角色,响应于游戏道具的放置指令,在游戏场景中放置目标游戏道具;在放置目标游戏道具时,建立与该目标游戏道具对应的目标会话群组,该目标会话群组可以理解群聊,即目标会话群组的成员包含第一虚拟角色;响应第二虚拟角色针对目标游戏道具的交互行为,将第二虚拟角色加入目标会话群组,其中,第二虚拟角色为通过第二终端控制的虚拟角色。
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Figure CN117861208B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically to a game interaction method, device, electronic device, and computer-readable storage medium. Background Technology
[0002] With the rapid development of the internet, people's ways of socializing have become increasingly diversified. Among them, online games are a popular form of social interaction. Social features within games can attract users and increase player engagement.
[0003] Currently, in addition to group chats in the world chat channel, players need to actively join a specific group chat or add other players as friends to participate in private chats. This creates significant social pressure for players, reduces their social experience, and consequently leads to low levels of information sharing within the game.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this application, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] In view of this, this application provides interactive methods, devices, electronic devices, and computer-readable storage media for games, which can reduce players' social pressure, improve players' social experience, and promote information sharing in games.
[0006] In a first aspect, embodiments of this application provide a game interaction method, which provides a graphical user interface through a first terminal, the graphical user interface including at least a portion of a game scene, the game scene including a first virtual character controlled by the first terminal, the method comprising:
[0007] In response to a game item placement command, the target game item is placed in the game scene;
[0008] Establish a target session group corresponding to the target game item, wherein the members of the target session group include the first virtual character;
[0009] In response to the interaction behavior of the second virtual character with the target game item, the second virtual character is added to the target session group, wherein the second virtual character is a virtual character controlled through a second terminal.
[0010] Secondly, embodiments of this application provide a game interaction device that provides a graphical user interface through a first terminal. The graphical user interface includes at least a portion of the game scene, and the game scene includes a first virtual character controlled by the first terminal. The device includes: a placement unit, a creation unit, and an addition unit.
[0011] The placement unit is used to place the target game item in the game scene in response to a game item placement command;
[0012] The establishment unit is used to establish a target session group corresponding to the target game item, and the members of the target session group include the first virtual character;
[0013] The adding unit is used to respond to the interaction behavior of the second virtual character with respect to the target game item and add the second virtual character to the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
[0014] Thirdly, embodiments of this application provide an electronic device, including:
[0015] Processor; and
[0016] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.
[0017] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.
[0018] The game interaction method provided in this application provides a graphical user interface through a first terminal. The graphical user interface includes at least a portion of the game scene, and the game scene includes a first virtual character controlled by the first terminal. In response to a game item placement command, a target game item is placed in the game scene. When placing the target game item, a target session group corresponding to the target game item is established. The target session group can be understood as a group chat, that is, the members of the target session group include the first virtual character. In response to the interaction behavior of a second virtual character with respect to the target game item, the second virtual character is added to the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
[0019] This application combines the interaction of placing target game items in the game scene with the establishment of group chats, bridging the gap between the game scene and the social system. This tightly integrates player interaction within the game scene with the social system, enriching the player's social experience and enhancing the overall gaming experience. Furthermore, this application allows players interacting with the target game item to be passively added to the group chat, reducing social pressure and promoting information sharing within the game. Attached Figure Description
[0020] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0021] Figure 1 A schematic diagram of an example game system provided in this application embodiment;
[0022] Figure 2 A flowchart illustrating an example of a game interaction method provided in an embodiment of this application;
[0023] Figure 3 This is a schematic diagram illustrating an example of placing a target game item according to an embodiment of this application;
[0024] Figure 4 This is a schematic diagram showing an example of a prompt message indicating successful creation of a target session group, as provided in an embodiment of this application.
[0025] Figure 5 A schematic diagram illustrating an example of a session interface provided in this application embodiment;
[0026] Figure 6 This is a schematic diagram illustrating an example of publishing chat messages through a conversation interface, provided in an embodiment of this application.
[0027] Figure 7 This is a schematic diagram illustrating an example of a message interface provided in an embodiment of this application;
[0028] Figure 8 A schematic diagram illustrating an example of displaying a message interface by triggering the first message information in the session interface, as provided in this application embodiment;
[0029] Figure 9 This is an example of a display diagram showing how to reply to a message using an information input control, as provided in an embodiment of this application.
[0030] Figure 10 An example display diagram illustrating the display of the first reply information in the message interface and the conversation interface provided in this application embodiment;
[0031] Figure 11 This is an example of a display diagram showing interactive information in a conversation interface, provided as an embodiment of this application.
[0032] Figure 12 A schematic diagram illustrating an example of deleting a target game item through a session interface, provided as an embodiment of this application.
[0033] Figure 13 This is another example of deleting a target game item provided in an embodiment of this application;
[0034] Figure 14 This is an example of a display diagram showing a prompt message in the chat interface indicating that the second virtual character failed to join the group, as provided in an embodiment of this application.
[0035] Figure 15 This is a schematic diagram illustrating an example of each session group in the set of display session groups provided in an embodiment of this application;
[0036] Figure 16 This is a schematic diagram showing an example of a group chat member management interface corresponding to a target conversation group provided in an embodiment of this application.
[0037] Figure 17 This is a schematic diagram illustrating an example of inviting friends to join a target conversation group, as provided in an embodiment of this application.
[0038] Figure 18 A schematic diagram of the structure of the game interaction device provided in the embodiments of this application;
[0039] Figure 19 This application provides an electronic device structural block diagram for implementing an interactive method for games, as shown in the embodiments of this application. Detailed Implementation
[0040] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0041] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0042] 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.
[0043] 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.
[0044] In view of the above-mentioned problems, this application provides a game interaction method, device, electronic device, and computer-readable storage medium.
[0045] The game interaction method provided in this application embodiment can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, or other terminal device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0046] In one alternative embodiment, when the game's interaction method is running on a terminal device, the terminal device stores the game application and the game's virtual scene. The terminal device interacts with the player through a graphical user interface (GUI). The terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.
[0047] In an optional embodiment, when the game's interaction method runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and execution of the game's interaction method are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0048] It should be noted that, in this embodiment, the execution entity of the game interaction method can be a terminal device, a server, or both a terminal device and a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.
[0049] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing an interactive method of playing a game, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software application tools corresponding to the game.
[0050] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.
[0051] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0052] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.
[0053] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.
[0054] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0055] It should be noted that the triggering operations mentioned in the subsequent detailed description of the game interaction method provided in the embodiments of this application can all be regarded as triggering operations performed by the player through fingers or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can operate using external devices such as a mouse or keyboard.
[0056] In this embodiment of the application, a graphical user interface is provided through a first terminal, which displays at least a portion of the game scene of the virtual game, and the game scene includes a first virtual character controlled by the first terminal.
[0057] The game scene described above can be understood as a simulation of the real world within a game environment, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. The virtual scene is the environment in which the player controls a virtual character to complete the game logic.
[0058] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.
[0059] In this embodiment, the first terminal provides a graphical user interface displaying a first virtual character controlled by the first terminal device. The number of the first virtual characters is not specifically limited in this embodiment and may include one or more.
[0060] The virtual games in this application embodiment may include open-world adventure games, allowing players to freely explore and adventure in the game world. In such games, each player corresponds to their own game world, and players in the same game world can be considered teammates. That is, the first virtual character and the second virtual character can be virtual characters in the same faction.
[0061] It should be noted that the method description in this application embodiment takes the interaction on the terminal side controlling the first virtual character as an example. That is, the above game scene is displayed through the display screen provided by the terminal device controlling the first virtual character.
