A game progress control method and device, electronic equipment and storage medium

By unlocking additional skills at the progress threshold in tabletop reasoning games, the problem of power and data consumption caused by players' unsuccessful reasoning is solved, and the game process is accelerated and resources are saved.

CN118384491BActive Publication Date: 2025-10-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410559003.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-04-19
Publication Date
2025-10-21
Estimated Expiration
2041-04-19

AI Technical Summary

Technical Problem

In existing tabletop reasoning games, when players' reasoning is not smooth, the game process will be affected, resulting in excessive consumption of terminal power and data traffic.

Method used

When the game progress reaches a threshold, additional skills are unlocked and controls are provided in the graphical user interface, allowing players to use additional skills to accelerate game progress, including identity betting, identity verification, guidance, and task doubling skills.

Benefits of technology

By using additional skills, the power and data traffic consumption of the terminal during the game is reduced, and the efficiency of the game process is improved.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game process control method and device, electronic equipment and storage medium. In the action stage, at least part of a first virtual scene and a first virtual object in the first virtual scene in the graphical user interface are displayed. An additional skill of the first virtual object is determined on the basis of a default skill of a character. When a virtual task completion progress in a game stage reaches a progress threshold, the first virtual object is controlled to unlock the additional skill, and an additional skill control for triggering the additional skill is provided in the graphical user interface. In response to a preset triggering event, the graphical user interface is switched to a second virtual screen of the discussion stage, and the game state of the first virtual object and each second virtual object is displayed. In this way, the game process can be accelerated, thereby reducing the consumption of the terminal power and data flow in the game process.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device, and storage medium for controlling a game process.

[0002] This case is a divisional application of the patent application with application number 202110421216.5. Background Art

[0003] In daily life, people often enjoy playing tabletop games online. Tabletop games, also known as board games, are games played on a tabletop or in a face-to-face setting. Unlike sports or competitive games, boardgames focus on developing diverse thinking skills, verbal expression, and emotional intelligence, and they don't rely on electronic devices or technology. Existing boardgames include chess, Go, Werewolf / Lupus of Tabula, and Magic: The Gathering.

[0004] Currently, a representative type of board game is a deduction game, in which different characters are divided into different camps and eliminated through reasoning. The rules of these deduction games are as follows: multiple virtual objects participating in the game are divided into different camps. The virtual objects belonging to different camps use strategies (for example, analysis and judgment, or a contest of eloquence) to advance the game. When one camp wins (eliminating all virtual objects in the opposing camp), the game ends. Currently, when playing these deduction games, players are required to control virtual objects to complete corresponding tasks at different stages, and while completing tasks, they also eliminate virtual objects in the opposing camp. This process relies on the player's own reasoning and judgment abilities as well as the objective progress of the game. If the player's deduction process fails, it will affect the game progress, resulting in a large increase in terminal battery and / or data usage. Summary of the Invention

[0005] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for controlling the game process, which can assign additional skills in the game to the corresponding first virtual object, and actively unlock the corresponding additional skills after the game progress reaches the progress threshold, so that the first virtual object with additional skills can use the corresponding additional skills in the action phase of the game. The release of additional skills can help players eliminate virtual objects of the opposing camp through corresponding reasoning. In this way, the progress of the game can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game.

[0006] In a first aspect, embodiments of the present application further provide a method for controlling a game process, wherein a terminal device provides a graphical user interface, wherein the graphical user interface includes a virtual scene of a current game phase, wherein the game phase includes an action phase and a discussion phase, and the method includes:

[0007] During the action phase, displaying on the graphical user interface at least a portion of a first virtual scene during the action phase and a first virtual object located in the first virtual scene;

[0008] Obtaining skill configuration parameters of the first virtual object to determine additional skills added to the character's default skills; the default skills are skills assigned based on the identity attributes of the first virtual object;

[0009] When it is determined that the completion progress of the virtual task in the game phase reaches a progress threshold, controlling the first virtual object to unlock an additional skill, and providing an additional skill control for triggering the additional skill in addition to providing a default skill control for triggering the default skill in the graphical user interface;

[0010] In response to a preset trigger event, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following items: a second virtual object, a character icon of the second virtual object, the first virtual object, and a character icon of the first virtual object; the discussion stage is configured to determine the game status of at least one second virtual object or the first virtual object based on the results of the discussion stage.

[0011] In a possible implementation, the virtual tasks include tasks completed by all virtual objects with the first character attribute during the game phase;

[0012] The virtual task completion progress in the game phase indicates the progress of the virtual task being completed jointly by the virtual objects with the first character attribute in the game phase;

[0013] The first virtual object is a virtual object with first character attributes.

[0014] In a possible implementation, the additional skills include at least one of the following: identity betting skills, identity verification skills, guidance skills, and task doubling skills.

[0015] In a possible implementation, if the additional skill includes an identity gambling skill, the control method further includes:

[0016] After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, controlling the first virtual object to perform identity betting with the second virtual object; and

[0017] When displaying the second virtual scene corresponding to the discussion stage, information related to the identity betting result is displayed on the first virtual object or the character icon of the first virtual object included in the second virtual scene, or information related to the identity betting result is displayed on the target second virtual object or the character icon of the target second virtual object included in the second virtual scene.

[0018] In a possible implementation manner, if the additional skills include identity verification skills, the control method further includes:

[0019] After the identity verification skill is unlocked, in response to the identity verification skill control being triggered, the identity information of the target second virtual object is provided to the first virtual object.

[0020] In a possible implementation, after the first virtual object provides the identity information of the target second virtual object, the control method further includes:

[0021] In the first virtual scene of the action phase and / or the second virtual scene of the discussion phase displayed on the graphical user interface, the identity information of the second virtual object is displayed at a preset position of the second virtual object.

[0022] In a possible implementation, the step of controlling the graphical user interface to display the second virtual scene corresponding to the discussion stage in response to a preset trigger event includes:

[0023] In response to the distance between the first virtual object and the virtual object in the target state being less than a first distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage.

[0024] In a possible implementation manner, if the additional skill includes a guidance skill, the control method further includes:

[0025] After the guidance skill is unlocked, in response to the guidance skill control being triggered, obtaining position information of a virtual object in a target state within a second distance threshold from the first virtual object;

[0026] According to the position information, displaying an indicator mark corresponding to the position information in the graphical user interface to indicate the position of the virtual object in the target state in the first virtual scene;

[0027] In response to the movement instruction, the first virtual object is controlled to move.

[0028] In a possible implementation manner, if the additional skill includes a task doubling skill, the control method further includes:

[0029] After the task doubling skill is unlocked, in response to the task doubling skill control being triggered, when the first virtual object completes the virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset ratio.

[0030] In a possible implementation, the completion progress of the virtual task is displayed via a first progress prompt control provided in the graphical user interface;

[0031] The first progress prompt control further displays at least one unlocking mark for prompting that the corresponding additional skill can be unlocked under the preset progress.

[0032] In a possible implementation, a second progress prompt control corresponding to the additional skill control is further provided in the graphical user interface; the second progress prompt control is used to display the progress of unlocking the additional skill.

[0033] In a second aspect, an embodiment of the present application further provides a device for controlling a game process, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of a current game phase, wherein the game phase includes an action phase and a discussion phase, and the device includes:

[0034] a scene display module, configured to display, on the graphical user interface, at least a portion of a first virtual scene and a first virtual object located in the first virtual scene during the action phase;

[0035] a skill determination module, configured to obtain skill configuration parameters of a first virtual object to determine additional skills added to the first virtual object based on the character's default skills; the default skills being skills assigned based on the identity attributes of the first virtual object;

[0036] a skill unlocking module, configured to control the first virtual object to unlock an additional skill when determining that the completion progress of the virtual task in the game phase reaches a progress threshold, and provide an additional skill control for triggering the additional skill in addition to providing a default skill control for triggering the default skill in the graphical user interface;

[0037] A scene switching module is used to respond to a preset trigger event and control the graphical user interface to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following items: a second virtual object, a character icon of the second virtual object, the first virtual object, and a character icon of the first virtual object; the discussion stage is configured to determine the game status of at least one second virtual object or the first virtual object based on the results of the discussion stage.

[0038] In a possible implementation, the virtual tasks include tasks completed by all virtual objects with the first character attribute during the game phase;

[0039] The virtual task completion progress in the game phase indicates the progress of the virtual task being completed jointly by the virtual objects with the first character attribute in the game phase;

[0040] The first virtual object is a virtual object with first character attributes.

[0041] In a possible implementation, the additional skills include at least one of the following: identity betting skills, identity verification skills, guidance skills, and task doubling skills.

[0042] In a possible implementation, the control device further includes a gambling skill release module, and the gambling skill release module is configured to:

[0043] After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, controlling the first virtual object to perform identity betting with the second virtual object; and

[0044] When displaying the second virtual scene corresponding to the discussion stage, information related to the identity betting result is displayed on the first virtual object or the character icon of the first virtual object included in the second virtual scene, or information related to the identity betting result is displayed on the target second virtual object or the character icon of the target second virtual object included in the second virtual scene.

[0045] In a possible implementation, the control device further includes a skill release verification module, wherein the skill release verification module is configured to:

[0046] After the identity verification skill is unlocked, in response to the identity verification skill control being triggered, the identity information of the target second virtual object is provided to the first virtual object.

[0047] In a possible implementation, the skill release verification module is further configured to:

[0048] In the first virtual scene of the action phase and / or the second virtual scene of the discussion phase displayed on the graphical user interface, the identity information of the second virtual object is displayed at a preset position of the second virtual object.

[0049] In a possible implementation, when the scene switching module is configured to respond to a preset trigger event and control the graphical user interface to display the second virtual scene corresponding to the discussion stage, the scene switching module is configured to:

[0050] In response to the distance between the first virtual object and the virtual object in the target state being less than a first distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage.

