Information processing method, device and electronic equipment for battle game
By allowing users to select different teams and occupy different plots in battle games, the problem of low game strategy in the existing technology is solved, and the playability and user experience of the game are improved.
Patent Information
- Application Number
- CN202410091663.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2023-12-29
- Filing Date
- 2024-01-22
- Publication Date
- 2025-03-11
- Estimated Expiration
- 2044-01-22
AI Technical Summary
In strategy battle games, both camps occupy plots near the starting plot one by one, resulting in less strategic game and affecting user experience.
By allowing the user to select different teams in the first camp to which he belongs at the beginning of the game, and determine the first team the user is in based on the team selection operation. The interface displays the first battle scene that the user enters, including the first plot that can occupy by the first team where the user is located and the second plot that the second team can occupy.
By allowing users to select different teams and occupy different plots, the strategy of the game is improved, so that users' reward settlement is based on the overall situation of the teams and plots, increasing the playability of the game and the user's fun.
Smart Images

Figure CN117942559B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of games, and more specifically, to an information processing method, device and electronic device for a battle game. Background Art
[0002] With the rapid development of the game industry, battle-type games are increasing. In some strategy games, the two camps can occupy plots in a game map to obtain game resources, rewards, or unlock tasks. However, the two camps occupy the plots near their starting plots one by one, which makes the game less strategic and affects the user experience. Summary of the invention
[0003] One purpose of the embodiments of the present disclosure is to provide a new technical solution for information processing of a battle game.
[0004] According to a first aspect of the present disclosure, a method for balancing a game start is provided, the method comprising:
[0005] Determining the first team to which the user belongs according to a team selection operation of the user in the first camp; wherein the first camp includes the first team and the second team, and the first team and the second team correspond to different battle configurations;
[0006] The interface displays the first battle scene entered by the user; wherein the first battle scene includes a first plot allowed to be occupied by the first team and a second plot allowed to be occupied by the second team, the second plot is an adjacent plot to the own plot, and the first plot is separated from the own plot by at least one plot; wherein the own plot is a plot occupied by the first camp.
[0007] Optionally, after the interface displays the first battle scene entered by the user, the method further includes:
[0008] According to the first plot of land that the first team is instructed to attack, the first battle scene displays the first plot of land indicated as the attack target of the user;
[0009] According to the user's operation of joining the battle on the attack target, the interface displays a second battle scene in which the first team fights against at least one third team in the second camp.
[0010] Optionally, after the interface displays a second battle scene in which the first team battles against at least one third team in the second camp, the method further includes:
[0011] According to the first team being the winner of the battle in the second battle scenario, determining that the first team occupies a first plot of land as the attack target;
[0012] In the first battle scenario, an exclusive identifier is provided for the first plot of land occupied by the first team.
[0013] Optionally, after the interface displays the first battle scene entered by the user, the method further includes:
[0014] Display the battle result of the second team attacking the second plot;
[0015] The second plot of land in which the second team wins the battle result is displayed as being occupied by the first camp.
[0016] Optionally, after the interface displays the first battle scene entered by the user, the method further includes:
[0017] Display the battle result of the third team of the second camp attacking the second plot occupied by the first camp;
[0018] The second plot in which the third team wins the battle result is displayed as being occupied by the second camp.
[0019] Optionally, the first battle scene also includes special plots of land that the first camp is not allowed to occupy, and the special plots of land include plots that serve as birth points for the second camp and plots that are under combat protection.
[0020] Optionally, the first battle scene further displays plot information about each of the first plot and the second plot; wherein the plot information includes resource information and building information;
[0021] The resource information includes the resource types and resource quantities set for the plot; the building information includes the building grade and building name of the building set for the plot.
[0022] According to a second aspect of the present disclosure, there is also provided an information processing device for a battle game, comprising:
[0023] A team determination module, configured to determine the first team to which the user belongs according to the team selection operation of the user in the first camp to which the user belongs; wherein the first camp includes the first team and the second team, and the first team and the second team correspond to different battle configurations;
[0024] A scene display module is used to interface and display the first battle scene entered by the user; wherein the first battle scene includes a first plot allowed to be occupied by the first team and a second plot allowed to be occupied by the second team, the second plot is an adjacent plot of the own plot, and the first plot is separated from the own plot by at least one plot; wherein the own plot is a plot occupied by the first camp.
[0025] According to a third aspect of the present disclosure, an electronic device is also provided, which includes a memory and a processor, wherein the memory is used to store a computer program, and the processor is used to execute the information processing method of the fighting game according to the first aspect of the present disclosure under the control of the computer program.