[0062] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0063] like Figure 2 As shown, Figure 2This is an example flowchart of a game interaction method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a different logical order than those shown in the flowchart. The method may include the following steps S210 to S230.
[0064] Step S210: In response to the game item placement command, place the target game item in the game scene.
[0065] It is understandable that the aforementioned game items can be understood as items that players obtain in the game to complete game tasks. For example, game items can be used to help players understand game tasks (such as newspapers, blackboards, signs, etc. in the game that carry introductions to game tasks and guide game areas), virtual items to maintain the survival of virtual characters in the game scene, virtual items to defeat other virtual characters, or virtual items used to upgrade various virtual items, etc.
[0066] It is understood that the aforementioned placement instructions for game items can be interpreted as instructions for placing target game items in the game scene. The aforementioned target game items can be understood as one or more of the game items indicated by the placement instructions in the game; this embodiment does not specifically limit this. In this embodiment, the aforementioned target game items are game items that virtual characters in the game can leave messages on.
[0067] In practical applications, graphical user interfaces (GUIs) typically use layers to present various interface contents. A layer is a hierarchical display method in GUIs, allowing different content to be placed on different layers for better control over the display and hiding of each interface element. For example, in games, there are usually two types of layers: a scene layer and a UI (User Interface) layer. The scene layer is used to place scene elements of the game world; it primarily renders the game world and its objects, including characters, environments, items, and dynamic elements. The UI layer, on the other hand, is typically used to construct the two-dimensional interface elements that allow players to interact with the game. It's understandable that the interface elements in the UI layer provide the functionality for player interaction; therefore, the UI layer has a higher display hierarchy than the scene layer. That is, interface elements in the UI layer have a higher display hierarchy than scene elements in the scene layer. Thus, the same interface element in the UI layer can be displayed above different scene elements in the scene layer.
[0068] In this embodiment, before placing items in the game scene, game items are typically presented to the player as icons, which are displayed on the UI layer. The display hierarchy of each game item icon is higher than that of the scene image. It should be noted that in this embodiment, the scene image refers to the game scene, and both convey the same meaning.
[0069] The above response refers to the placement command for game items. Placing the target game item in the game scene can be understood as placing the target game item in the item layer into the scene layer. That is, adding the item element of the target game item to the scene layer of the game scene and rendering it in the graphical user interface.
[0070] In an optional embodiment, the placement instructions described above can be generated in any of the following exemplary ways:
[0071] Example 1: In response to the first virtual character's placement operation on various game items, a placement command is generated.
[0072] That is, the placement command is generated by the player's placement operation on various game items in the game.
[0073] For example, in some specific embodiments, at least one virtual item owned by the first virtual character can be displayed through a first graphical user interface; in response to a selection operation for each of the virtual items, the virtual item selected by the selection operation is taken as the target virtual item and placed in the game scene. The above-mentioned selection operation for each virtual item can be regarded as the first virtual character's placement operation for each game item, that is, the above selection operation generates a placement instruction, and the game item selected by the selection operation is the target game item indicated by the placement instruction.
[0074] It is understood that this placement operation involves the player selecting and placing various game items they possess. This placement operation may include, but is not limited to, clicking, dragging, pressing, hotkey operations, voice command operations, and air gesture operations for game items; this embodiment does not impose any limitations on these operations.
[0075] Example 2: In response to the game progress reaching a preset progress, a placement command is generated.
[0076] That is, when the game progress of the first virtual character is detected to have reached the preset game progress, the target game item can be automatically placed in the game scene without the player having to perform any placement operation.
[0077] Below, in conjunction with the appendix Figure 3 The above step S210 will be illustrated with a specific example.
[0078] like Figure 3As shown, the graphical user interface 300 includes a game scene 100 and an item display interface 101. The game scene 100 also includes a first virtual character 10; the item display interface 101 can include several game items, and the display position of each game item can also display the quantity of the game item owned by the player. For example, the item display interface includes 5 road sign items, 3 potion items, and 1 weapon item.
[0079] When a player clicks on a road sign (indicated by a gray fill), the road sign becomes the target game item. After the click ends, the graphical user interface 300 switches to graphical user interface 301, and the target game item 11 is displayed in the game scene 100 shown in graphical user interface 301.
[0080] Step S220: Establish a target session group corresponding to the target game item, wherein the members of the target session group include the first virtual character.
[0081] The aforementioned target chat group can be understood as a dedicated group chat environment corresponding to the target game item. Members of this target chat group can chat within the group. The group members include the first virtual character.
[0082] It is understood that, in a specific embodiment, if the target game item is placed in the game scene by the first virtual character, establishing the target session group corresponding to the target game item may specifically include: in response to the successful placement of the target game item in the game scene, establishing the target session group corresponding to the target game item, and adding the first virtual character to the target session group. That is, the members of the target session group only include the first virtual character.
[0083] The target session group may not be displayed in the graphical user interface after creation, but can be displayed through certain operations when the player needs to view it. Alternatively, the target session group can be displayed directly in the graphical user interface after its creation. This embodiment does not specifically limit this.
[0084] It is understandable that when the first terminal controls the first virtual character to place the target game item in the game scene, the first terminal can synchronize the item information corresponding to the target game item to at least one second terminal, so that each second terminal can display the target game item in the game scene according to the item information.
[0085] It is important to note that when a player on a second terminal controls a second virtual character to enter the game scene, the target game item is displayed in the same location in the game scene where the second virtual character is located, as the first virtual character placed the target game item. This achieves synchronization of the game scenes for each player, allowing the second virtual character to interact with the target game item and enhancing the social attributes of the open-world game. In this embodiment, the synchronization process of synchronizing the item information of the target game item with each second terminal is a continuous process. That is, when different terminals interact with the target game item, thereby changing the item attribute information of the target game item, the synchronization mechanism is triggered, so that virtual characters in the same game scene can see the same target game item.
[0086] Based on this, after the first virtual character places the aforementioned target game item in the game scene, the following step S230 can also be performed.
[0087] Step S230: In response to the interaction behavior of the second virtual character with the target game item, add the second virtual character to the target session group, wherein the second virtual character is a virtual character controlled by the second terminal.
[0088] It is understood that the aforementioned interactive behavior with the target game item refers to a series of interactive operations performed by the player controlling the second virtual character in the game. Different interactive operations can provide different game information. In this embodiment, when the second virtual character interacts with the target game item, the second virtual character is added to the target session group, making the second virtual character a member of the target session group.
[0089] In an optional embodiment, the above-mentioned response to the interaction behavior of the second virtual character with the target game item can first detect whether the second virtual character is a member of the target session group. If the second virtual character is not a member of the target session group, then the second virtual character is added to the target session group.
[0090] As can be seen, this application combines the interaction of placing target game items in the game scene with the establishment of group chats, thus bridging the gap between the game scene and the social system. This tightly integrates the player's interaction methods in the game scene with the social system, enriching the player's social experience and enhancing the overall gaming experience. Furthermore, this application allows players who interact with the target game item to be passively added to the group chat, reducing their social pressure and promoting information sharing within the game.
[0091] Below, we will provide a detailed description of some specific embodiments and optional embodiments in the present application.
[0092] In some embodiments, when a first terminal generates a target session group for a target game item, the group information of the target session group can be synchronized to at least one second terminal, so that each second terminal displays the target session group according to the group information. Specifically, when a player on a second terminal views the target session group, the target session group is displayed in the graphical user interface of the second terminal. The way a player on a second terminal views the target session group is the same as that of a player on a first terminal, as detailed below.