[0051] In a possible implementation, the control device further includes a guidance skill release module, wherein the guidance skill release module is configured to:

[0052] After the guidance skill is unlocked, in response to the guidance skill control being triggered, obtaining position information of a virtual object in a target state within a second distance threshold from the first virtual object;

[0053] According to the position information, displaying an indicator mark corresponding to the position information in the graphical user interface to indicate the position of the virtual object in the target state in the first virtual scene;

[0054] In response to the movement instruction, the first virtual object is controlled to move.

[0055] In a possible implementation, the control device further includes a doubling skill release module, wherein the doubling skill release module is configured to:

[0056] After the task doubling skill is unlocked, in response to the task doubling skill control being triggered, when the first virtual object completes the virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset ratio.

[0057] In a possible implementation, the completion progress of the virtual task is displayed via a first progress prompt control provided in the graphical user interface;

[0058] The first progress prompt control further displays at least one unlocking mark for prompting that the corresponding additional skill can be unlocked under the preset progress.

[0059] In a possible implementation, a second progress prompt control corresponding to the additional skill control is further provided in the graphical user interface; the second progress prompt control is used to display the progress of unlocking the additional skill.

[0060] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game process control method as described in any one of the first aspects.

[0061] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for controlling the game process as described in any one of the first aspects are executed.

[0062] The game process control method, device, electronic device, and storage medium provided in the embodiments of the present application display a first virtual scene and a first virtual object in the action phase on a graphical user interface, and determine additional skills added to the first virtual object based on the default skills based on the skill configuration parameters of the first virtual object. When it is determined that the completion progress of the virtual task in the game phase reaches a progress threshold, the first virtual object is controlled to unlock the additional skills, and an additional skill control for triggering the additional skills is displayed on the graphical user interface. In response to a preset trigger event, the graphical user interface is controlled to switch to a second virtual screen in the discussion phase, and the game status of the first virtual object and each second virtual object is displayed. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game.

[0063] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0064] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.

[0065] Figure 1 A flowchart of a method for controlling a game process provided in an embodiment of the present application;

[0066] Figure 2 This is a schematic diagram of the game scene in the action phase;

[0067] Figure 3 A diagram of the game scenario for the discussion phase;

[0068] Figure 4 This is a schematic diagram of the game scene in the identity betting stage;

[0069] Figure 5 One of the interface diagrams of a first virtual scene provided in an embodiment of the present application;

[0070] Figure 6 One of the interface diagrams of a second virtual scene provided in an embodiment of the present application;

[0071] Figure 7 This is a second schematic diagram of an interface of a first virtual scene provided in an embodiment of the present application;

[0072] Figure 8 This is a third schematic diagram of an interface of a first virtual scene provided in an embodiment of the present application;

[0073] Figure 9 This is a second schematic diagram of an interface of a second virtual scene provided in an embodiment of the present application;

[0074] Figure 10 A schematic diagram of the movement of a virtual object provided in an embodiment of the present application;

[0075] Figure 11 This is one of the structural diagrams of a game process control device provided in an embodiment of the present application;

[0076] Figure 12 This is a second structural diagram of a game process control device provided in an embodiment of the present application;

[0077] Figure 13 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0078] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for which protection is claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present application.

[0079] Virtual scene:

[0080] It is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The virtual scene is a scene with complete game logic, including virtual objects such as user control.

[0081] Virtual Objects:

[0082] Refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application are not limited to this. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.

[0083] Player Characters:

[0084] A virtual object that can be controlled by the player and moves within the game environment. In some video games, it is also called a Shikigami character or a hero character. A player character can be at least one of a variety of forms, including an avatar, a virtual animal, an anime character, and a virtual vehicle.

[0085] Game interface:

[0086] Refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0087] Virtual objects:

[0088] Refers to static objects in a virtual scene, such as terrain, houses, bridges, vegetation, etc. in a game scene. Static objects are often not directly controlled by players, but can respond to the interactive behaviors of virtual objects in the scene (such as attacking, demolishing, etc.) and perform accordingly. For example, virtual objects can demolish, pick up, drag, and build buildings. Optionally, virtual objects may not be able to respond to interactive behaviors of virtual objects. For example, virtual objects can also be buildings, doors, windows, plants, etc. in a game scene, but virtual objects cannot interact with them. For example, virtual objects cannot destroy or demolish windows. The method for displaying a virtual map in one embodiment of the present disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for displaying a virtual map is run on a server, the method for displaying a virtual map can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0089] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0090] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0091] This paper introduces the application scenarios to which this application is applicable. This application can be applied in the field of game technology.

[0092] In reasoning games, multiple players participate in the same game. After entering the game, different character attributes, such as identity attributes, are assigned to the virtual objects of different players. By assigning different character attributes, different camps are determined, so that players can win the game by performing tasks assigned by the game at different stages of the game. For example, multiple virtual objects with character attribute A can "eliminate" virtual objects with character attribute B during the game to win the game. For example, 10 people are usually required to participate in the same game. At the beginning of the game, the identity information (role attributes) of the virtual objects in the game are determined. For example, the identity information includes civilian identity and werewolf identity. The virtual object with a civilian identity wins the game by completing the assigned tasks during the game stage, or eliminates the virtual object with a werewolf identity in the current game to win the game; the virtual object with a werewolf identity wins the game by performing attack behaviors on other virtual objects without werewolf identities during the game stage to eliminate the virtual object.

[0093] In the game phase of reasoning games, there are usually two game phases: action phase and discussion phase.

[0094] During the action phase, one or more game tasks are usually assigned. In an optional embodiment, one or more corresponding game tasks are assigned to each virtual object, and the player controls the corresponding virtual object to move in the game scene and perform the corresponding game tasks to complete the game. In an optional embodiment, a common game task is determined for virtual objects with the same role attributes in the current game; during the action phase, the virtual objects participating in the current game can freely move to different areas in the game scene in the virtual scene of the action phase to complete the assigned game tasks, wherein the virtual objects in the current game include virtual objects with a first role attribute and virtual objects with a second role attribute. In an optional embodiment, when the virtual object with the second role attribute moves to the preset range of the virtual object with the first role attribute in the virtual scene, it can respond to an attack instruction and attack the virtual object with the first role attribute to eliminate the virtual object with the first role attribute.

[0095] In the discussion phase, a discussion function is provided for the virtual object representing the player. The discussion function is used to display the behavior of the virtual object in the action phase to decide whether to eliminate a specific virtual object in the current game.

[0096] by For example, a game consists of two phases: an action phase and a discussion phase. During the action phase, multiple virtual objects in the game move freely within the virtual scene. Other virtual objects within a preset range can be seen in the game screen displayed from the virtual objects' perspectives. Civilian virtual objects move within the virtual scene to complete assigned game tasks. Werewolf virtual objects can destroy completed tasks of civilian virtual objects or perform specific assigned game tasks. Furthermore, werewolf virtual objects can attack civilian virtual objects during the action phase to eliminate them. When the game phase transitions from the action phase to the discussion phase, players engage in a discussion using the corresponding virtual objects, attempting to identify the werewolf virtual object based on their game behavior during the action phase. The discussion results are determined by voting. The results determine whether there are any virtual objects that need to be eliminated. If so, the virtual object is eliminated based on the discussion results. If not, there are no virtual objects that need to be eliminated in the current discussion phase. The discussion phase can be conducted via voice, text, or other means.

[0097] A schematic diagram of an implementation environment provided in one embodiment of the present application. The implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device each communicate with the server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with a client that executes the method for displaying the game progress provided in this application, and the game server is the server-side that executes the method for displaying the game progress provided in this application. Through the client, the first terminal device and the second terminal device can each communicate with the game server.

[0098] Taking a first terminal device as an example, the first terminal device establishes communication with a game server by running a client. In an optional embodiment, the server establishes a game match based on a game request from the client. The game match parameters may be determined based on the parameters in the received game request. For example, the game match parameters may include the number of participants, the levels of the participating characters, and so on. When the first terminal device receives a response from the server, the first terminal device displays a virtual scene corresponding to the game match through its graphical user interface. In an optional embodiment, the server determines a target game match for the client from multiple established game matches based on the game request from the client. When the first terminal device receives a response from the server, the first terminal device displays the virtual scene corresponding to the game match through its graphical user interface. The first terminal device is controlled by a first user. The virtual object displayed in the first terminal device's graphical user interface represents the player character controlled by the first user. The first user inputs operational commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0099] Taking a second terminal device as an example, the second terminal device establishes communication with a game server by running a client. In an optional embodiment, the server establishes a game match based on a game request from the client. The game match parameters can be determined based on the parameters in the received game request. For example, the game match parameters may include the number of participants and the levels of the participating characters. When the second terminal device receives a response from the server, the second terminal device displays a virtual scene corresponding to the game match through its graphical user interface. In an optional embodiment, the server determines a target game match for the client from multiple established game matches based on the game request. When the second terminal device receives a response from the server, the second terminal device displays the virtual scene corresponding to the game match through its graphical user interface. The second terminal device is controlled by a second user. The virtual object displayed in the second terminal device's graphical user interface represents the player character controlled by the second user. The second user inputs operational commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0100] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the server.

[0101] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same character attributes or different character attributes.

[0102] It should be noted that the virtual objects in the current game match may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in the current game match, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0103] An embodiment of the present application provides a method for controlling a game process, which can assign additional skills in the game to a corresponding first virtual object. After the game progress reaches a progress threshold, the corresponding additional skills are actively unlocked so that the first virtual object with the additional skills can use the corresponding additional skills during the action phase of the game. The release of the additional skills can help the player eliminate the virtual objects of the opposing camp through corresponding reasoning. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game.