[0026] One beneficial effect of the disclosed embodiment is that after the user selects the first team in the first camp, in the first battle scene displayed on the interface, the user can view the first plot that the first team can occupy and the second plot that another second team can occupy. The first team of the user can occupy the first plot, so that the rewards of all users in the first camp can be settled based on the overall situation of the plots occupied by the first team and the second team. This requires reasonable scheduling of the personnel configuration of the first team and the second team during the occupation of the first camp to improve the playability of the game and increase the user's fun of playing.
[0027] Features and advantages of the embodiments of the present specification will become apparent from the following detailed description of exemplary embodiments of the present specification with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0028] The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the specification and, together with the description, serve to explain the principles of the embodiments of the specification.
[0029] Figure 1 A schematic diagram of the hardware structure of an electronic device that can be used to implement the information processing method for a battle game according to an embodiment of the present disclosure is shown;
[0030] Figure 2 A schematic flow chart of an information processing method for a battle game according to some embodiments is shown;
[0031] Figure 3 A schematic diagram showing a team list according to some embodiments;
[0032] Figure 4 A schematic diagram showing a first battle scenario according to some embodiments is shown;
[0033] Figure 5 A schematic diagram showing a second battle scenario according to some embodiments;
[0034] Figure 6 A schematic diagram showing the structure of an information processing device for a battle game according to some embodiments;
[0035] Figure 7 A schematic diagram of the hardware structure of an electronic device according to some embodiments is shown. DETAILED DESCRIPTION
[0036] Various exemplary embodiments of the present specification will now be described in detail with reference to the accompanying drawings.
[0037] The following description of at least one exemplary embodiment is merely illustrative in nature and is in no way intended to limit the embodiments of the present specification and its application or uses.
[0038] It should be noted that like reference numerals and letters refer to similar items in the following figures, and therefore, once an item is defined in one figure, it need not be further discussed in subsequent figures.
[0039] It should be noted that all actions of acquiring signals, information or data in the embodiments of the present disclosure are performed in compliance with the corresponding data protection laws and policies of the country where the device is located, and with the authorization given by the owner of the corresponding device.
[0040] The disclosed embodiments provide a new information processing solution for a battle game, which allows users to join different teams in their own camp and provides different battle configurations for different teams in the same camp, so that users can occupy corresponding plots of land based on the battle configurations of their teams, thereby enriching the strategy of the game and increasing the gaming pleasure of users.
[0041] Figure 1 A schematic diagram of the hardware structure of an electronic device that can be used to implement the information processing method for a fighting game according to an embodiment of the present disclosure is shown.
[0042] The electronic device 1000 is a device capable of running a game, and the game may be a local application installed on the electronic device, or a web game, a light application, or a small program, etc., which is not limited here. The electronic device 1000 may be a mobile phone, a tablet computer, a PC, etc., which is not limited here.
[0043] like Figure 1 As shown, the electronic device 1000 may include a processor 1101, a memory 1102, an interface device 1103, a communication device 1104, an output device 1105, an input device 1106, and the like. Figure 1 The hardware configuration shown is merely illustrative and is in no way intended to limit the present disclosure, its application, or uses.
[0044] The processor 1101 is used to execute a computer program, which can be written in an instruction set of an architecture such as x86, Arm, RISC, MIPS, SSE, etc. The memory 1102 includes, for example, ROM (read-only memory), RAM (random access memory), a non-volatile memory such as a hard disk, etc. The interface device 1103 includes, for example, a USB interface, a network cable interface, a headphone interface, etc. The communication device 1104 is capable of wired or wireless communication, for example, and the communication device 1104 may include at least one short-range communication module, for example, any module for short-range wireless communication based on short-range wireless communication protocols such as Hilink protocol, WiFi (IEEE 802.11 protocol), Mesh, Bluetooth, ZigBee, Thread, Z-Wave, NFC, UWB, LiFi, etc. The communication device 1104 may also include a remote communication module, for example, any module for WLAN, GPRS, 2G / 3G / 4G / 5G remote communication. The output device 1105 may include, for example, a liquid crystal display or a touch display, a speaker, etc. The input device 1106 may include, for example, a touch screen, a keyboard, a microphone, various sensors, etc.
[0045] In this embodiment, the memory 1102 of the electronic device 1000 is used to store a computer program, and the computer program is used to control the processor 1101 to operate so as to execute the information processing method of the fighting game according to any embodiment of the present disclosure.
[0046] Next, Figure 1 Taking the electronic device 1000 as an example of the implementation subject, various embodiments of the information processing method for the fighting game are described.