[0093] It is important to note that the synchronization of group information for the target conversation group is the same as the synchronization of item information for the target game item mentioned above. It is a continuous process. That is, when different terminals interact with the target game item or send group chat messages in the conversation interface, thereby changing the conversation interface in the target conversation group, the synchronization mechanism can be triggered, so that all virtual characters in the target conversation group can see the same message information and group chat messages.
[0094] Based on this, in some optional embodiments, the above method further includes the step S240.
[0095] Step S240: In response to the display command for the target session group, display the session interface corresponding to the target session group, the session interface containing the message information entered by the virtual character for the target game item.
[0096] The above-mentioned conversation interface can be understood as a chat window for members in the target conversation group to chat.
[0097] The messages input for the target game item are generated by each player at the target game item's location. These messages can include players' experiences with the game level in the scene area where the target game item is located, walkthrough methods, or information about challenging each other. These messages are linked to the target game item; players need to control their first virtual character near the target game item so that when the target game item is displayed in the graphical user interface, triggering the target game item will display the messages input by each virtual character for that item.
[0098] It should be noted that in this embodiment, the aforementioned conversation interface, as a two-dimensional element, can be rendered and displayed using a UI layer. Therefore, regardless of which scene area the first virtual character moves to, the conversation interface can be displayed above different game scenes. In other words, even if the first virtual character is not near the target game item, the player controlling the first virtual character can still view the messages entered by each virtual character regarding the target game item through the conversation interface of the target conversation group.
[0099] In this way, players can view the messages entered by each virtual character for the target game item in real time through a chat interface that can be displayed in real time, which can improve the efficiency of interaction between players and improve the efficiency of information sharing.
[0100] It is understood that the messages contained in the aforementioned conversation interface may be messages entered by the first virtual character and / or the second virtual character regarding the target virtual item. The messages in the conversation interface may include one or more, and this embodiment does not specifically limit this.
[0101] The above display instructions for the target session group can be generated in any of the following exemplary ways.
[0102] Example 1: In response to a view request for a target session group, generate a display command for the target session group.
[0103] In some specific embodiments, after the target session group is established, the group identifier corresponding to the target session group can be displayed in the graphical user interface. The above-mentioned viewing operation for the target session group may include: triggering the group identifier corresponding to the target session group. The triggering operation for the group identifier can refer to the previous description of the placement operation, which will not be repeated here.
[0104] Alternatively, in some specific embodiments, in response to the successful establishment of the target session group corresponding to the target game item, a prompt message indicating that the target session group for the target game item has been created is displayed in the graphical user interface.
[0105] By displaying a notification that a target session group has been created, the player is informed of the group's creation without seeing its identifier. This saves display space in the graphical user interface and provides a better visual experience. Optionally, the notification can be hidden after a preset display duration.
[0106] like Figure 4 As shown, after the first virtual character 10 places the target game item 11, the graphical user interface 301 is switched to the graphical user interface 302, and a prompt message 12 is displayed in the graphical user interface 302. The prompt message 12 may be "A BBB item exclusive group chat has been created".
[0107] Based on the aforementioned notification that the target session group has been created, the viewing operation for the target session group can include: triggering an operation on the notification that the target session group has been created. That is, by triggering an operation on the notification that the target session group has been created, a display instruction for the target session group is generated.
[0108] Example 2: In response to the successful establishment of the target session group, a display instruction is generated for the target session group.
[0109] That is, after the target session group is successfully established, display instructions for the target session group can be generated without the player performing any action.
[0110] Example 3: In response to a view operation on a target game item, generate a display command for the target session group.
[0111] In this example, a display command for a target session group can also be generated by viewing a target game item displayed in the game scene. That is, the session interface of the target session group can be displayed in the graphical user interface by viewing the target game item.
[0112] Of course, it is understood that the above-described method of generating the demonstration instructions is merely an example and does not constitute a limitation on this application.
[0113] like Figure 5 As shown, in response to a display command for the target session group, a session interface 102 for the target session group established for the target game item 11 is displayed in the graphical user interface 303. The session interface 102 displays a message from the first virtual character "XXX" regarding the target game item 11: "There's a trap ahead!", and a message from the second virtual character "YYY1" regarding the target game item 11: "Thanks for sharing! I've already liked, commented, and subscribed!".
[0114] It is understood that the target conversation group is a group chat. The difference between the target conversation group and a regular group chat is that the target conversation group in this embodiment can display the message information of each virtual character regarding the target game item. However, the target conversation group is equipped with a conversation input control that allows real-time chatting. In response to the input operation of the conversation input control, a group chat message is generated and displayed in the conversation interface.
[0115] In this way, players can not only view other players' messages about the target game item in the target chat group's chat interface, but also send chat messages in real time in the same chat interface. This combines asynchronous messaging and real-time chat functions, improving the social experience of players in the game.
[0116] In optional embodiments, group chat messages and private messages can be displayed in different formats. For example, private messages can be displayed using preset message bubbles, while group chat messages can be displayed without message bubbles. This helps players distinguish between real-time chat messages and private messages targeting specific game items.
[0117] Reference Figure 6 ,exist Figure 6 The graphical user interface 304 also displays a conversation input control 13 in the conversation interface 102. When a player enters and publishes the chat message "So boring!" in the conversation input control 13 displayed in the graphical user interface 305, the chat message "So boring!" can be published to the conversation interface. As shown in the graphical user interface 306, the group chat message "So boring!" is displayed in the conversation interface 102. The group chat message is not displayed in the form of a message bubble, but the message information in the conversation interface 102 is displayed in the form of a prop message bubble.
[0118] Understandably, since the length of messages posted by different players varies, the size of the message bubble corresponding to each message is inconsistent, and the size of the message bubble can be adapted to each message for display.
[0119] In some embodiments, the above method may further include the following step S250.
[0120] Step S250: In response to the trigger command for the target game item, display the message interface corresponding to the target game item through the graphical user interface. The message interface contains message information entered by the virtual character for the target game item.
[0121] In other words, when the player controls the first virtual character to move near the target game item so that the target game item is displayed in the graphical user interface, triggering the target game item will display the corresponding message interface. This message interface is the UI interface that displays the message information entered by each virtual character regarding the target game item.
[0122] The aforementioned trigger command for the target game item can be generated in any of the following exemplary ways.
[0123] Example 1: Respond to a trigger operation targeting a game item and generate a trigger command for the target game item.
[0124] The triggering operation described above can be referred to the previous introduction to the placement operation, and will not be repeated here. It should be noted that the target of this triggering operation is the game item placed in the game scene.
[0125] Example 2: In response to the successful placement of the target game item, generate a trigger command for the target game item.
[0126] In an optional embodiment, the message information interface may include at least one of the following information: message information, at least one evaluation control corresponding to each message information; a delete control for deleting message information; the number of message information; the posting time of the message information; the item identifier of the target game item; the remaining display time of the target game item in the game scene; the remaining display time of the target game item in the game scene is the difference between the preset display time and the already displayed time.
[0127] like Figure 7 As shown, in response to a trigger command for a target game item, a message interface 103 is displayed in the graphical user interface 307, displaying message information posted by each virtual character as shown in Table 1.
[0128] Table 1 Examples of Virtual Characters and Posted Messages
[0129]
[0130] That is, the message interface displays the following messages: "There's a trap ahead!" posted by the first virtual character "XXX" to the target game item 11; "Thanks for sharing! I've already liked, commented, and subscribed!" posted by the second virtual character "YYY1" to the target game item 11; "Great guy!" posted by the second virtual character "YYY2" to the target game item 11; and "Great guy! Are you taking on apprentices?" posted by the third virtual character "YYY3" to the target game item 11.