[0104] See also Figure 1 , Figure 1 This is a flow chart of a method for controlling a game process provided by an embodiment of the present application. Figure 1 As shown in , the game process control method provided by the embodiment of the present application includes:

[0105] S101. During the action phase, displaying, on the graphical user interface, at least a portion of a first virtual scene during the action phase and a first virtual object located in the first virtual scene.

[0106] S102: Acquire skill configuration parameters of a first virtual object to determine additional skills added to the first virtual object based on the character's default skills; the default skills are skills assigned according to the identity attributes of the first virtual object.

[0107] S103. When it is determined that the completion progress of the virtual task in the game stage reaches a progress threshold, the first virtual object is controlled to unlock an additional skill, and an additional skill control for triggering the additional skill is provided in the graphical user interface on the basis of providing a default skill control for triggering the default skill.

[0108] S104. In response to a preset trigger event, control the graphical user interface to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following items: a second virtual object, a character icon of the second virtual object, the first virtual object, and a character icon of the first virtual object; the discussion stage is configured to determine the game status of the at least one second virtual object or the first virtual object according to the result of the discussion stage.

[0109] In the embodiments of the present application, the corresponding game scenario can be a reasoning game. Specifically, a reasoning game is a multiplayer strategy game driven by language descriptions that tests eloquence and analytical judgment. All virtual objects in a reasoning game can generally be divided into two categories: virtual objects with special identities and virtual objects without special identities. Virtual objects without special identities need to identify hostile virtual objects with special identities. The following description uses a reasoning game scenario as an example.

[0110] In step S101, the game stage in the reasoning game scenario in the embodiment of the present application may include two stages, namely the action stage and the discussion stage. In the action stage, each virtual object moves in each activity area to complete multiple tasks. When the game process is in the action stage, the first virtual scene corresponding to the action stage and the first virtual object in the first virtual scene are displayed on the graphical user interface.

[0111] Here, the first virtual scene displayed in the graphical user interface will switch as the first virtual object moves. For example, if the first virtual object is currently walking on the road, the corresponding first virtual scene will display the road on which the first virtual object is walking, multiple task areas beside the road, and the name of each task area, etc.; after walking for a period of time, the first virtual object enters a task area, then the corresponding first virtual scene will switch to display the scene within the activity area entered by the first virtual object, which may include the furnishings in the task area and other virtual objects in the task area.

[0112] At the same time, in an embodiment of the present application, a scene thumbnail corresponding to the first virtual scene will also be displayed in the first virtual scene, which can be displayed in a specific area of ​​the graphical user interface (such as the upper right corner). Similarly, the display content of the scene thumbnail will also change with the movement of the first virtual object.

[0113] Here, the action phase and discussion phase can be switched based on pre-set trigger events. For example, after switching to the discussion phase, virtual objects can vote to determine which virtual object is eliminated. The game ends when one of the virtual objects reaches the victory condition.

[0114] In step S102, the acquired skill configuration parameters indicate the default skills that the first virtual object can use throughout the game phase, as well as new skills that can be unlocked after meeting certain conditions. These skills can help the first virtual object complete corresponding virtual tasks in the game and obtain corresponding game clue information and game points. In an optional embodiment, when a terminal device establishes communication with a game server and enters a game match assigned by the game server, when the game match begins, the game server assigns different character attributes to the virtual object in the current game match, simultaneously determines the corresponding skill configuration parameters, and transmits the skill configuration parameters to the corresponding terminal device. In this embodiment, the game server transmits the configuration parameters to the terminal device controlling the first virtual object.

[0115] In this embodiment of the present application, the first virtual object is a virtual object with a first character attribute, and the virtual task includes tasks completed by all virtual objects with the first character attribute in the game phase. For example, in a reasoning game, During the game, the first virtual object can be a virtual object with a civilian identity. Virtual tasks include all tasks completed by all civilians during the game phase. The default skill of the first virtual object is a skill assigned based on the identity attribute of the first virtual object. Other virtual objects with the same identity attribute in the game can be assigned the default skill; additional skills are skills that are unlocked by multiple virtual objects with the same identity attribute in the game by completing corresponding tasks together. In an optional embodiment, the additional skill is randomly assigned to any virtual object among multiple virtual objects with the same identity attribute (for example, civilian identity). Virtual objects assigned to the additional skill know their default skills and additional skills, while virtual objects not assigned to the additional skill know the specific additional skill, but do not know the specific virtual object to which the additional skill is assigned. In an optional embodiment, the additional skill is a skill determined based on the user's selection. For example, at the beginning of the current game match, an additional skill selection function is provided, and the player determines the skills assigned for the current game match through the additional skill selection function.

[0116] Additional skills can be divided into two types: active skills and passive skills. Active skills refer to additional skills that allow the first virtual object to actively select the additional skill implementation object, while passive skills refer to additional skills that the first virtual object does not actively select the additional skill implementation object. Here, in the embodiment of the present application, additional skills can include at least one of the following items: identity betting skills, identity verification skills, guidance skills, and task doubling skills. Among them, identity betting skills and identity verification skills are active skills; guidance skills and task doubling skills are passive skills.

[0117] The identity betting skill means that the first virtual object using the identity betting skill can identify a virtual object other than itself (i.e., the second virtual object) as a hostile virtual object with a special identity. If the identity authentication is correct, the bet is successful, and the game state of the identified virtual object is updated. For example, the game state of the identified virtual object is updated to a dead state, and the game for the identified virtual object ends. If the identity authentication fails, the bet fails, and the game state of the first virtual object is updated. For example, the game state of the first virtual object is updated to a dead state, and the game for the first virtual object ends. Although there are risks in using the identity betting skill, once used, it will inevitably eliminate a virtual object in the game, thus helping to speed up the game process and thereby reducing the power and data traffic consumed by the terminal.

[0118] For example, the first virtual object with a non-special identity has the identity betting skill and identifies the identity of the fourth virtual object as a special identity. If the true identity of the fourth virtual object is a special identity, the first virtual object succeeds in the bet and the fourth virtual object is sealed (dies).

[0119] The identity verification skill means that the first virtual object using the identity verification skill can select any virtual object from other players who are still alive in the game (i.e., the second virtual object) and ask to see the identity information of the virtual object. Once the first virtual object uses the identity verification skill, the identity information of the virtual object that is asked to display its identity will be displayed to the first virtual object using the identity verification skill, so that the first virtual object can better distinguish the identities of other virtual objects. After the first virtual object understands the identity information of the virtual object, it can guide other virtual objects in a biased manner based on the identity of the virtual object in the subsequent game process, so as to more quickly identify virtual objects with special identities, thereby speeding up the game process and reducing the power and data traffic consumed by the terminal.

[0120] Guidance skills mean that when the first virtual object using the guidance skill is performing a task, it can determine the location information of other virtual objects that have already finished the game according to the guidance, and move to that location according to the prompted route, thereby triggering the collective discussion stage, which helps to speed up the game process and reduce the power and data traffic consumed by the terminal.

[0121] The task doubling skill means that the first virtual object using the task doubling skill can obtain a certain percentage of additional points when performing the same task. In this way, not only the task points of the first virtual object are increased, but also the task completion progress of all virtual objects with the same identity as the first virtual object is indirectly improved, speeding up the game process and thus reducing the power and data traffic consumed by the terminal.

[0122] In step S103, the virtual task completion progress indicates the progress of the virtual task completed by the virtual objects with the same first character attribute in the game phase. That is, in the embodiment of the present application, the virtual task completion progress is the progress of the task completed by all virtual players without special identities. This is different from the prior art in which the game progress is only a display of the completion progress of a virtual object. In this way, the game process can be accelerated. Accordingly, in the case of reasoning games, When the first virtual object is a civilian, the first virtual object may be a civilian virtual object, that is, the first character attribute is a civilian.

[0123] Here, the unlockable additional skills corresponding to the completion progress of each different virtual task will be pre-set. Once the virtual task completion progress reaches the progress threshold, the corresponding additional skills will be unlocked. The virtual object with the additional skills can use the unlocked additional skills at the appropriate time.

[0124] When dividing the virtual task progress, the virtual task progress completion can be set to 100%, and the thresholds of different task execution progress can be evenly divided. For example, if three additional skills can be unlocked in this game, then it can be set so that the corresponding additional skills can be unlocked at 25%, 50% and 75% of the virtual task completion progress; accordingly, the thresholds of different task execution progress can also be randomly divided. For example, if three additional skills can still be unlocked in this game, then it can be set so that one corresponding additional skill can be unlocked at 30%, 50% and 80% of the virtual task completion progress. In addition, the number of additional skills that can be unlocked when the progress threshold is reached is not specifically limited in the embodiment of the present application, and can be any number set according to the game. For example, when the virtual task completion progress reaches 30% of the overall virtual task, two additional skills can be unlocked.

[0125] In addition, the additional skills that can be unlocked at different stages can be the same or different, and the order and number of times of unlocking specific skills are pre-set by the game.

[0126] Here, when the additional skill is not unlocked, the virtual object assigned with the additional skill can know that it has the additional skill, but when it is not unlocked, the virtual skill will not be able to be used. When the additional skill is unlocked, an additional skill control for triggering the additional skill is provided on the basis of providing a default skill control for triggering the default skill in the graphical user interface of the player who possesses the additional skill.

[0127] In an embodiment of the present application, the progress of the virtual task completion is displayed through a first progress prompt control provided in the graphical user interface, and the first progress prompt control also displays at least one unlocking mark for prompting that the corresponding additional skill can be unlocked under the preset progress.

[0128] Here, the first progress prompt control can be displayed at a specific location in the graphical user interface (such as the upper left corner, etc.), and the additional skills that can be unlocked can be prompted through text information at the corresponding location of the first progress prompt control, and marked with a special logo on the first progress prompt control.