[0047] <First Embodiment>
[0048] Figure 2 The information processing method of the battle game according to some embodiments is shown. The information processing of the battle game may include the following steps S210 and S220:
[0049] Step S210, determining the first team to which the user belongs according to the team selection operation of the user in the first camp; wherein the first camp includes the first team and the second team, and the first team and the second team correspond to different battle configurations.
[0050] In this embodiment, the user is a player user of the game.
[0051] In some examples, the user's virtual character needs to meet certain conditions to allow team selection operations, for example, a virtual character level is greater than or equal to a level threshold, the number of virtual characters owned is greater than or equal to a number threshold, the user's camp level for the first camp is greater than or equal to a camp level threshold, etc.
[0052] In this embodiment, users in the first camp can be all users in the same team or group in a server, can be all users in the same server, or can be all users in the same segment. For example, all users in the server in segments 300-399 are the first camp, which is not limited here.
[0053] In this embodiment, the first camp is a relative concept. For example, all users in server area A and all users in server area B fight against each other as opposing camps. A1 is a user in server area A, and B1 is a user in server area B. All players in server area A are in the first camp relative to A1, and all players in server area A are in the second camp relative to B1.
[0054] In this embodiment, users in the first camp can form teams by themselves. One or more users selected by the first camp can serve as administrators of the first camp and form different teams. The system can also randomly assign users to a team, which is not limited here.
[0055] In this embodiment, the number of teams and the number of personnel in each team of the first team and the second team can be the same or different, and are not limited here. For example, there is one first team and two second teams in the first camp M, wherein one first team can be configured with 5 people and two second teams can be configured with 10 people.
[0056] In this embodiment, different battle configurations correspond to battles between different teams in the first camp, that is, the first team can correspond to battle configuration one, the second team can correspond to battle configuration two, and battle configuration one is different from battle configuration two. For example, the battle configuration one of the first team can directly capture the plots around the birth point of the second camp, and the battle configuration two of the second team can capture the plots bordering the second camp. For another example, the battle configuration one of the first team can capture the plots with odd horizontal coordinates in the game map, and the battle configuration two of the second team can capture the plots with even horizontal coordinates in the game map. For another example, the battle configuration one of the first team can attack a certain number of plots and then the second team attacks a certain number of plots before attacking, and the battle configuration two of the second team can wait for the first team to attack a certain number of plots before attacking a certain number of plots, wherein the certain number of the first team's attack can be the same or different from the certain number of the second team's attack, which is not limited here.
[0057] In this embodiment, the plot of land may be a model of any building or natural landscape, such as a model of a city, a checkpoint, or a cave, and is not limited here.
[0058] In some examples, when the user is an administrator of the first camp, the user can click to set the team control on the interface, and the interface pops up as follows: Figure 3 The team list shown, the user can then create a team or edit a team in the team list. For example, after the user clicks on the display option T1 corresponding to the first team, and then clicks on the team member option T2 for the first team, the team list displays the detailed information T3 of each user in the "Special Forces Team".
[0059] In some examples, when the user is a non-administrator in the first camp, the user can click to set the team control on the interface, and the corresponding team list will pop up on the interface. The team list can display the first team and the second team for the user to apply. After the user applies for a team, if the administrator agrees to the user's application, the user can join the team and play as a member of the team.
[0060] Step S220, the interface displays the first battle scene entered by the user; wherein, the first battle scene includes a first plot allowed to be occupied by the first team and a second plot allowed to be occupied by the second team, the second plot is an adjacent plot of the own plot, and the first plot and the own plot are separated by at least one plot; wherein, the own plot is a plot occupied by the first camp.
[0061] In this embodiment, the first battle scene entered by the user can be one of different game maps, or can be a unique game map, which is not limited here.
[0062] In this embodiment, the first battle scene is composed of multiple plots, and the first battle scene may include one or more plots with different locations for the first camp and the second camp as birth points. Figure 4 For example, the birth point of the first camp is the plot where "Xiling Pass" is located, and the birth point of the second camp is the plot where "Dongling Pass" is located.
[0063] In this embodiment, the adjacent plots refer to the two plots partially bordering each other. Figure 4 For example, the plot where "Sanguan" is located is adjacent to the plot where "Luoyang" is located, and the plot where "Sanguan" is located and the plot where "Qutangguan" is located are separated by the plot where "Taohuajin" is located or the plot where "Tongguan" is located.
[0064] by Figure 4For example, the plot occupied by the first camp, that is, its own plot, can be the plot where "Xiling Pass" is located, the plot where "Liushakou" is located, the plot where "Wudu" is located, the plot where "Taohuajin" is located, and the plot where "Qutang Pass" is located; the second plot is the plot where "Sanguan" is located, the plot where "Tongguan" is located, the plot where "Changban" is located, and the plot where "Yiling" is located; the first plot is the plot where "Luoyang" is located, the plot where "Baimajin" is located, the plot where "Ruxukou" is located, the plot where "Xiaguan" is located, the plot where "Nanmen Pass" is located, and the plot where "Dongling Pass" is located.