[0131] In some embodiments, the interaction method of the game described above may further include the following step S260.
[0132] Step S260: The message information in the conversation interface is updated according to the message information in the message interface.
[0133] In other words, the message information in the chat interface is consistent with the message information in the main chat interface. When a player leaves a message about a target game item through the main chat interface, the messages posted by each virtual character are simultaneously displayed in the chat interface. This allows players to view the latest messages posted by each virtual character about the target game item in real time through the chat interface, without having to move to the game scene where the target game item is located. This quickly transforms the asynchronous, non-real-time social interaction of in-game messaging into real-time social interaction in the form of group chat, improving the interaction efficiency among players and the efficiency of game information sharing.
[0134] Combination Figure 5 The session interface 102 shown and Figure 7As shown in the message interface 103, the message information in the conversation interface 102 is consistent with the message information in the message interface 103. It should be noted that the message information displayed in the conversation interface 102 is only an example.
[0135] In some embodiments, the above-mentioned display of the message interface corresponding to the target game item through the graphical user interface can also be achieved through the following step S270.
[0136] Step S270: In response to the trigger operation for the first message information in the conversation interface, open the message interface corresponding to the target game item.
[0137] It is understood that the aforementioned first message is any one of the messages displayed in the chat interface. This step S270 allows players to view the target game item through the displayed chat interface, enabling them to quickly open the chat interface to reply to messages of interest without needing to move their first virtual character near the target virtual item. This improves the efficiency of asynchronous messaging and further enhances player interaction.
[0138] The triggering operation for the first message in the conversation interface described above can be referred to the previous introduction of the placement operation, and will not be repeated here. It should be noted that the target of the triggering operation here is any message in the conversation interface.
[0139] The message interface corresponding to the target game item mentioned above is the message interface displayed on the graphical user interface.
[0140] In other words, step S270 enables the display of the message interface through operations on the conversation interface. This means that regardless of whether the first virtual character is near the target virtual item, the player can open the message interface through the conversation interface, which can be displayed in real-time. This simplifies the player's operation of viewing the message interface corresponding to the target game item and improves the efficiency of viewing the message interface.
[0141] In an optional embodiment, the content currently displayed on the opened message interface includes the first message information, and the first message information can be highlighted. For example, the first message information can be positioned and displayed in the center of the message interface, the display color of the first message information can be changed, or it can be flashed at a preset frequency.
[0142] like Figure 8As shown, in the graphical user interface 303, the player performs a trigger operation on a message posted by the virtual character "YYY2," with the message being selected by filling it in gray. In response to this trigger operation, the graphical user interface 303 switches to graphical user interface 307, which displays the message interface 103 and highlights the message posted by the virtual character "YYY2" in message interface 103. It can be understood that in this example, highlighting the message posted by the virtual character "YYY2" by filling it in gray is used to indicate its inclusion.
[0143] In an optional embodiment, based on the above step S270, when jumping to the message interface of the target game item through the conversation interface, the group chat messages in the conversation interface can be synchronized to the message interface, so as to achieve the purpose of consistent content displayed in the message interface and the conversation interface.
[0144] In some optional embodiments, the content currently displayed on the opened message interface includes the first message information, and the above method may further include the following steps S280 to S2100.
[0145] Step S280: Control the information input control in the message interface to enter the state of replying to the first message.
[0146] Step S290: In response to the input operation on the information input control, generate a first reply message for the first message message.
[0147] Step S2100: Display the first reply information for the first message information in the message interface and the conversation interface.
[0148] The aforementioned information input control is a functional control set up for the message interface, allowing players to leave messages regarding target game items. In this embodiment, the display timing of this information input control is consistent with the display of the message interface; that is, the information input control is displayed when the message interface is displayed.
[0149] The message input control in the message interface can have multiple functional states, such as a message state for leaving a message about a target game item, and a reply state for replying to a message in the message interface. When the message interface corresponding to the target game item is opened by triggering an operation on the first message in the conversation interface, the message input control can be displayed in the message interface, and the message input control can be controlled to enter the state of replying to the first message.
[0150] In an optional embodiment, a status indicator can be displayed in the information input control at different states. This status indicator helps players distinguish the non-enabled functions corresponding to the information input control.
[0151] For example, this status identifier could be a message identifier or a reply identifier, where the reply identifier could be the identifier of the poster of the message to be replied to. This helps players further confirm whether the message they are replying to is the one they intend to reply to, or helps them further determine whether the message is targeting a specific in-game item.
[0152] In this embodiment, the information input control in the message interface is controlled to enter the state of replying to the first message, and the publisher's identifier for the first message can be displayed in the information input control.
[0153] The following combination Figure 8 as well as Figure 9 The steps S280 to S2100 described above will be introduced.
[0154] like Figure 8 As shown in the graphical user interface 303, when a player performs a trigger operation on a message posted by the virtual character "YYY2", the message is selected by filling it in gray; in response to this trigger operation, the graphical user interface 303 switches to display as shown in the figure. Figure 9 The graphical user interface 309 shown displays an information input control 14 in the message interface 103 of the graphical user interface 309. The information input control 14 displays text information replying to the virtual character "YYY2". This text information is used to prompt the player that the current information input control 14 is in the state of replying to the message information posted by the virtual character "YYY2".
[0155] In an optional embodiment, a cancel input control 15 and a publish control 16 may also be displayed in the message interface 103. The cancel input control 15 is used to delete the information entered by the player in the information input control 14, and the publish control is used to publish the information entered in the information input control 14 in the aforementioned message interface.
[0156] After a player enters a reply message in the information input control 14, for example, replying "thank you" to the message "big shot" posted by "YYY2", then in the graphical user interface 310, after entering "thank you" in the information input control 14, clicking the above-mentioned posting control 16 will generate the first reply message for the message "big shot".
[0157] After generating the first reply message "Thank you!", the graphical user interface 310 can be switched to the graphical user interface 311, and the first reply message "Thank you" can be displayed in the message interface 103 as shown in the graphical user interface 311, and in the conversation interface 102 as shown in the graphical user interface 312.
[0158] In this application embodiment, there are multiple ways to display the aforementioned first reply information in the message interface. For example, such as... Figure 9 As shown in the graphical user interface 311, the first reply message "Thank you" can be displayed as the latest message at the bottom of all displayed messages. Simultaneously, below the first reply message "Thank you," the first message message that was replied to, "Big Brother!", can be displayed to indicate that the message message referenced by the first reply message is the first message message. Alternatively, it can be displayed following the first message message, that is, the first reply message can be displayed below the first message message; for example... Figure 10 As shown in the graphical user interface 313, the first message is "Hey bro! Are you taking on apprentices?" posted by the virtual character "YYY3". The first reply from the virtual character "XXX" to "Hey bro! Are you taking on apprentices?" is "Is it the kind of job where you help with daily tasks?". The first reply "Is it the kind of job where you help with daily tasks?" can be displayed below the first message "Hey bro! Are you taking on apprentices?". This embodiment does not specifically limit this.
[0159] It should be noted that, as described above, the message information displayed in the conversation interface is updated in accordance with the message information in the message interface. This update may include updating both the content and the display format of the message information.
[0160] like Figure 9 As shown, the display format of each message in the message interface 103 displayed in the graphical user interface 311 is the same as the display format of each message in the conversation interface 102 displayed in the graphical user interface 312. The first reply message "Thank you" is displayed as the latest message in both the message interface and the conversation interface.