[0129] Here, the specific display form of the first progress prompt control may be a progress bar. When the progress bar reaches 100%, it indicates that the virtual object team having the same first role attribute as the first virtual object has completed the virtual task.

[0130] Among them, the progress bar can be expressed in the form of a long progress bar or a long progress bar. When the progress bar is expressed in the form of a long progress bar, the additional skills that can be unlocked are arranged in the length direction of the extended progress bar; when the progress bar is expressed in the form of a circle, the additional skills that can be unlocked are arranged in a specific clockwise (for example, clockwise or counterclockwise) direction of the circular progress bar.

[0131] In addition, a second progress prompt control corresponding to the additional skill control is also provided in the graphical user interface; the second progress prompt control is used to display the progress of unlocking the additional skill.

[0132] For example, see Figure 2 , Figure 2 Schematic diagram of a game scene in the action phase. The graphical user interface 200 displays players 1, 2, and 3 (wherein the first virtual object is player 1) in action, indicating that players 1, 2, and 3 are currently in the same game scene. A first progress bar 210 is displayed in the upper left corner of the graphical user interface 200 (taking the progress bar as an example, which is a long bar). The first progress bar 210 displays the progress of the current virtual task completion. The first progress bar 210 also displays an unlock mark 2101 indicating that an additional skill can be unlocked and a progress mark 2102 corresponding to the unlock mark of the unlocked additional skill. When the game task progress indicated in the first progress bar 210 reaches the progress mark 2102 of the additional skill, the additional skill corresponding to the progress mark 2102 is unlocked. For example, the unlock mark 2101 can be highlighted, indicating that the task has been unlocked. The graphical user interface 200 displays the default skill control ( Figure 2 ) and the additional skill control 220 to be unlocked, the player controls the use of the default skill control and the additional skills that have been unlocked by using the control 230, and at the same time sets a second progress bar 240 under the additional skill control 220 (and marks on the second progress bar 240 how many thresholds of virtual tasks can be completed to unlock the additional skill, such as Figure 2As shown in the figure, “Mission 25% Awakening”), when the additional skill is unlocked, the progress of the second progress bar 240 is filled, indicating that player 1 can use the additional skill. At the same time, after completing the game settings, in the game process, in order to facilitate the player to better determine the situation of the current scene, a current scene thumbnail 250 is provided in the upper right corner of the graphical user interface 200. The player can understand the game scene progress in real time through the scene thumbnail 250 during the game process.

[0133] In step S104, the preset trigger event is an event that is pre-set to trigger the discussion phase. In the reasoning game scenario of the embodiment of the present application, this preset trigger event can switch the time of the game phase, for example, the trigger control for switching the game phase is triggered, the distance between the first virtual object and the virtual object in the target state is less than the first distance threshold, etc.

[0134] Specifically, in response to a preset trigger event, the step of controlling the graphical user interface to display the second virtual scene corresponding to the discussion stage includes:

[0135] In response to the distance between the first virtual object and the virtual object in the target state being less than a first distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage.

[0136] In an embodiment of the present application, the discussion phase is triggered by an event in which a virtual object in a target state is discovered, and the virtual object in the target state must be discovered in the vicinity of the virtual object in the target state. Therefore, a first distance threshold is set. When the first virtual object moves to an area where the distance from the virtual object in the target state is less than the first distance threshold, the first virtual object triggers a discussion and controls the graphical user interface to switch from the first virtual scene in the action phase to the second virtual scene corresponding to the discussion phase.

[0137] The first distance threshold is set according to a principle that a dead virtual object can be found within the distance threshold.

[0138] Here, when the game process switches from the action stage to the discussion stage, the game scene displayed in the graphical user interface will switch from the first virtual scene to the second virtual scene, and all virtual objects in the game will be displayed in the second virtual scene.

[0139] Among them, when entering the discussion stage, the basic information that needs to be obtained includes: which virtual object initiated the discussion, which virtual object was already in a dead state when the discussion was initiated, the last location of the virtual object in a dead state, and the location of each virtual object when the discussion was initiated, etc., and then the game reasoning is performed based on the above basic information to obtain the correct reasoning results, and this information is displayed in the second virtual scene for reference.

[0140] Among them, what can be displayed in the second virtual scene are: the second virtual object, the character icon of the second virtual object, the first virtual object, and the character icon of the first virtual object; the discussion stage is configured to determine the game status of at least one second virtual object or the first virtual object according to the results of the discussion stage.

[0141] In the embodiment of the present application, during the display of each second virtual object, the second virtual object and its icon may be displayed together in the second virtual scene. When both are displayed simultaneously, an icon corresponding to the second virtual object (such as a head portrait of the second virtual object) may be displayed at a preset position (such as above the head of the second virtual object). Alternatively, only the second virtual object may be displayed in the second virtual scene. Alternatively, only the icon of the second virtual object may be displayed in the second virtual scene. Similarly, the display method of the first virtual object may be similar to the various display methods of the second virtual object, which will not be further described here.

[0142] In an embodiment of the present application, at the beginning of the discussion phase, some virtual objects may already be in a dead state, but the game characters that have died during the discussion phase will still appear in the second virtual scene. In order to distinguish between virtual objects in a living state and virtual objects in a dead state, the virtual objects in a living state and the virtual objects in a dead state can be displayed in different display states. For example, the virtual objects in a dead state can be virtualized character images.

[0143] Here, when a virtual object is in a dead state, it is also necessary to display information such as the character name, cause of death, and death location of the virtual object at a preset position of the virtual object, so that the surviving virtual object can perform game reasoning based on the above information.

[0144] In an embodiment of the present application, after the discussion of each virtual object is completed during the discussion phase, a voting session will be conducted, and the voting results can also be displayed in the second virtual scene during the voting process.

[0145] In the example of the present application, the game state of the virtual object may be changed during the discussion phase. After the discussion phase ends, the current state of each virtual object needs to be determined based on the discussion results.

[0146] For example, virtual object A is determined to be a virtual object with a special identity during the discussion phase, and everyone votes correctly, confirming that virtual object A is caught and sealed. At the same time, the game status of virtual object A is changed from alive to dead.

[0147] For example, see Figure 3 , Figure 3 A diagram of the game scene in the discussion phase, such as Figure 3 As shown in , players 1 to 5 are displayed in the graphical user interface. At the same time, player 2 is already in a dead state before participating in the discussion stage. Therefore, when displayed, player 2 is displayed in a virtual state to remind other players that the player is already in a dead state, providing a reference for the voting process, that is, there is no need to vote for player 2. At the same time, the identity of player 2 can also be indicated according to the cause of death of player 2, eliminating interference in confirming the identities of other players.

[0148] Furthermore, when the first virtual object acquires different additional skills, the game process can be advanced through different additional skills. Different additional skills will produce different results on the game process when they are implemented and used. The following are respectively explained:

[0149] First, if the additional skills include identity gambling skills:

[0150] a1: After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, the first virtual object is controlled to perform identity betting with the second virtual object.

[0151] In an embodiment of the present application, when the virtual task completion progress threshold for unlocking the identity betting skill is reached, it is determined that the identity betting skill of the first virtual object possessing the identity betting skill is unlocked, and the additional skill control corresponding to the identity betting skill is displayed on the graphical user interface.

[0152] Here, the identity betting skill control may be triggered by the player controlling the first virtual object applying a touch operation to the additional skill control. When it is determined that the player's touch operation on the additional skill control is received, the identity betting skill is triggered.

[0153] Among them, when the identity betting skill is triggered, the first virtual object is required to provide the name of the second virtual object that it wants to bet with and the identity information of the selected second virtual object, and the identity bet is performed on the selected second virtual object based on the above information.

[0154] In an embodiment of the present application, after determining the first virtual object and the second virtual object that trigger the identity bet, the graphical user interface is controlled to display a third virtual scene of the identity bet; the third virtual scene includes at least one of the following items: the second virtual object, the character icon of the second virtual object, the first virtual object, the character icon of the first virtual object, betting information, etc.

[0155] Here, during the display of the second virtual object, the second virtual object and its icon may be displayed together in the second virtual scene. When both are displayed simultaneously, the icon corresponding to the second virtual object may be displayed at a preset position (such as above the head) of the second virtual object. Alternatively, only the second virtual object may be displayed in the second virtual scene, or only the icon of the second virtual object may be displayed in the second virtual scene. Similarly, the display method of the first virtual object may be similar to the various display methods of the second virtual object, which will not be further described here.

[0156] The betting information includes the role name of the virtual object initiating the identity bet, the role name of the virtual object being bet, and the betting result information (betting success or betting failure), etc.

[0157] Here, in order to increase the fun and richness of the game display, an icon indicating the gambling process (such as a dice) can also be displayed in the third virtual scene, with different identity information displayed on different sides of the dice. During the gambling process, the rotation of the dice indicates that the identity information on the upward side when the dice stops rotating is the real identity information of the target second virtual object.

[0158] For example, see Figure 4 , Figure 4 Schematic diagram of the game scene in the identity betting stage. In the graphical user interface 200, player 4 and player 1 (the first virtual object) are displayed. A betting prompt area 410 is displayed in the graphical user interface 200. Player 4 who proposed the identity betting and the player who accepted the bet are displayed in the betting prompt area 410. At the same time, a betting result prompt area 420 is also displayed in the graphical user interface 200. The betting result prompt area 420 indicates the result information of the bet. For example, a dice 430 can be displayed in the graphical user interface 200 to indicate the betting process and the real identity information of the betted player. When the identity bet is conducted, player 1 (based on the reasoning game) For example, player 1 is a civilian) and thinks player 4 is a virtual object belonging to the enemy camp (using the reasoning game as For example, player 4's identity is a werewolf), therefore, player 1 proposed an identity bet to player 4. When player 4's true identity is indeed a virtual object of the enemy camp (taking the reasoning game as an example), For example, when player 4 is a werewolf, player 1 wins the bet and player 4 is sealed.