[0065] In this embodiment, the second team can gradually occupy adjacent plots in a conventional manner, and the first team can capture the plot occupied by the second camp that is closer to the birth point of the second camp, thereby expanding the strategic gameplay of the game and enhancing the user's gaming experience.
[0066] In other words, after the user selects the first team in the first camp, in the first battle scene displayed on the interface, the user can view the first plot that the first team can occupy and the second plot that the second team can occupy. The first team of the user can occupy the first plot, so that the rewards of all users in the first camp can be settled based on the overall situation of the plots occupied by the first team and the second team. This requires reasonable scheduling of the personnel configuration of the first team and the second team during the occupation of the first camp to improve the playability of the game and increase the user's gaming fun.
[0067] In some embodiments, the second plot has at least one of a first attribute and a second attribute; wherein the second plot with the first attribute is a second plot occupied by the second camp or the third camp, the second plot with the second attribute is a blank plot, and the third camp is a non-player camp.
[0068] by Figure 4 As shown, the plot of land occupied by the non-player camp may be the plot of land occupied by the AI, so that when the teams of both camps capture the plot of land, they need to fight against the virtual characters controlled by the AI.
[0069] In some examples, the first plot of land may include plots occupied by the second camp, plots occupied by non-player camps, and blank plots. The first plot of land may only include plots occupied by the second camp, which is not limited here.
[0070] In some embodiments, the first battle scene also includes special plots that the first camp is not allowed to occupy, and the special plots include plots that serve as birth points for the second camp and plots that are under combat protection.
[0071] by Figure 4For example, the team of the second camp can occupy the plots of "Liushakou", "Wudu", "Taohuajin" and "Qutangguan" in the first camp's own plots. The plot where "Xilingguan" is located is a special plot, which cannot be occupied by the team of the second camp.
[0072] by Figure 4 For example, if the first camp is in a state of non-war protection, then the land of the first camp in a state of non-war protection cannot be occupied by the team of the second camp.
[0073] Continue with Figure 4 For example, the plots under exemption from war protection are the plot where "Xiling Pass" is located, the plot where "Liushakou" is located, and the plot where "Wudu" is located, so that the team of the second camp can occupy the plot where "Taohuajin" is located and the plot where "Qutang Pass" is located.
[0074] In other words, by setting up plot protection and exemption from combat protection for the birth point, on the one hand, it can effectively reduce the situation where one camp has no plot to occupy, resulting in the game ending early. On the other hand, it can enhance the experience of novice players.
[0075] In some embodiments, the first battle scene also displays plot information about each of the first plot and the second plot; wherein the plot information includes resource information and building information; wherein the resource information includes the resource type and resource quantity set for the plot; and the building information includes the building level and building name of the building set for the plot.
[0076] by Figure 4 For example, the resource types of the plot where "Liushakou" is located are "iron ore", "wood" and "points". The resource quantity corresponding to "iron ore" is "+10 / min", the resource quantity corresponding to "wood" is "+20 / min", and the resource quantity corresponding to "points" is "+50 / min". The name of the building in the plot where "Liushakou" is located is "Liushakou", and the building level is level 5.
[0077] In other words, by displaying the plot information of the first plot and the second plot in the first battle scene, the importance of each plot is provided to the user more intuitively, so that the user can make choices about whether to keep or remove different plots, thereby further enhancing the user's gaming experience.
[0078] <Second Embodiment>
[0079] In this embodiment, in order to facilitate the user to confirm the first plot that needs to be attacked, after the first team is instructed to attack a first plot, the first plot can be distinguished to the user so that the user can quickly join the battle for the first plot.
[0080] In these embodiments, relative to the first embodiment, the method further includes the following steps S230 to S240 after the step S220:
[0081] Step S230: According to the first plot of land that the first team is instructed to attack, the first battle scene displays the indicated first plot of land as the user's attack target.
[0082] In this embodiment, the first plot of land that the first team is instructed to attack may be instructed by the administrator of the first team, may be randomly instructed by the system, or may be decided by voting among the teams in the first team, etc., which is not limited here.
[0083] In this embodiment, there are multiple ways to display that a certain plot of land has become an attack target, for example, in the first battle scene, a prompt message about the indicated first plot of land being used as an attack target is displayed, in the first battle scene, a color, pattern, etc. on the indicated first plot of land is changed, and in the first battle scene, a prompt message about the indicated first plot of land being used as an attack target is displayed ... Figure 4 As shown, in the first battle scene, the attack mark D1 is displayed to indicate that the plot where "Ruxukou" is located is the attack target.