[0161] like Figure 10 As shown, the display format of each message in the message interface 103 displayed in the graphical user interface 314 is the same as the display format of each message in the conversation interface 102 displayed in the graphical user interface 313. The first reply message "Is it the kind that helps with daily tasks?" is displayed following the first reply message "Hey bro! Do you take on apprentices!"
[0162] In some optional embodiments, when performing step S270 above, the method may further include step S2110.
[0163] Step S2110: Close the session interface.
[0164] It is understood that in this embodiment of the application, after opening the aforementioned message interface, a graphical user interface that can simultaneously display the message interface and the conversation interface is provided. Alternatively, in a preferred embodiment, such as... Figure 6The graphical user interface 306 and such Figure 7 The graphical user interface 307 shown can close the conversation interface 102 after opening the message interface 103, that is, the message interface 103 and the conversation interface 102 can be displayed at their own discretion, which can reduce the space occupied by each two-dimensional interface on the graphical user interface.
[0165] Based on this, in some embodiments, the following step S2120 may also be included.
[0166] Step S2120: In response to the return command in the message interface, open the conversation interface; the content currently displayed in the conversation interface includes the first message information.
[0167] Based on the above, after opening the message interface through the chat interface, in response to the return command in the message interface, the previous chat interface is opened and the message interface is closed.
[0168] Thus, based on steps S270 and S2120, a rapid switch between the display of the conversation interface and the display of the target game item can be achieved. This allows players to quickly switch between asynchronous messaging and real-time chat, improving players' social efficiency and enriching their social experience.
[0169] The above return instruction can be generated in any of the following exemplary ways, and this embodiment does not limit it.
[0170] Example 1: When no action is taken on the message interface and the message interface has been displayed for a preset duration, a return command is generated;
[0171] Example 2: Respond to the return operation in the message interface and generate a return command;
[0172] The return operation can include: triggering the return control set in the message interface, or completing the input operation of the information input control as described above.
[0173] like Figure 9 As shown, a return control 17 is displayed in the graphical user interface 311. After a player posts the first reply, the graphical user interface 311 can be switched to graphical user interface 312 by triggering the return control 17. Alternatively, the graphical user interface 311 can be switched to graphical user interface 312 after the player clicks the post control 16 to post the first reply to the message interface.
[0174] In an optional embodiment, according to the aforementioned return instruction, the first message information and the first reply information are highlighted in the conversation interface. For example, the display may be located at the position of the first reply information, or it may be located at the position of the first message information.
[0175] Through the above embodiments, when players see messages of interest in the chat interface and wish to reply, they can switch the chat interface to a message interface using the above method. They can then reply to the messages in the message interface and, upon completion, return to the chat interface in response to a back command. This allows players to freely switch between real-time and non-real-time interaction modes, increasing interaction channels and improving the player's interactive experience.
[0176] As described above in step S230, in this embodiment, the second virtual character can interact with the target game item, and then the second virtual character is added to the target conversation group. Next, the interaction behavior of the second virtual character with the target game item, and the series of feedback times generated based on the interaction behavior, will be described in detail.
[0177] In some embodiments, when the above-described session interface is displayed, the above method may further include the following step S2130.
[0178] Step S2130: In response to the interaction behavior of the second virtual character with respect to the target game item, display the interaction information corresponding to the interaction behavior through the conversation interface.
[0179] In optional embodiments, the aforementioned interactive behaviors may include, but are not limited to, leaving a message, liking, reinforcement, and replying to messages. The leaving a message involves generating a message for the target game item through the message interface; the liking action involves liking each message on the target game item; the reinforcement action increases the display duration of the target game item in the game scene; and the replying action involves replying to each message contained in the target game item.
[0180] Displaying interaction information corresponding to interactive behaviors in the conversation interface can help members in the target conversation group understand in real time what interactive operations each virtual character has performed on the target game item.
[0181] As shown in Table 2, Table 2 shows examples of interactive behaviors and interactive information.
[0182] Table 2 Examples of Interactive Behaviors and Interactive Information
[0183] Liking behavior YYY1 liked the prop. Commenting behavior YYY2 posted a message Reply behavior to messages YYY3 replied to the message. reinforcement behavior YYY3 reinforced the props.
[0184] Alternatively, when each virtual character joins the target session group through interactive behavior, as shown in Table 3, Table 3 provides examples of interactive information when each virtual character joins the target session group.
[0185] Table 3 Examples of Interactive Information
[0186] Create behavior XXX joined the group chat Liking behavior YYY1 liked the item and joined the group chat. Commenting behavior YYY2 posted a message and joined the group chat. Reply behavior to messages YYY3 replied to the message and joined the group chat. reinforcement behavior YYY3 has reinforced the props and added group chat.
[0187] Combination Figure 11 The graphical user interface 315 is shown. When the first virtual character "XXX" creates a target conversation group, the interactive information "You have joined the group chat" is displayed. When the virtual character "YYY1" likes a target game item, the interactive information "YYY1 liked the item" is displayed in the conversation interface. When the virtual character "YYY2" posts a message about the target game item, the interactive information "YYY2 posted a message" is displayed in the conversation interface. When the virtual character "YYY3" replies to a message about the target game item, the interactive information "YYY3 replied to the message" is displayed in the conversation interface. When the virtual character "YYY3" uses a reinforcement skill on the target game item, the interactive information "YYY3 reinforced the item" is displayed in the conversation interface. If each virtual character joins the target conversation group after interacting with the target game item, a prompt message indicating that they have joined the group chat can be displayed in the interactive information.
[0188] As can be seen, by displaying the interactive information corresponding to the interactive behavior, each player can understand in real time the type of interactive operation performed by the virtual character in the game on the target game item.
[0189] In this embodiment of the application, the above-mentioned game interaction method may further include the following step S2140.
[0190] Step S2140: In response to the deletion instruction for the target game item, delete the target game item from the game scene.
[0191] As explained above, placing a target game item in the game scene means adding the target game item's item element to the scene layer of the game scene and rendering it in the graphical user interface. Conversely, deleting a target game item from the game scene means deleting the target game item's item element from the scene layer so that it is not displayed in the game scene.
[0192] In an optional specific embodiment, the above-mentioned deletion instruction for the target game item is generated in any of the following exemplary ways.
[0193] Example 1: In response to a deletion operation targeting the target session group or the target game item, generate a deletion instruction for the target game item;
[0194] First, combined Figure 12 The deletion operation targeting a session group is described in detail.
[0195] like Figure 12As shown, in the graphical user interface 316, a management menu 104 for the target session group is displayed through corresponding trigger operations. The management menu 104 displays group member management controls, a group name modification control, a game item viewing control, and a group disbanding control. The group member management control manages the number of group members in the target session group; the group name modification control modifies the name of the target session group; the game item viewing control provides a function to jump to the message interface corresponding to the target game item; and the group disbanding control disbands the target session group.
[0196] In response to a trigger operation on the disband group control, the graphical user interface 316 can be switched to the graphical user interface 317. The graphical user interface 317 displays a confirmation window 105 for disbanding the target session group. The confirmation window 105 can display information about the method for disbanding the target session group, as well as cancellation and confirmation controls. In this example, disbanding the target session group can be achieved by deleting the target game item. If the player triggers the confirmation control in the confirmation window 105, the graphical user interface 317 can be switched to the graphical user interface 318. The graphical user interface 318 displays a message interface 103, which has a delete control 18 for the target game item. In response to a trigger operation on this delete control 18, a delete command is generated, and the target game item is deleted. This switches the graphical user interface 318 to the graphical user interface 319, and the target game item 11 is not displayed in the game scene 100 displayed in the graphical user interface 319.