[0159] a2: When displaying the second virtual scene corresponding to the discussion stage, information related to the identity betting result is displayed on the first virtual object or the character icon of the first virtual object included in the second virtual scene, or information related to the identity betting result is displayed on the target second virtual object or the character icon of the target second virtual object included in the second virtual scene.

[0160] In an embodiment of the present application, after the identity betting skill is triggered, when the second virtual scene corresponding to the discussion stage is displayed, the betting result needs to be displayed on the first virtual object that initiated the identity betting or the icon of the first virtual object. Correspondingly, information related to the identity betting result should also be displayed on the target second virtual object or the character icon of the target second virtual object.

[0161] In an embodiment of the present application, since there will inevitably be a sealed (dead) party during the identity betting process, the betting result of the virtual object (target character or target second virtual object) that is sealed during the betting process can be displayed in the cause of death information (cause of death: failure of betting), etc.

[0162] Among them, during the gambling process, since the opposing virtual object is sealed on the premise that the first virtual object successfully gambles, the fact that the gambling is successful and sealed can be displayed on the sealed opposing virtual object or on the icon of the sealed opposing virtual object. In this way, the other affirmative virtual objects can know the true identity of the opposing virtual object and provide a reference for the subsequent reasoning process.

[0163] Second, if the additional skills include identity verification skills:

[0164] b1: After the identity verification skill is unlocked, in response to the identity verification skill control being triggered, the identity information of the target second virtual object is provided to the first virtual object.

[0165] In an embodiment of the present application, similarly, when the virtual task completion progress threshold for unlocking the identity verification skill is reached, the identity verification skill of the first virtual object that possesses the identity verification skill is determined to be unlocked, and the additional skill control corresponding to the identity verification skill is displayed on the graphical user interface.

[0166] Here, the verification identity skill control may be triggered by the player controlling the first virtual object applying a touch operation to the additional skill control. When it is determined that the player's touch operation on the additional skill control is received, the verification identity skill is triggered.

[0167] Among them, the touch operation can be a sliding operation, a clicking operation, a long pressing operation, etc.

[0168] Similarly, when the identity skill control is triggered, it is also necessary to provide the character name of the second virtual object whose identity is to be verified. In response to the identity verification skill control being triggered, the identity information of the target second virtual object is displayed to the first virtual object that triggers the identity verification skill.

[0169] Here, when the first virtual object initiates identity authentication for the second virtual object, the authentication may be initiated near the second virtual object or not near the second virtual object.

[0170] In an embodiment of the present application, when the first virtual object that triggers the identity verification skill is not near the second virtual object, the second virtual object is determined in response to a touch operation on the first virtual object in the character list.

[0171] The role list may include a list of icons or names of multiple second virtual objects.

[0172] b2: In the first virtual scene of the action phase and / or the second virtual scene of the discussion phase displayed on the graphical user interface, the identity information of the second virtual object is displayed at a preset position of the second virtual object.

[0173] The identity information of the second virtual object may be displayed at a preset position of the second virtual object, and may be visible to all virtual objects or only to the first virtual object.

[0174] Specifically, in one embodiment of the present application, after the first virtual object triggers the identity verification skill, the identity information of the second target second virtual object can be displayed at the preset position of the second virtual object. Optionally, only the first virtual object can be displayed, and other second virtual objects that have not triggered the identity verification skill or have not used the identity verification skill on the second virtual object cannot know the identity information of the second virtual object.

[0175] Here, the stage for displaying the identity information of the second virtual object can be set. It can be displayed only in the action stage. When each virtual object is performing a task in the action stage, the first virtual object that triggers the identity verification skill will see the identity information of the second virtual object when encountering the second virtual object. However, in the discussion stage, the first virtual object cannot see the identity information of the second virtual object. Therefore, for the scenario where the identity information of the second virtual object is displayed only in the action stage, the first virtual object is required to record the identity information of the second virtual object after determining it; it can also be displayed only in the discussion stage. When each virtual object is in the discussion scene, the identity information of the second virtual object is displayed to the first virtual object that triggers the identity verification skill; it can also be displayed in both the action stage and the discussion stage. In this scenario, as long as the first virtual object that triggers the identity verification skill encounters the target second virtual object, the identity information of the second virtual object is displayed to the first virtual object that triggers the identity verification skill.

[0176] In the real-time example of the present application, the preset position for displaying the target second virtual object can be on the target second virtual object, or on the icon of the target second virtual object, etc., which is not specifically limited here.

[0177] Third, if the additional skills include guidance skills:

[0178] c1: After the guidance skill is unlocked, in response to the guidance skill control being triggered, obtain the position information of a virtual object in a target state within a second distance threshold from the first virtual object. Here, the target state can be a sealed state (e.g., dead), frozen state, injured state, trapped state, etc.

[0179] In an embodiment of the present application, similarly, when the virtual task completion progress threshold for unlocking the guidance skill is reached, the guidance skill of the first virtual object with the unlocked guidance skill is determined to be unlocked, and the additional skill control corresponding to the guidance skill is displayed on the graphical user interface.

[0180] Here, when the first virtual object unlocks the guidance skill, the position information of the virtual object in the target state within the second distance threshold from the first virtual object is obtained.

[0181] The second distance threshold may be set to a distance range that the current first virtual object can reach within a certain period of time, or may be set to a field of view of the first virtual object.

[0182] Here, there may be more than one virtual object in the target state within the second distance threshold range from the first virtual object. The multiple virtual objects in the target state may be summarized and presented to the first virtual object in the form of a list.

[0183] Among them, when the target state is the death state, the order of multiple dead virtual objects in the list can be sorted according to the length of the death time of each dead virtual object from the current time, or can be sorted according to the distance between each dead virtual object and the specific first virtual object.

[0184] c2: displaying an indicator corresponding to the position information in the graphical user interface according to the position information, so as to indicate the position of the virtual object in the target state in the first virtual scene.

[0185] When there is more than one virtual object in the target state, the corresponding indicator mark indicating the position information can facilitate the player to select the virtual object in the target state to be moved to.

[0186] c3: responding to the movement instruction and controlling the movement of the first virtual object.

[0187] For example, taking the target state as a dead state, a route can be planned for the first virtual object to reach the location of the dead virtual object in response to a movement instruction based on the location information. Different routes can be planned for the first virtual object, such as the shortest distance route from the first virtual object's current location to the location of the dead virtual object, or the route that encounters the fewest second virtual objects on the way from the first virtual object's current location to the location of the dead virtual object. Optionally, the multiple determined routes can be displayed to the first virtual object in a route list, allowing the first virtual object to select the route that best suits them.

[0188] Here, optionally, in the process of controlling the first virtual object to move to the position of the dead virtual object, the overall planned route can be displayed to the first virtual object, and the moving direction of the first virtual object can be guided in real time during the movement of the first virtual object.

[0189] Accordingly, after the first virtual object reaches the location of the dead virtual object, in response to the distance between the first virtual object and the dead virtual object being less than a first distance threshold, the graphical user interface may be controlled to display the second virtual scene corresponding to the discussion stage.

[0190] Fourth, if the additional skills include task doubling skills:

[0191] After the task doubling skill is unlocked, in response to the task doubling skill control being triggered, when the first virtual object completes the virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset ratio.

[0192] In an embodiment of the present application, similarly, when the virtual task completion progress threshold for unlocking the task doubling skill is reached, the task doubling skill of the first virtual object possessing the task doubling skill is determined to be unlocked, and the additional skill control corresponding to the task doubling skill is displayed on the graphical user interface.

[0193] Here, similarly, the task doubling skill control may be triggered by the player controlling the first virtual object applying a touch operation to the additional skill control. When it is determined that the player's touch operation on the additional skill control is received, the task doubling skill is triggered.

[0194] Here, when the first virtual object triggers the task doubling skill, when the first virtual object performs the task again, after completing the task, the virtual reward will be doubled according to the preset ratio, so that the first virtual object can obtain more rewards and complete the virtual task as soon as possible, thereby speeding up the game process.

[0195] Here, the preset ratio of doubling can be set according to the difficulty of the task. For example, when using the doubling skill for a task that is more difficult to complete, the preset ratio of the reward that can be obtained is set higher.

[0196] The method for controlling the game process provided by the embodiment of the present application displays a first virtual scene and a first virtual object in the action phase on a graphical user interface, and determines additional skills added to the first virtual object based on the default skills based on the skill configuration parameters of the first virtual object. When it is determined that the completion progress of the virtual task in the game phase reaches a progress threshold, the first virtual object is controlled to unlock the additional skill, and an additional skill control for triggering the additional skill is displayed on the graphical user interface. In response to a preset trigger event, the graphical user interface is controlled to switch to a second virtual screen in the discussion phase, and the game status of the first virtual object and each second virtual object is displayed. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game.

[0197] The following provides a specific example of a game match. As described in the above example, a game typically has two phases: the action phase and the discussion phase. Based on these two phases, this example provides various game functions described below. The functions that appear in the action phase typically include functions 1 through 8, while the functions that appear in the discussion phase typically include functions 1, 2, and 7.

[0198] First, this embodiment provides a virtual map display function. In response to a movement operation on a first virtual object, the first virtual object is controlled to move within a first virtual scene, and the range of the first virtual scene displayed in a graphical user interface is controlled to change accordingly based on the movement of the first virtual object. In response to a preset trigger event, the virtual scene displayed in the graphical user interface is controlled to switch from the first virtual scene to a second virtual scene, wherein the second virtual scene includes at least one second virtual object.