[0084] Step S240: Based on the user's battle joining operation on the attack target, the interface displays a second battle scene in which the first team battles against at least one third team in the second camp.
[0085] In this embodiment, the first battle scene and the second battle scene are different scenes, and the second battle scene may be a scene in which virtual characters controlled by members of the first team and virtual characters controlled by members of the third team fight against each other.
[0086] In this embodiment, the user's operation of joining the battle against the attack target can be, for example, clicking Figure 4 The attack mark D1 shown may also be a control for indicating agreement to the attack by clicking on a confirmation window that pops up on the interface when the first team initiates an attack on the indicated first plot of land.
[0087] In this embodiment, the second camp can set a virtual character to defend the indicated first plot, and the virtual character can be a virtual character of a member of the third team, a mirror virtual character of a member selected by the second camp, or a virtual character with a combat power of 0, which is not limited here. When the user occupies the first plot of land occupied by the virtual character with a combat power of 0, it is directly displayed that the user has successfully occupied the first plot.
[0088] <Third Embodiment>
[0089] Figure 5 A schematic diagram of a second battle scenario according to some embodiments is shown.
[0090] by Figure 5 For example, in the second battle scene, grid T1 and grid T2 are the first grids occupied by the first team, and grid R1 is the second grid occupied by the second camp.
[0091] In this embodiment, the second grid occupied by the second camp may be grids occupied by the same hostile team in the second camp, or may be grids occupied by different hostile teams in the second camp, which is not limited here.
[0092] In this embodiment, the user performs a deployment operation on the selected first grid to indicate that the selected first grid is occupied by the first virtual character controlled by the user. The deployment operation may be that the user controls the first virtual character to perform a corresponding action on the first grid after selecting the first grid. The action may be, for example, the first virtual character moves to the first grid or the first virtual character builds different buildings on the first grid, etc., which is not limited here.
[0093] by Figure 5 For example, after the user clicks on the grid T2, a deployment mark H1 is displayed above the grid T2. The user can click on the deployment mark H1 and then a pop-up window of building deployment will be displayed on the interface. The user can select a building to be deployed on the grid T2. After the user confirms a building, the user's first virtual character will be displayed and move to the grid T2 to execute the action of constructing the confirmed building on the grid T2.
[0094] In some examples, when the first virtual character controlled by the user moves to the selected first grid or performs a corresponding action on the first grid, the selected first grid is displayed as being occupied by the user's ally.
[0095] In some embodiments, after the selected first grid is occupied by the first virtual character, the first grid has a first attribute and / or a second attribute; wherein the first attribute includes restoring the action and combat power of the first virtual character, and the second attribute includes weakening the action and combat power of the second virtual character that occupies the first grid; wherein the second virtual character is a virtual character in the second camp.
[0096] In this embodiment, the second virtual character in the second camp is a virtual character controlled by a member of a team or some teams in the second camp. The second virtual character can be one or more, which is not limited here.
[0097] In some examples, in order to improve the rationality of the game, in the second battle scene, the first grid with the first attribute is farther away from the second grid than the first grid with the second attribute.
[0098] by Figure 5For example, the first grid selected is grid T1, and after being occupied by the first virtual character, the user builds a first type of building on the grid T1, and the first virtual character of the user can restore the action and combat power of the first type of building. The first grid selected is grid T2, and after being occupied by the first virtual character, the user builds a second type of building on the grid T2, and the second virtual character can have his action and combat power weakened when occupying the second type of building.
[0099] In other words, by setting the first grid with different attributes, you can enrich the gameplay and enhance the user's gaming pleasure.
[0100] In some embodiments, the second battle scene also includes a narrow lane arranged between the first grid and the second grid; wherein the narrow lane is composed of third grids, and the number of third grids in the width of the narrow lane is less than or equal to the second set number; wherein the width direction of the narrow lane is perpendicular to the attack direction of the first team.
[0101] by Figure 5 As shown, the third ground grid may be ground grid V1, ground grid V2 and ground grid V3, and the narrow passage is composed of a plurality of ground grids V1, wherein the narrow passage K1 is composed of four ground grids V1, and the number of third ground grids in the width of the narrow passage K1 is 1.
[0102] In this embodiment, the second set number can be one or more, which is not limited here.
[0103] In some examples, in order to further enrich the gameplay, the second set number can be set to be smaller than the number of team members of the first team, so that the team members of the first team cannot occupy the third grid in the narrow passage at the same time.