[0197] This deletion method allows players to delete target game items without having to move their first virtual character near the target item.
[0198] Secondly, combining Figure 13 The method for generating deletion commands in response to the deletion operation of the target game item is described in detail.
[0199] This method requires the player to control a first virtual character to move near the target game item so that the target game item is displayed in the graphical user interface before performing the deletion operation. For example... Figure 13The graphical user interface 320 shown displays a target game item 11 in the game scene. Through a preset operation method, the graphical user interface 320 can be switched to display a graphical user interface 321. The graphical user interface 321 displays a management menu 106 for the target game item 11. The management menu 106 displays a style modification control, a group viewing control, and a delete control. The style modification control can be used to modify the appearance of the target game item, the group viewing control can be used to display the conversation interface of the target conversation group through the target game item, and the delete control is used to delete the target game item 11.
[0200] Based on this, in response to the player's trigger operation on the delete control, a delete command is generated for the target game item. In response to the delete command, the target game item 11 is deleted, and the graphical user interface 321 is switched to display as the graphical user interface 319.
[0201] Example 2: When the display duration of the target game item in the game scene reaches a preset duration, a deletion command is generated for the target game item.
[0202] In an optional embodiment, a display duration can be preset for the target game item. When the target game item is placed and its display duration in the game scene reaches the preset duration, a deletion command is generated for the target game item. Responding to this deletion command, the target game item can be hidden. As described above, each virtual character can reinforce the target game item, that is, extend the display duration of the target game item in the game scene.
[0203] It is understandable that when deleting a target game item, the target chat group can remain open, allowing players to chat in real time based on the target chat group.
[0204] Based on the foregoing description, the creation of the target session group and the placement of the target game item are interdependent. In this embodiment, the deletion of the target game item can be linked to the disbanding of the target session group. That is, in an optional embodiment, step S2150 may also be included.
[0205] Step S2150: Disband the target session group according to the deletion instruction.
[0206] In this embodiment, the display of the target chat group is associated with the target game item, and the target chat group is disbanded when the target game item is deleted. This allows players to completely delete previous messages whenever they wish.
[0207] In an optional embodiment, the remaining display time of the target game item can also be displayed in the chat interface. This remaining display time is the difference between the preset display time of the target game item and the already displayed time. For example... Figure 4 As shown, the remaining display time of the target game item is displayed in the session interface 102: 15 hours and 57 minutes remaining. When the remaining display time is less than or equal to 0, the target session group is disbanded.
[0208] In some specific embodiments, the above step S230 can be implemented through the following steps S231 and S232.
[0209] Step S231: In response to the interaction behavior of the second virtual character with the target game item, detect the number of group chat members contained in the target session group;
[0210] Step S232: When the number of group chat members has not reached the preset number, add the second virtual character to the target conversation group.
[0211] Based on this, the above method also includes the following step S233.
[0212] Step S233: When the number of group chat members reaches a preset number, send a prompt message to the second terminal indicating that the target session group cannot be joined, and display a prompt message in the session interface indicating that the second virtual character failed to join the group.
[0213] like Figure 14 As shown, in the session interface 102 displayed in the graphical user interface 322, when the second virtual character identified as "YYY3" performs a reinforcement action on the target game item 11, it is detected that the second virtual character has not joined the target session group. If the number of group members in the target session group reaches a preset number, a prompt message "YYY3 reinforced the item, group members are full" is displayed in the session interface 102. In this way, the virtual character that created the target session group can be prompted to manage the target session group in real time.
[0214] In some optional embodiments, in the game, the first virtual character can place more than one of the aforementioned target game items in the game scene. When the first virtual character places multiple target game items, multiple target session groups can be generated according to the above method. Alternatively, when the first virtual character interacts with the target game items placed by each second virtual character, it can join more than one session group. For the sake of a clean graphical user interface and ease of searching for players, multiple session groups can be summarized into a session group set. That is, the target session groups created for the target game items can be added to the session group set. This session group set is created when the first virtual character joins the first session group in the game.
[0215] When a player wants to view the target conversation group mentioned above, they need to view the conversation group set to identify the target conversation group from among the various conversation groups in the set.
[0216] In an optional embodiment, after creating a set of session groups, a set identifier for that set can be displayed via a graphical user interface; this allows players to easily find target session groups using the set identifier. That is, in response to a trigger operation targeting the set identifier, at least one session group is displayed in the graphical user interface. In a specific embodiment, the displayed session groups include: session groups created by the first virtual character as a group manager, and / or session groups created by second virtual characters that the first virtual character joins as a group member.
[0217] In an optional embodiment, each of the conversation groups is arranged and displayed according to a preset sorting method;
[0218] The preset sorting method includes at least one of the following: sorting according to the latest speaking time in each of the conversation groups; sorting according to the number of group chat members in each of the conversation groups; and sorting according to the number of times each of the conversation groups has spoken.
[0219] Reference Figure 15 ,exist Figure 15 The graphical user interface 323 shown can persistently display a social management interface 107. This interface 107 can display a collection identifier 19 for chat groups created for game items, a group chat identifier 20 for regular group chats, and a system message identifier 21. When a player triggers the collection identifier 19, a chat group display interface 108 can be displayed in the graphical user interface 323. This interface shows the individual chat groups within the collection. For example, it might display a chat group named "S Area XXX", a chat group named "So Boring", and a chat group named "There's a Trap Ahead".
[0220] In some embodiments, when displaying each conversation group in the conversation group display interface, it can typically be done through a group identifier. Players can trigger the group identifier to display the conversation interface of the corresponding conversation group. The group identifier may include a first group identifier and / or a second group identifier. The first group identifier may be a group avatar, and the second group identifier may be a group name.
[0221] In a specific embodiment, when the message information of the target game item includes the image message information or the video message information, the image message information or the video message information is determined as the first group identifier for displaying the target conversation group; when the message information of the target game item does not include the image message information and the video message information, the item identifier preset for the target game item is determined as the first group identifier for displaying the target conversation group.
[0222] Alternatively, when the message information of the target game item includes the text message information, the text message information is determined as the second group identifier for displaying the target conversation group; when the message information of the target game item does not include the text message information, the scene area name and the character name of the first virtual character are determined as the second group identifier for displaying the target conversation group.
[0223] like Figure 15 As shown, in the conversation group display interface 108, the conversation group "S Area XXX" uses the scene area name "S Area" and the first virtual character's name "XXX" as the group name, and a preset prop icon as the group avatar. The conversation group "So boring" uses the text message "So boring" included in the message as the group name, and a preset prop icon as the group avatar. The conversation group "There's a trap ahead" uses the text message "There's a trap ahead" included in the message as the group name, and an image included in the message as the group avatar.
[0224] In an optional embodiment, the character identifier of the first virtual character is displayed at the position corresponding to the first group identifier of the target session group created by the first virtual character, to help players distinguish between the target session group they created and the session groups they have joined. Figure 15 As shown, when the group name is “S area XXX” and the corresponding conversation group is created by the first virtual character “XXX”, the character identifier of the first virtual character will be displayed in the upper left corner of the group avatar.
[0225] In an optional embodiment, the above method further includes the following step S2160.
[0226] Step S2160: In response to the management operation for the virtual role in the target session group, display the group chat member management interface.