[0199] In this embodiment, the description is made from the perspective of a first virtual object having a target identity. A first virtual scene is first provided in the graphical user interface, such as Figure 5 As shown, in the first virtual scene, virtual objects can move, perform game tasks, or perform other interactive operations. The user issues a movement operation on the first virtual object to control the movement of the first virtual object in the first virtual scene. In most cases, the first virtual object is located at a position relative to the center of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves in accordance with the movement of the first virtual object, thereby causing the first virtual scene displayed in the graphical user interface to change accordingly.

[0200] The virtual objects participating in the game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects may enter the first virtual scene displayed in the graphical user interface. These virtual objects are characters controlled by other players. Figure 5 As shown, two nearby second virtual objects are displayed in the first virtual scene. In addition, the graphical user interface also displays movement controls for controlling the movement of the first virtual objects, multiple attack controls, and a discussion control, which can be used to control the virtual objects to enter the second virtual scene.

[0201] When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from multiple second virtual objects in a surviving state. Multiple second virtual objects in a surviving state can be understood as virtual objects in other surviving states other than the first virtual object in the current game. Specifically, the user can determine the target virtual object based on the position, behavior, etc. of each second virtual object. For example, a virtual object that is relatively isolated and not easily discovered by other virtual objects when attacking can be selected as the target virtual object. After the target virtual object is determined, it can be controlled to move from the initial position to the location of the target virtual object in the first virtual scene and perform specified operations on the target virtual object, and then the target virtual object enters the target state.

[0202] After the preset trigger event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the trigger event can be a specific trigger operation, and any virtual object in the survival state can perform the trigger operation, such as Figure 5 In the example, by triggering a control, a second virtual scene is displayed in the graphical user interface, thereby switching the virtual scene from the first virtual scene to the second virtual scene. All virtual objects in the game are moved from the first virtual scene to the second virtual scene. In addition to the first virtual object or the object icon of the first virtual object, the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object. The object icon here can be an avatar, name, etc. of the virtual object.

[0203] In the second virtual scene, the virtual object in the survival state has the authority to speak, discuss and vote, but the above-mentioned target virtual object enters the target state, resulting in at least some of the interaction methods configured by the target virtual object in the second virtual scene being in a restricted use state; the interaction methods may include speaking and discussing interactions, voting interactions, etc.; the restricted use state may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain time period, or the number of times a certain interaction method is limited to a specified number.

[0204] like Figure 6 As shown, in the second virtual scene, there are multiple virtual objects in a survival state, including a first virtual object. The first virtual object can send discussion information through the click input space and voice translation control on the right. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, etc.

[0205] The user can click on a virtual object in the second virtual scene, and a voting button for the virtual object will appear near the virtual object, allowing the user to vote for the virtual object. The user can also click the abstain button to give up the right to vote.

[0206] In response to a touch operation on a function control, a location marker interface is displayed in the graphical user interface. In the location marker interface, a character identifier of at least one second virtual object and / or the first virtual object is displayed based on the location marker information reported by the at least one second virtual object and / or the first virtual object. The specific implementation of this process can be found in the above embodiment.

[0207] Second, this embodiment provides a virtual object information display function. A first virtual scene and a first virtual object within the first virtual scene are displayed in a graphical user interface. In response to a move operation on the first virtual object, the first virtual object is controlled to move within the first virtual scene, and the range of the first virtual scene displayed in the graphical user interface is controlled to change accordingly based on the movement of the first virtual object. In response to an add comment operation, comment information of at least one second virtual object is displayed in the graphical user interface. In response to a trigger operation on the comment information, comment information is added to a target virtual object in the displayed at least one second virtual object.

[0208] In this embodiment, the description is made from the perspective of a first virtual object having a target identity. A first virtual scene is first provided in the graphical user interface, such as Figure 5 As shown, in the first virtual scene, virtual objects can move, perform game tasks, or perform other interactive operations. The user issues a movement operation on the first virtual object to control the movement of the first virtual object in the first virtual scene. In most cases, the first virtual object is located at a position relative to the center of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves in accordance with the movement of the first virtual object, thereby causing the first virtual scene displayed in the graphical user interface to change accordingly.

[0209] The virtual objects participating in the game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects may enter the first virtual scene displayed in the graphical user interface. These virtual objects are characters controlled by other players or virtual characters not controlled by the player. Figure 8 As shown, two nearby second virtual objects are displayed in the first virtual scene. In addition, the graphical user interface also displays movement controls for controlling the movement of the first virtual objects, multiple attack controls, and a discussion control, which can be used to control the virtual objects to enter the second virtual scene.

[0210] When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from at least one second virtual object in a living state and / or at least one third virtual object in a dead state. The at least one second virtual object in a living state can be understood as other virtual objects in a living state other than the first virtual object in the current game. Specifically, the user can determine the target virtual object based on the position, behavior, etc. of each second virtual object. For example, a virtual object that is relatively isolated and not easily discovered by other virtual objects during an attack can be selected as the target virtual object. A virtual object with suspicious identity information inferred based on position, behavior, etc. can also be selected. After the target virtual object is determined, it can be controlled to move from the initial position to the location of the target virtual object in the first virtual scene, or the target virtual object can be selected to perform a specified operation on the target virtual object, and then the target virtual object enters the target state.

[0211] For example, in response to an add comment operation, comment prompt information of at least one second virtual object can be displayed in the graphical user interface; in response to a trigger operation on the comment prompt information, comment information can be added to a target virtual object in the displayed at least one second virtual object. In this case, the comment information can be displayed around the target virtual object in the first virtual scene. That is, when the first virtual object moves in the first virtual scene according to the move operation, and the range of the first virtual scene displayed in the graphical user interface is controlled to change accordingly according to the movement of the first virtual object, if the target virtual object appears within the preset range of the first virtual object, the player can see the target virtual object and the comment information of the target virtual object through the first virtual scene presented in the graphical user interface.

[0212] After the preset trigger event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the trigger event can be a specific trigger operation, and any virtual object in the survival state can perform the trigger operation, such as Figure 6 In the example, by triggering a control, a second virtual scene can be displayed in the graphical user interface, thereby switching the virtual scene from the first virtual scene to the second virtual scene. All virtual objects in the game are moved from the first virtual scene to the second virtual scene. In addition to the first virtual object or the character model and object icon of the first virtual object, the second virtual scene also includes at least one second virtual object or the character model and character icon of the second virtual object. The character icon here can be an avatar, name, etc. of the virtual object.

[0213] In the second virtual scene, virtual objects in a living state have the authority to speak, discuss, and vote. If the target virtual object enters the target state (such as having notes added), the current player can see the target virtual object and the notes of the target virtual object through the second virtual scene presented in the graphical user interface. In addition, the second virtual scene is also configured with interactive methods, which may include speech and discussion interactions, voting interactions, notes interactions, etc.; the restricted use state may be that a certain interactive method cannot be used, or a certain interactive method cannot be used within a certain time period, or the number of times a certain interactive method is limited to a specified number. For example, a virtual character in a dead state is restricted from using voting interactions, and a virtual character in a dead state whose identity is known is restricted from using notes interactions.

[0214] like Figure 6 As shown, in the second virtual scene, there are multiple virtual objects in a survival state, including a first virtual object. The first virtual object can send discussion information through the click input control and voice translation control on the right. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, etc.

[0215] Users can vote for a virtual object by clicking on it in the second virtual scene. A voting button for that virtual object will appear near the object, allowing them to vote for it. Users can also abstain from voting by clicking on the abstention button. Furthermore, along with the voting button, a note control can be displayed, allowing users to add notes to the clicked virtual object based on touch operations on the note control.

[0216] In addition, a note list may be displayed in the second virtual scene, and note prompt information may be displayed in the note list, so that in response to a trigger operation on the note prompt information, note information may be added to the displayed target virtual object.

[0217] Third, this embodiment provides a game process control function. During the action phase, at least a portion of a first virtual scene and a first virtual object located within the first virtual scene are displayed on a graphical user interface. Skill configuration parameters of the first virtual object are obtained to determine additional skills added to the character's default skills. The default skills are skills assigned based on the identity attributes of the first virtual object. When the progress of completing a virtual task in the game phase reaches a threshold, the first virtual object is controlled to unlock the additional skill, and an additional skill control for triggering the additional skill is provided in the graphical user interface in addition to the default skill control for triggering the default skill. In response to a preset trigger event, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion phase. The second virtual scene includes at least one of the following items: a second virtual object, a character icon for the second virtual object, the first virtual object, and a character icon for the first virtual object. The discussion phase is configured to determine the game state of at least one of the second virtual object or the first virtual object based on the results of the discussion phase. The specific implementation of this process can be found in the following embodiments.

[0218] In the embodiment of the present application, the first virtual object with the first character attribute is described. The first virtual scene is first provided in the graphical user interface, such as Figure 5 As shown, in the first virtual scene, the first virtual object can move, play virtual tasks, or perform other interactive operations. The user issues a move operation on the target virtual object to control the movement of the first virtual object in the first virtual scene. In most cases, the first virtual object is located at a position relative to the center of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves in accordance with the movement of the first virtual object, thereby causing the first virtual scene displayed in the graphical user interface to change accordingly.