[0104] In some embodiments, in order to facilitate the user to intuitively identify the narrow road, the third grid of the narrow road can be displayed separately from other third grids. Figure 5 For example, the third grid which is a narrow road may display the mark B1 to be occupied, and the other third grids may be blank grids.
[0105] <Fourth Embodiment>
[0106] In this embodiment, in order to facilitate the user to confirm the plot of land he wants to capture, in the first battle scene, the first plot of land and the second plot of land can be displayed separately to facilitate the user to distinguish different plots of land.
[0107] In these embodiments, relative to the above second embodiment, after the above step S240, the method further includes the following steps S250 and S260:
[0108] Step S250, according to the first team being the winner of the battle in the second battle scenario, determining that the first team occupies the first plot of land as the attack target.
[0109] In this embodiment, the second battle scene may be a scene in which virtual characters controlled by members of the first team and virtual characters controlled by members of the third team fight against each other.
[0110] In this embodiment, the virtual characters controlled by the members of the first team defeat the virtual characters controlled by the members of the third team, and the first team is the winner of the battle.
[0111] Step S260: in the first battle scene, provide an exclusive identifier for the first plot of land occupied by the first team.
[0112] In some embodiments, an exclusive mark can distinguish and display that the first plot of land has been occupied by the first team. The exclusive mark is, for example, an exclusive color, an exclusive pattern or exclusive text on the first plot of land, which is not limited here.
[0113] by Figure 4 For example, for a plot of land occupied by the first camp, "-First Camp" can be displayed below the plot to indicate that the plot is occupied by the first camp. For a plot of land occupied by the second camp, "-Second Camp" can be displayed below the plot to indicate that the plot is occupied by the second camp. For the first plot of land occupied by the first camp, "Occupied by our side within the scope of the second camp" can be displayed below the plot, and the area where the first plot of land is located can be displayed as a shaded area, so that the shaded area is used as an exclusive mark to indicate that the plot is occupied by the first camp.
[0114] <Fifth Embodiment>
[0115] In this embodiment, in order to facilitate the user to view the battle situation between the second team of the first camp and the second camp, the first battle scene can display the second plot occupied by the second team of the first camp.
[0116] In these embodiments, relative to the first embodiment, after the above step S220, the method further includes the following steps S2201 and S2202:
[0117] Step S2201, displaying the battle result of the second team attacking the second land block of the first attribute.
[0118] In this embodiment, the battle result includes the second team being the winner and the second team being the loser, and, in the first battle scene, the second plot where the battle result is that the second team is the loser is still displayed as being occupied by the second camp.
[0119] Step S2202, displaying the second plot where the second team wins the battle as being occupied by the first camp.
[0120] by Figure 4 For example, the second team attacks the plot where "Tongguan" is located, and the result of the battle between the second team and the plot where "Tongguan" is located is that the second team wins. In the first battle scene, the "-Second Camp" displayed below the plot where "Tongguan" is located is updated to "-First Camp".
[0121] <Sixth Embodiment>
[0122] In this embodiment, in order to facilitate the user to view the battle situation between the second team of the first camp and the second camp, the first battle scene can display the second plot occupied by the third team of the second camp.
[0123] In these embodiments, relative to the first embodiment, after the above step S220, the method further includes the following steps S2203 and S2204:
[0124] Step S2201, displaying the battle result of the third team of the second camp attacking the second plot occupied by the first camp.
[0125] In this embodiment, the battle results include the third team winning and the third team losing, and, in the first battle scene, the second plot where the battle result is the third team losing is still displayed as being occupied by the first camp.
[0126] Step S2202, displaying the second plot where the battle result is that the third team wins as being occupied by the second camp.
[0127] by Figure 4 For example, the third team attacks the plot where "Qutang Pass" is located, and the result of the battle between the third team and the plot where "Qutang Pass" is located is that the third team wins. In the first battle scene, the "-First Camp" displayed below the plot where "Qutang Pass" is located is updated to "-Second Camp".
[0128] <Device Example>
[0129] Figure 6 FIG. 2 shows a schematic diagram of the structure of an information processing device for a battle game according to an embodiment of the present disclosure. Figure 6 As shown, the information processing device 600 of the battle game includes a team determination module 610 and a scene display module 620.
[0130] The team determination module 610 is used to determine the first team to which the user belongs according to the team selection operation of the user in the first camp; wherein the first camp includes the first team and the second team, and the first team and the second team correspond to different battle configurations;
[0131] The scene display module 620 is used to interface display the first battle scene entered by the user; wherein, the first battle scene includes a first plot allowed to be occupied by the first team and a second plot allowed to be occupied by the second team, the second plot is an adjacent plot of the own plot, and the first plot is separated from the own plot by at least one plot; wherein, the own plot is a plot occupied by the first camp.