[0227] In a specific embodiment, the group chat member management interface includes role identifiers for each of the virtual characters; by responding to a deletion operation on the role identifiers of the virtual characters included in the group chat member management interface, the virtual character corresponding to the selected role identifier in the deletion operation can be deleted from the target session group.
[0228] It is understandable that management operations targeting virtual roles within a target session group can be triggered by management controls set up for the target session group. (See reference...) Figure 12 In the graphical user interface 316 shown, the player performs a preset operation, which displays a management menu 104 for the target session group. This management menu includes group member management controls. In response to a trigger operation on these controls, the following can be displayed: Figure 16 The graphical user interface 324 shown displays a group chat member management interface 109, which displays the role identifiers of each virtual character added to the target session group. A deletion operation can be performed on the role identifier of each virtual character to delete the virtual character corresponding to the role identifier from the target session group.
[0229] In an optional embodiment, when the number of virtual characters in the target chat group is less than a preset threshold, the group chat member management interface further includes an invitation control; this invitation control is used to invite friends of the first virtual character to join the group chat. That is, in response to a trigger operation on the invitation control, the role identifier of the inviteable friend corresponding to the first virtual character is displayed; in response to a trigger operation on the role identifier of the inviteable friend, an invitation message to join the target chat group is sent to the terminal device corresponding to the inviteable friend. In a specific embodiment, in response to receiving confirmation information that the inviteable friend agrees to join the target chat group, the inviteable friend is added to the target chat group.
[0230] like Figure 17 As shown, the group chat member management interface displayed in the graphical user interface 325 includes an invitation control 22. When a player triggers the invitation control 22, the graphical user interface 325 can be switched to a graphical user interface 326. The graphical user interface 326 displays the character identifiers of the first virtual character "XXX" who can invite friends, such as virtual characters "ZZZ1" and "ZZZ2". Players can invite friends to join the target chat group based on the displayed character identifiers.
[0231] This allows for the same friend invitation function for target chat groups corresponding to specific game items as for regular chat groups, enriching the social features for players in the game.
[0232] In an optional embodiment, when the number of conversation groups joined by the first virtual character as a group member reaches a preset threshold, a prompt message is displayed in the graphical user interface. In this way, players can manage each conversation group in the conversation group set to clear previously joined conversation groups. This allows players to join conversation groups that are more interesting to them, providing players with a more flexible way of socializing.
[0233] It should be noted that, as Figure 4 , Figure 6 , Figure 15 The dashed lines in the image are fictional lines created for ease of understanding; these dashed lines do not actually exist on the graphical user interface displayed on the terminal device.
[0234] It should be noted that, for the above-mentioned similar examples... Figures 3 to 17 The dimensions, appearance, layout, and text displayed for each element in the graphical user interface shown are exemplary and should not be construed as limiting the actual display.
[0235] This concludes the description of the method provided in this embodiment. This application combines the interaction of placing a target game item in a game scene with the establishment of a group chat, bridging the game scene and the social system. This tightly integrates player interaction within the game scene with the social system, enriching the player's social experience and enhancing their overall gaming experience. Furthermore, this application allows players interacting with the target game item to be passively added to the group chat, reducing social pressure and promoting information sharing within the game. Additionally, asynchronous messages related to the target game item can be synchronously displayed in the chat interface. Even without the target game item being displayed in the graphical user interface, players can view asynchronous messages related to the target game item through the chat interface, improving social efficiency and further enhancing information sharing efficiency among players in the game.
[0236] Corresponding to the game interaction method provided in the embodiments of this application, the embodiments of this application also provide a game interaction device 400, which provides a graphical user interface through a first terminal. The graphical user interface includes at least a portion of the game scene, and the game scene includes a first virtual character controlled by the first terminal, such as... Figure 18 As shown, the device 400 includes: a placement unit 401, a creation unit 402, and an addition unit 403;
[0237] The placement unit 401 is used to place the target game item in the game scene in response to the placement command of the game item;
[0238] The establishment unit 402 is used to establish a target session group corresponding to the target game item, and the members of the target session group include the first virtual character;
[0239] The adding unit 403 is used to respond to the interaction behavior of the second virtual character with respect to the target game item and add the second virtual character to the target session group, wherein the second virtual character is a virtual character controlled by the second terminal.
[0240] Optionally, the above-mentioned device 400 further includes a display unit 404;
[0241] Display unit 404 is used to respond to a display command for the target session group and display the session interface corresponding to the target session group. The session interface includes message information entered by the virtual character for the target game item.
[0242] Optionally, the display unit 404 is further configured to respond to a display instruction for the target session group and display the session interface corresponding to the target session group; and respond to the interaction behavior of the second virtual character with respect to the target game item and display the interaction information corresponding to the interaction behavior through the session interface.
[0243] Optionally, the interaction behavior of the second virtual character with respect to the target game item includes any one of the following: leaving a message, liking, reinforcing, or replying to the message.
[0244] Optionally, the aforementioned establishment unit 402 is specifically used to, in response to the successful placement of the target game item in the game scene, establish a target session group corresponding to the target game item, and add the first virtual character to the target session group.
[0245] Optionally, the display unit 404 is further configured to respond to a trigger command for the target game item and display a message interface corresponding to the target game item through the graphical user interface, wherein the message interface contains message information input by the virtual character for the target game item.
[0246] Optionally, the above-mentioned device 400 further includes an update unit 405;
[0247] The update unit 405 is used to update the message information in the conversation interface according to the message information in the message interface.
[0248] Optionally, the display unit 404 is also configured to open the message interface corresponding to the target game item in response to a trigger operation on the first message information in the conversation interface.
[0249] Optionally, the display unit 404 is specifically used to control the information input control in the message interface to enter the state of replying to the first message information; respond to the input operation of the information input control to generate the first reply information for the first message information; and display the first reply information for the first message information in the message interface and the conversation interface.
[0250] Optionally, when the message interface corresponding to the target game item is opened, the above-mentioned display unit 404 is also used to close the conversation interface.
[0251] Optionally, the display unit 404 is further configured to respond to a return command in the message interface, open the conversation interface and close the message interface; the content currently displayed in the conversation interface includes the first message information.
[0252] Optionally, the display unit 404 is further configured to delete the target game item from the game scene in response to a deletion command for the target game item.
[0253] Optionally, the display unit 404 is further configured to disband the target session group according to the deletion instruction.
[0254] Optionally, the session interface may also include session input controls;
[0255] The aforementioned display unit 404 is also configured to generate a group chat message and display the group chat message in the conversation interface in response to an input operation on the conversation input control.
[0256] Optionally, the display unit 404 is further configured to include the remaining display time of the target game item in the displayed session interface; the remaining display time of the target game item is the difference between the preset display time of the target game item and the already displayed time.
[0257] Optionally, the display unit 404 is further configured to display a prompt message in the graphical user interface indicating that the target session group for the target game item has been created in response to the successful establishment of the target session group corresponding to the target game item.
[0258] Optionally, the above-mentioned device 400 further includes a synchronization unit 406;
[0259] The synchronization unit 406 is used to synchronize the item information corresponding to the target game item to at least one second terminal, so that each second terminal displays the target game item according to the item information.
[0260] Optionally, the synchronization unit 406 is further configured to synchronize the group information of the target session group to at least one second terminal, so that each second terminal displays the target session group according to the group information of the target session group.
[0261] Optionally, the above-mentioned adding unit 403 is specifically used to respond to the interaction behavior of the second virtual character with respect to the target game item, detect the number of group chat members contained in the target session group; when the number of group chat members does not reach a preset number, add the second virtual character to the target session group.