[0219] When the user controls the first virtual object to move in the first virtual scene, the user determines the additional skills of the first virtual object based on the default skills of the character according to the skill parameters of the first virtual object, wherein the additional skills may include at least one of the following items: identity gambling skills, identity verification skills, guidance skills and task doubling skills, and at the same time determines the progress of the virtual tasks completed by multiple other virtual objects with the same character attributes (first character attributes) as the first virtual object in the current game stage, and determines the progress of the virtual tasks completed by multiple other virtual objects with the same character attributes (first character attributes) as the first virtual object according to the skill parameters of the first virtual object. Figure 5The progress bar displayed in the game is displayed. When it is determined that the completion progress of the virtual task in the game stage reaches the progress threshold, the first virtual object can be controlled to unlock additional skills, and the first virtual object uses the additional skills to play the game. For example, the guidance skill can be used in the action stage to determine the virtual object in the first virtual scene that is in the target state (such as death, etc.) within a preset distance threshold from the first virtual object, control the first virtual object to move to the position of the virtual object in the target state, and immediately initiate a discussion.

[0220] After the preset trigger event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the trigger event can be a specific trigger operation, and any virtual object in the survival state can perform the trigger operation, for example, Figure 6 As shown in , by triggering a discussion control, a second virtual scene can be displayed in a graphical user interface, thereby switching the virtual scene from the first virtual scene to the second virtual scene. All virtual objects in the game are moved from the first virtual scene to the second virtual scene. In addition to the first virtual object and its object icon, the second virtual scene also includes at least one second virtual object or its object icon. The object icon here can be an avatar, name, etc. of the virtual object.

[0221] In the second virtual scene, the virtual objects in the living state have the authority to speak, discuss and vote, such as Figure 6 As shown, in the second virtual scene, there are multiple virtual objects in a survival state, including a first virtual object. The first virtual object can send discussion information through the click input space and voice translation control on the right. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, etc.

[0222] The user can click on a virtual object in the second virtual scene, and a voting button for the virtual object will be displayed near the virtual object, so that the user can vote for the virtual object. Before voting, the user can control the first virtual object to use the corresponding unlocked additional skills to check the key suspicious virtual object. For example, the first virtual object can use the identity verification skill to check the identity of the key suspicious virtual object, and determine whether to vote for the virtual object based on the verification result to improve the accuracy of the vote. Of course, the user can also click the abstain button to give up the voting right this time.

[0223] Fourth, this embodiment provides another virtual map display function. In response to a move operation, the virtual character is controlled to move within the virtual scene, and the virtual scene to which the virtual character is currently moving is displayed in the graphical user interface. In response to a map display operation, a first virtual map corresponding to the virtual scene is superimposed on the virtual scene. In response to a map switching condition being triggered, the first virtual map superimposed on the virtual scene is switched to a second virtual map corresponding to the virtual scene. The transparency of at least a portion of the map area of ​​the second virtual map is higher than the transparency of the corresponding map area of ​​the first virtual map, so that the degree of obstruction of information in the virtual scene by the switched virtual map is lower than that before the switch.

[0224] In this embodiment, the description is made from the perspective of the virtual object controlled by the player. A virtual scene is provided in the graphical user interface, such as Figure 5 As shown, in this virtual scene (such as Figure 5 In the first virtual scene shown in FIG), the virtual character controlled by the player (such as Figure 5 The first virtual character and / or the second virtual character (shown in the figure) can move within the virtual scene, perform game tasks, or perform other interactive operations. In response to movement operations initiated by the player, the virtual object is controlled to move within the virtual scene. In most cases, the virtual object is located at a position relative to the center of the virtual scene displayed in the graphical user interface. The virtual camera in the virtual scene moves in accordance with the movement of the virtual object, thereby causing the virtual scene displayed in the graphical user interface to change accordingly with the movement of the virtual object, and the virtual scene to which the virtual character is currently moving is displayed in the graphical user interface.

[0225] The virtual objects participating in the game are in the same virtual scene. Therefore, during the movement of the virtual objects, if the virtual objects are close to other virtual objects, other virtual objects may enter the virtual scene displayed in the graphical user interface. These virtual objects are characters controlled by other players. Figure 5 As shown, multiple virtual objects are displayed in the virtual scene range. In addition, the graphical user interface also displays a movement control for controlling the movement of the virtual object, multiple attack controls, and a discussion control, which can be used to control the virtual object to enter the virtual scene. Figure 6 In the second virtual scene shown.

[0226] In response to the map display operation issued by the user, the first virtual map is superimposed on the virtual scene displayed on the graphical user interface. For example, the player displays the first virtual map in response to the map display operation issued by the user. Figure 4In another example, in response to a control operation of controlling a virtual character to perform a second specific action, the first virtual map is superimposed on the virtual scene. Here, the first virtual map includes at least the current position of the first virtual character, the positions of each first virtual area in the virtual scene, and the positions of the connected areas.

[0227] When a map switching condition is triggered, the first virtual map displayed as an overlay on the virtual scene in the graphical user interface is switched to a second virtual map corresponding to the virtual scene, with at least a portion of the map area of ​​the second virtual map having a higher transparency than the map area corresponding to the first virtual map, so that the degree of obstruction of information in the virtual scene by the switched virtual map is lower than that before the switch. For example, the map switching condition can be a specific trigger operation that can be executed by a virtual object in a live state. For example, in response to a control operation that controls the virtual object to perform a first specific action, the first virtual map displayed as an overlay on the virtual scene is switched to the second virtual map corresponding to the virtual scene. For another example, the first virtual map displayed as an overlay on the virtual scene can be switched to the second virtual map corresponding to the virtual scene by triggering a map switch button.

[0228] When the map switching condition is triggered, the first virtual map can be switched to the second virtual map through a specific switching method. For example, the first virtual map displayed superimposed on the virtual scene is replaced with the second virtual map corresponding to the virtual scene; or, according to a first transparency change threshold, the first virtual map is adjusted to a non-visual state in the current virtual scene, and the first virtual map displayed superimposed on the virtual scene is replaced with the second virtual map corresponding to the virtual scene; or, the first virtual map displayed superimposed on the virtual scene is cleared, and the second virtual map is displayed superimposed on the virtual scene according to a second transparency change threshold; or, according to a third transparency change threshold, the transparency of the first virtual map is adjusted, and at the same time, the second virtual map is displayed superimposed on the virtual scene according to a fourth transparency change threshold, until the first virtual map is in a non-visual state in the current virtual scene.

[0229] Fifth, this embodiment provides a target attack function in a game. In response to a movement operation directed at a first virtual object, the first virtual object is controlled to move within a first virtual scene, and the range of the first virtual scene displayed in a graphical user interface is controlled to change accordingly based on the movement of the first virtual object. A temporary virtual object is controlled to move from an initial position within the first virtual scene to the location of a target virtual object and to perform a specified operation on the target virtual object, causing the target virtual object to enter a target state. The temporary virtual object is a virtual object controlled by a first virtual object having a target identity, the target identity is an identity attribute assigned at the start of a game, the target virtual object is a virtual object determined from multiple surviving second virtual objects, and the target state is a state in which at least some of the interaction modes configured for the target virtual object in the second virtual scene are restricted. The second virtual scene is a virtual scene displayed in the graphical user interface in response to a preset trigger event, and the second virtual scene includes at least one second virtual object or an object icon for the second virtual object.

[0230] In this embodiment, the description is made from the perspective of a first virtual object having a target identity. A first virtual scene is first provided in the graphical user interface, such as Figure 5 As shown, in the first virtual scene, virtual objects can move, perform game tasks, or perform other interactive operations. The user issues a movement operation on the first virtual object to control the movement of the first virtual object in the first virtual scene. In most cases, the first virtual object is located at a position relative to the center of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves in accordance with the movement of the first virtual object, thereby causing the first virtual scene displayed in the graphical user interface to change accordingly.

[0231] The virtual objects participating in the game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects may enter the first virtual scene displayed in the graphical user interface. These virtual objects are characters controlled by other players. Figure 5 As shown, two nearby second virtual objects are displayed in the first virtual scene. In addition, the graphical user interface also displays movement controls for controlling the movement of the first virtual objects, multiple attack controls, and a discussion control, which can be used to control the virtual objects to enter the second virtual scene.

[0232] The above-mentioned temporary virtual object is a virtual object controlled by a first virtual object with a target identity, the target identity is the identity attribute assigned at the beginning of the game, the target virtual object is a virtual object determined from multiple second virtual objects in survival state, the target state is that at least part of the interaction mode configured by the target virtual object in the second virtual scene is in a state of restricted use, and the second virtual scene is a virtual scene displayed in the graphical user interface in response to a preset trigger event, wherein the second virtual scene includes at least one second virtual object or a character icon of the second virtual object.

[0233] In the initial state, the temporary virtual object is not controlled by the user, but under certain specific conditions, the first virtual object with the target identity itself or the user corresponding to the first virtual object with the target identity has the authority to control the temporary virtual object. Specifically, the temporary virtual object can be controlled to move from the initial position to the position of the target virtual object in the first virtual scene, and a specified operation can be performed on the target virtual object. The initial position can be the position of the temporary virtual object when it is not controlled, and the specified operation can be an attack operation. After the specified operation is performed on the target virtual object, a specific impact is produced on the target virtual object, that is, the target virtual object enters the target state as described above.

[0234] When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from multiple second virtual objects in a surviving state. Multiple second virtual objects in a surviving state can be understood as virtual objects in other surviving states other than the first virtual object in the current game. Specifically, the user can determine the target virtual object based on the position, behavior, etc. of each second virtual object. For example, a virtual object that is relatively isolated and not easily discovered by other virtual objects when attacking can be selected as the target virtual object. After the target virtual object is determined, it can be controlled to move from the initial position to the location of the target virtual object in the first virtual scene and perform specified operations on the target virtual object, and then the target virtual object enters the target state.

[0235] After the preset trigger event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the trigger event can be a specific trigger operation, and any virtual object in the survival state can perform the trigger operation, such as Figure 5 In the example, by triggering a control, a second virtual scene is displayed in the graphical user interface, thereby switching the virtual scene from the first virtual scene to the second virtual scene. All virtual objects in the game are moved from the first virtual scene to the second virtual scene. In addition to the first virtual object or the object icon of the first virtual object, the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object. The object icon here can be an avatar, name, etc. of the virtual object.