[0132] In some embodiments, the information processing device 600 of the fighting game also includes an attack display module, which is used to display the indicated first block of land as the user's attack target in the first battle scene according to the first block of land that the first team is instructed to attack; and display the second battle scene in which the first team fights against at least one third team in the second camp according to the user's battle joining operation on the attack target.
[0133] In some embodiments, the information processing device 600 of the battle game also includes an occupation identification module, which is used to provide an exclusive identification for the first plot of land occupied by the first team in the first battle scene based on the first team being the winner in the second battle scene.
[0134] In some embodiments, the information processing device 600 of the battle game also includes a self-occupation display module, which is used to display the battle result of the second team attacking the second plot of land with the first attribute; and display the second plot in which the second team wins as occupied by the first camp.
[0135] In some embodiments, the information processing device 600 of the fighting game also includes an enemy occupation display module, which is used to display the battle result of the third team of the second camp attacking the second plot occupied by the first camp; and displaying the second plot in which the third team wins as occupied by the second camp.
[0136] <Equipment Embodiment>
[0137] Figure 7 FIG. 1 shows a schematic diagram of the hardware structure of an electronic device according to some other embodiments. Figure 7 As shown, the electronic device 700 includes a processor 710 and a memory 720, wherein the memory 720 is used to store a computer program, and the computer program is used to control the processor 710 to operate so as to control the electronic device 700 to execute the information processing method of the fighting game according to any embodiment of the present disclosure.
[0138] The embodiments of the present disclosure further provide a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, the information processing method of the fighting game according to any embodiment of the present disclosure is implemented.
[0139] Each embodiment in this specification is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the device and equipment embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiments.
[0140] The above is a description of a specific embodiment of the specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0141] The embodiments of the present specification may be devices, methods and / or computer program products. The computer program product may include a computer-readable storage medium carrying computer-readable program instructions for causing a processor to implement various aspects of the embodiments of the present specification.
[0142] A computer-readable storage medium may be a tangible device that can hold and store instructions used by an instruction execution device. A computer-readable storage medium may be, for example, but not limited to, an electrical storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing. More specific examples of computer-readable storage media (a non-exhaustive list) include: a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), a static random access memory (SRAM), a portable compact disk read-only memory (CD-ROM), a digital versatile disk (DVD), a memory stick, a floppy disk, a mechanical encoding device, such as a punch card or a raised structure in a groove on which instructions are stored, and any suitable combination of the foregoing. As used herein, a computer-readable storage medium is not to be interpreted as a transient signal per se, such as a radio wave or other freely propagating electromagnetic wave, an electromagnetic wave propagating through a waveguide or other transmission medium (e.g., a light pulse through a fiber optic cable), or an electrical signal transmitted through a wire.
[0143] The computer-readable program instructions described herein can be downloaded from a computer-readable storage medium to each computing / processing device, or downloaded to an external computer or external storage device via a network, such as the Internet, a local area network, a wide area network, and / or a wireless network. The network can include copper transmission cables, optical fiber transmissions, wireless transmissions, routers, firewalls, switches, gateway computers, and / or edge servers. The network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards the computer-readable program instructions for storage in the computer-readable storage medium in each computing / processing device.
[0144] The computer program instructions for executing the operation of the embodiments of this specification may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-related instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages such as Smalltalk, C++, etc., and conventional procedural programming languages such as "C" language or similar programming languages. Computer-readable program instructions may be executed completely on a user's computer, partially on a user's computer, executed as an independent software package, partially on a user's computer, partially on a remote computer, or completely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer via any type of network including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., using an Internet service provider to connect via the Internet). In some embodiments, an electronic circuit, such as a programmable logic circuit, a field programmable gate array (FPGA), or a programmable logic array (PLA) may be personalized by utilizing the state information of a computer-readable program instruction, and the electronic circuit may execute a computer-readable program instruction, thereby realizing various aspects of the embodiments of this specification.
[0145] Various aspects of the embodiments of the present specification are described herein with reference to the flowcharts and / or block diagrams of the methods, devices (equipment) and computer program products according to the embodiments of the present specification. It should be understood that each box in the flowchart and / or block diagram and the combination of each box in the flowchart and / or block diagram can be implemented by computer-readable program instructions.