[0262] Optionally, the above-mentioned adding unit 403 is further configured to send a prompt message to the second terminal indicating that the target conversation group cannot be joined when the number of group chat members reaches a preset number, and display a prompt message in the conversation interface indicating that the second virtual character failed to join the group.
[0263] Optionally, the above-mentioned adding unit 403 is also used to add the target session group corresponding to the target game item to the session group set;
[0264] Optionally, the graphical user interface may also include a set identifier for the session group set;
[0265] The aforementioned display unit 404 is also configured to display at least one session group in the graphical user interface in response to a trigger operation for the set identifier.
[0266] Optionally, the session groups displayed in the graphical user interface include: session groups created by the first virtual character as a group manager, and / or session groups created by the second virtual characters that the first virtual character joins as a group member.
[0267] Corresponding to the game interaction method provided in the embodiments of this application, the embodiments of this application also provide an electronic device for implementing the game interaction method, such as... Figure 19 As shown, the electronic device includes: a processor 501; and a memory 502 for storing a program for the game's interaction methods. After the device is powered on and the processor runs the program for the game's interaction methods, it performs the following steps:
[0268] In response to a game item placement command, the target game item is placed in the game scene;
[0269] Establish a target session group corresponding to the target game item, wherein the members of the target session group include the first virtual character;
[0270] In response to the interaction behavior of the second virtual character with the target game item, the second virtual character is added to the target session group, wherein the second virtual character is a virtual character controlled through a second terminal.
[0271] Corresponding to the game interaction method provided in the embodiments of this application, the embodiments of this application also provide a computer-readable storage medium storing a program of the game interaction method, which is executed by a processor to perform the following steps:
[0272] In response to a game item placement command, the target game item is placed in the game scene;
[0273] Establish a target session group corresponding to the target game item, wherein the members of the target session group include the first virtual character;
[0274] In response to the interaction behavior of the second virtual character with the target game item, the second virtual character is added to the target session group, wherein the second virtual character is a virtual character controlled through a second terminal.
[0275] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the embodiments of this application, please refer to the relevant description of the game interaction method embodiments provided in the embodiments of this application, which will not be repeated here.
[0276] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0277] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0278] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0279] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0280] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0281] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A game interaction method, characterized in that, The method includes providing a graphical user interface via a first terminal, the graphical user interface including at least a portion of a game scene, the game scene including a first virtual character controlled via the first terminal, the method comprising: In response to a game item placement command, the target game item is placed in the game scene; Establish a target session group corresponding to the target game item, wherein the members of the target session group include the first virtual character; In response to the interaction behavior of the second virtual character with the target game item, the second virtual character is added to the target session group, wherein the second virtual character is a virtual character controlled through a second terminal.
2. The method according to claim 1, characterized in that, The method further includes: In response to a display command for the target session group, the corresponding session interface for the target session group is displayed, and the session interface contains message information entered by the virtual character for the target game item.
3. The method according to claim 1, characterized in that, The method further includes: In response to a display command for the target session group, the session interface corresponding to the target session group is displayed; In response to the interaction behavior of the second virtual character with respect to the target game item, the interaction information corresponding to the interaction behavior is displayed through the conversation interface.
4. The method according to claim 1 or 3, characterized in that, The interaction behavior of the second virtual character with respect to the target game item includes any one of the following: leaving a message, liking, reinforcing, or replying to the message.
5. The method according to claim 1, characterized in that, The establishment of the target session group corresponding to the target game item includes: In response to the successful placement of the target game item in the game scene, a target session group corresponding to the target game item is established, and the first virtual character is added to the target session group.
6. The method according to claim 2, characterized in that, The method further includes: In response to a trigger command for the target game item, a message interface corresponding to the target game item is displayed through the graphical user interface. The message interface contains message information entered by the virtual character for the target game item.
7. The method according to claim 6, characterized in that, The method further includes: The message information in the chat interface is updated based on the message information in the message interface.
8. The method according to claim 2, characterized in that, The method further includes: In response to the triggered operation of the first message in the conversation interface, the message interface corresponding to the target game item is opened.
9. The method according to claim 8, characterized in that, The content currently displayed on the opened message interface includes the first message information, and the method further includes: Control the information input controls in the message interface to enter the state of replying to the first message; In response to an input operation on the information input control, a first reply message is generated for the first message message; The first reply to the first message is displayed in the message interface and the conversation interface.
10. The method according to claim 8, characterized in that, When the message interface corresponding to the target game item is opened, the method further includes: Close the session interface.
11. The method according to claim 10, characterized in that, The method further includes: In response to the return command in the message interface, the session interface is opened and the message interface is closed; the content currently displayed in the session interface includes the first message information.
12. The method according to claim 1, characterized in that, The method further includes: In response to a deletion command for the target game item, the target game item is deleted from the game scene.
13. The method according to claim 12, characterized in that, The method further includes: The target session group is disbanded according to the deletion instruction.
14. The method according to claim 2, characterized in that, The session interface also includes session input controls; the method further includes: In response to an input operation on the conversation input control, a group chat message is generated and displayed in the conversation interface.
15. The method according to claim 2, characterized in that, The chat interface also includes the remaining display time of the target game item; the remaining display time of the target game item is the difference between the preset display time of the target game item and the already displayed time.
16. The method according to claim 1, characterized in that, The method further includes: Upon successful establishment of the target session group corresponding to the target game item, a prompt message indicating that the target session group for the target game item has been created is displayed in the graphical user interface.
17. The method according to claim 1, characterized in that, The method further includes: The item information corresponding to the target game item is synchronized to at least one second terminal, so that each second terminal displays the target game item according to the item information.
18. The method according to claim 1, characterized in that, The method further includes: The group information of the target session group is synchronized to at least one second terminal, so that each second terminal displays the target session group according to the group information of the target session group.
19. The method according to claim 2, characterized in that, The step of responding to the interaction behavior of the second virtual character with the target game item and adding the second virtual character to the target session group includes: In response to the interaction behavior of the second virtual character with the target game item, the number of group chat members contained in the target session group is detected; When the number of group chat members does not reach the preset number, the second virtual character is added to the target conversation group.
20. The method according to claim 19, characterized in that, The method further includes: When the number of group chat members reaches a preset number, a prompt message indicating that the target session group cannot be joined is sent to the second terminal, and a prompt message indicating that the second virtual character failed to join the group is displayed in the session interface.
21. The method according to claim 1, characterized in that, The method further includes: Add the target conversation group corresponding to the target game item to the conversation group set.
22. The method according to claim 21, characterized in that, The graphical user interface also includes a set identifier for the session group set; the method further includes: In response to a triggered operation for the set identifier, at least one session group is displayed in the graphical user interface.
23. The method according to claim 22, characterized in that, The session groups displayed in the graphical user interface include: session groups created by the first virtual character as a group manager, and / or session groups created by the second virtual characters that the first virtual character joins as a group member.
24. An interactive device for a game, characterized in that, The device provides a graphical user interface via a first terminal, the graphical user interface including at least a portion of the game scene, the game scene including a first virtual character controlled via the first terminal; the device includes: a placement unit, a creation unit, and an addition unit; The placement unit is used to place the target game item in the game scene in response to a game item placement command; The establishment unit is used to establish a target session group corresponding to the target game item, and the members of the target session group include the first virtual character; The adding unit is used to respond to the interaction behavior of the second virtual character with respect to the target game item and add the second virtual character to the target session group, wherein the second virtual character is a virtual character controlled by a second terminal.
25. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when powered on and run by the processor, executes the method as described in any one of claims 1 to 23.
26. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1 to 23.
Citation Information
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