[0146] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, thereby producing a machine, so that when these instructions are executed by the processor of the computer or other programmable data processing device, a device that implements the functions / actions specified in one or more boxes in the flowchart and / or block diagram is generated. These computer-readable program instructions can also be stored in a computer-readable storage medium, and these instructions cause the computer, programmable data processing device, and / or other equipment to work in a specific manner, so that the computer-readable medium storing the instructions includes a manufactured product, which includes instructions for implementing various aspects of the functions / actions specified in one or more boxes in the flowchart and / or block diagram.
[0147] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device so that a series of operating steps are performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to implement the functions / actions specified in one or more boxes in the flowchart and / or block diagram.
[0148] The flowchart and block diagram in the accompanying drawings show the possible architecture, function and operation of the system, method and computer program product according to multiple embodiments of this specification. In this regard, each box in the flowchart or block diagram can represent a part of a module, program segment or instruction, and a part of the module, program segment or instruction contains one or more executable instructions for realizing the specified logical function. In some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart can be implemented by a dedicated hardware-based system that performs the specified function or action, or can be implemented by a combination of dedicated hardware and computer instructions. It is well known to those skilled in the art that it is equivalent to implement it by hardware, implement it by software, and implement it by combining software and hardware.
[0149] The embodiments of the present specification have been described above, and the above description is exemplary, not exhaustive, and is not limited to the disclosed embodiments. Many modifications and variations are obvious to those of ordinary skill in the art without departing from the scope of the described embodiments. The selection of terms used herein is intended to best explain the principles of the embodiments, practical applications, or improvements to the technology in the market, or to enable other persons of ordinary skill in the art to understand the embodiments disclosed herein.
Claims
1. A method for processing information of a battle game, comprising: Determine the first team to which the user belongs according to a team selection operation of the user in the first camp; wherein the first camp includes the first team and the second team, the first team and the second team correspond to different battle configurations, and the first camp has multiple users; The interface displays the first battle scene entered by the user; wherein the first battle scene includes a first plot allowed to be occupied by the first team and a second plot allowed to be occupied by the second team, the second plot is an adjacent plot to the own plot, and the first plot is separated from the own plot by at least one plot; wherein the own plot is a plot occupied by the first camp, and the user of the first team controls the virtual character to attack the indicated first plot to occupy the first plot.
2. The method according to claim 1, wherein: After the interface displays the first battle scene entered by the user, the method further includes: According to the first plot of land that the first team is instructed to attack, the first battle scene displays the first plot of land indicated as the attack target of the user; According to the user's operation of joining the battle on the attack target, the interface displays a second battle scene in which the first team fights against at least one third team in the second camp.
3. The method according to claim 2, wherein: After the interface displays a second battle scene in which the first team fights against at least one third team in the second camp, the method further includes: According to the first team being the winner of the battle in the second battle scenario, determining that the first team occupies a first plot of land as the attack target; In the first battle scenario, an exclusive identifier is provided for the first plot of land occupied by the first team.
4. The method according to claim 1, wherein: After the interface displays the first battle scene entered by the user, the method further includes: Display the battle result of the second team attacking the second plot; The second plot of land in which the second team wins the battle result is displayed as being occupied by the first camp.
5. The method according to claim 1, wherein: After the interface displays the first battle scene entered by the user, the method further includes: Displays the results of the battle in which the third team of the second camp attacks the second plot occupied by the first camp; The second plot in which the third team wins the battle result is displayed as being occupied by the second camp.
6. The method according to any one of claims 1 to 5, wherein: The first battle scene also includes special plots that the first camp is not allowed to occupy, and the special plots include plots that serve as birth points for the second camp and plots that are under war-free protection.
7. The method according to any one of claims 1 to 5, wherein: The first battle scene also displays plot information about each of the first plot and the second plot; wherein the plot information includes resource information and building information; The resource information includes the resource types and resource quantities set for the plot; the building information includes the building grade and building name of the building set for the plot.
8. An information processing device for a battle game, comprising: A team determination module, configured to determine the first team to which the user belongs according to the team selection operation of the user in the first camp to which the user belongs; wherein the first camp includes the first team and the second team, the first team and the second team correspond to different battle configurations, and the first camp has a plurality of users; A scene display module is used to interface and display the first battle scene entered by the user; wherein the first battle scene includes a first plot allowed to be occupied by the first team and a second plot allowed to be occupied by the second team, the second plot is an adjacent plot of the own plot, and the first plot is separated from the own plot by at least one plot; wherein the own plot is a plot occupied by the first camp, and the user of the first team controls the virtual character to attack the indicated first plot to occupy the first plot.
9. An electronic device, characterized in that: The invention comprises a memory and a processor, wherein the memory is used to store a computer program, and the processor is used to execute the information processing method of the fighting game according to any one of claims 1 to 7 under the control of the computer program.