[0236] In the second virtual scene, the virtual object in the survival state has the authority to speak, discuss and vote, but the above-mentioned target virtual object enters the target state, resulting in at least some of the interaction methods configured by the target virtual object in the second virtual scene being in a restricted use state; the interaction methods may include speaking and discussing interactions, voting interactions, etc.; the restricted use state may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain time period, or the number of times a certain interaction method is limited to a specified number.

[0237] like Figure 6 As shown, in the second virtual scene, there are multiple virtual objects in a survival state, including a first virtual object. The first virtual object can send discussion information through the click input space and voice translation control on the right. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, etc.

[0238] The user can click on a virtual object in the second virtual scene, and a voting button for the virtual object will appear near the virtual object, allowing the user to vote for the virtual object. The user can also click the abstain button to give up the right to vote.

[0239] In the target attack method in the above game, in the first virtual scene, the first virtual object with the target identity can control the temporary virtual object to perform a specified operation on the target virtual object. There is no need to control the first virtual object to directly perform the specified operation on the target virtual object. This attack method is simple to operate and can help the first virtual object reduce the risk of exposing the target identity and improve the success rate of the attack.

[0240] Sixth, this embodiment provides an interactive data processing function in a game, which responds to a touch operation on a mobile control area, controls the movement of a first virtual object in a virtual scene, and controls the range of the virtual scene displayed by a graphical user interface to change according to the movement of the first virtual object; determines that the first virtual object moves to a response area of ​​a target virtual object in the virtual scene, wherein the target virtual object is a virtual object set in the virtual scene that can interact with the virtual object; responds to a control instruction triggered by a touch operation, controls the display state of the first virtual object to be switched to an invisible state, and displays a mark used to refer to the first virtual object in the area of ​​the target virtual object.

[0241] The movement control area is used to control the movement of the virtual object in the virtual scene. The movement control area may be a virtual joystick, through which the movement direction and the movement speed of the virtual object may be controlled.

[0242] The virtual scene displayed in the graphical user interface is mainly obtained by taking an image of the virtual scene range corresponding to the location of the virtual object by a virtual camera. During the movement of the virtual object, the virtual camera can usually be set to follow the movement of the virtual object. At this time, the virtual scene range photographed by the virtual camera will also move.

[0243] In a virtual scene, some virtual objects with interactive functions can be set up. These virtual objects can interact with other virtual objects, and when a virtual object is located in a response area of ​​the virtual object, the interaction can be triggered. The virtual scene can include at least one virtual object with interactive functions, and the target virtual object can be any one of the at least one virtual object with interactive functions.

[0244] The range of the response area of ​​the virtual object can be pre-set. For example, the range of the response area can be set according to the size of the virtual object, or according to the type of virtual object. The specific range can be set according to actual needs. For example, the range of the response area of ​​a vehicle-type virtual object can be set to be larger than the area where the virtual object is located, and the range of the response area of ​​a prank prop-type virtual object can be set to be equal to the area where the virtual object is located.

[0245] The control instruction triggered by the touch operation can be a specific operation for a specified area or a specific operation for a specified object. For example, a control instruction can be triggered by a double-click operation on a target virtual object. For another example, an interactive control can be provided in the graphical user interface, and a control instruction can be triggered by a click operation on the interactive control. The interactive control can be provided after determining that the first virtual object has moved to the response area of ​​the target virtual object in the virtual scene. Based on this, the method can also include: controlling the graphical user interface to display the interactive control of the target virtual object; wherein the control instruction triggered by the touch operation includes a control instruction triggered by the touch interactive control.

[0246] Through the embodiments of the present invention, it is possible to control the display state of the virtual object to be converted to invisible display after the player triggers the interaction with the virtual object. The switching of the display state and the operation switching itself do not affect the game process, which increases the interaction with the player, improves the fun, and enhances the user experience.

[0247] In some embodiments, the target virtual object may be a virtual vehicle, which may be pre-set with a preset threshold value indicating the maximum number of virtual objects that can be carried by the virtual vehicle, that is, the maximum number of virtual objects that can be invisible on the virtual vehicle. Based on this, when it is determined that the virtual vehicle is fully loaded, the player who subsequently attempts to switch to invisible mode may be instructed to fail the switch.

[0248] In some embodiments, in reasoning games, two links can be included, namely an action link and a voting link. In this link, all virtual objects in a surviving state (players in the game) can take actions, such as completing tasks, making trouble, etc. In this link, players can gather together to discuss and vote on the results of reasoning, for example, to infer the identities of each virtual object, wherein the tasks corresponding to the identities of different virtual objects may be different. In this type of game, skills can also be released in the area of ​​the target virtual object to achieve the execution of tasks, or to make trouble, etc. Based on this, after determining that the first virtual object moves to the response area of ​​the target virtual object in the virtual scene, the method can also include: responding to a skill release instruction triggered by a touch operation, using at least one virtual object that is invisible in the area of ​​the target virtual object as an alternative virtual object; and randomly determining one of the at least one alternative virtual objects as the object of the skill release instruction.

[0249] The virtual object of the skill release instruction triggered by the touch operation may be a character in an invisible state or a virtual object in a non-invisible state.

[0250] Seventh, this embodiment provides a scene recording function in a game. A graphical user interface displays a game interface, the game interface including at least a portion of a first virtual scene in a first game mission stage and a first virtual object located in the first virtual scene; in response to a move operation directed at the first virtual object, the range of the virtual scene displayed in the game interface is controlled to change according to the move operation; in response to a record instruction triggered during the first game mission stage, an image of a preset range of the current game interface is captured; the image is stored; and in response to a view instruction triggered during a second game mission stage, the image is displayed, wherein the second game mission stage and the first game mission stage are different mission stages in the current game in which the first virtual object is located.

[0251] In this embodiment, the description is made from the perspective of a first virtual object having a target identity. A first virtual scene is first provided in the graphical user interface, such as Figure 7-Figure 8 As shown, in the first virtual scene, virtual objects can move, perform game tasks, or perform other interactive operations. The user issues a movement operation on the first virtual object to control the movement of the first virtual object in the first virtual scene. In most cases, the first virtual object is located at a position relative to the center of the first virtual scene displayed in the graphical user interface. The virtual camera in the first virtual scene moves in accordance with the movement of the first virtual object, thereby causing the first virtual scene displayed in the graphical user interface to change accordingly.

[0252] The virtual objects participating in the game are in the same first virtual scene. Therefore, during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects may enter the first virtual scene displayed in the graphical user interface. These virtual objects are characters controlled by other players. Figure 7-Figure 8 As shown, two nearby second virtual objects are displayed in the first virtual scene. In addition, the graphical user interface also displays movement controls for controlling the movement of the first virtual objects, multiple attack controls, and a discussion control, which can be used to control the virtual objects to enter the second virtual scene.

[0253] When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from multiple second virtual objects in a surviving state. Multiple second virtual objects in a surviving state can be understood as virtual objects in other surviving states other than the first virtual object in the current game. Specifically, the user can determine the target virtual object based on the position, behavior, etc. of each second virtual object. For example, a virtual object that is relatively isolated and not easily discovered by other virtual objects when attacking can be selected as the target virtual object. After the target virtual object is determined, it can be controlled to move from the initial position to the location of the target virtual object in the first virtual scene and perform specified operations on the target virtual object, and then the target virtual object enters the target state.

[0254] After the preset trigger event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the trigger event can be a specific trigger operation, and any virtual object in the survival state can perform the trigger operation, such as Figure 7-Figure 8 In the example, by triggering a control, a second virtual scene is displayed in the graphical user interface, thereby switching the virtual scene from the first virtual scene to the second virtual scene. All virtual objects in the game are moved from the first virtual scene to the second virtual scene. In addition to the first virtual object or the object icon of the first virtual object, the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object. The object icon here can be an avatar, name, etc. of the virtual object.

[0255] In the second virtual scene, the virtual object in the survival state has the authority to speak, discuss and vote, but the above-mentioned target virtual object enters the target state, resulting in at least some of the interaction methods configured by the target virtual object in the second virtual scene being in a restricted use state; the interaction methods may include speaking and discussing interactions, voting interactions, etc.; the restricted use state may be that a certain interaction method cannot be used, or a certain interaction method cannot be used within a certain time period, or the number of times a certain interaction method is limited to a specified number.

[0256] like Figure 9 As shown, in the second virtual scene, there are multiple virtual objects in a survival state, including a first virtual object. The first virtual object can send discussion information through the click input space and voice translation control on the right. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information may include who initiated the discussion, who was attacked, the location of the attacked virtual object, the location of each virtual object when the discussion was initiated, etc.

[0257] The user can click on a virtual object in the second virtual scene, and a voting button for the virtual object will appear near the virtual object, allowing the user to vote for the virtual object. The user can also click the abstain button to give up the right to vote.

[0258] In response to a touch operation on a function control, a location marking interface is displayed in a graphical user interface. In the location marking interface, a character identification of at least one second virtual object and / or the first virtual object is displayed according to the location marking information reported by at least one second virtual object and / or the first virtual object.

[0259] Eighth, this embodiment provides a game operation function. A graphical user interface is provided via a terminal, the graphical user interface including a virtual scene and a virtual object. The virtual scene includes multiple transmission areas, including a first transmission area and at least one second transmission area corresponding to the first transmission area, which has a different scene location. In response to a touch operation on a movement control area, the virtual object is controlled to move within the virtual scene; movement of the virtual object to the first transmission area is determined, and a first set of directional controls corresponding to the at least one second transmission area is displayed in the movement control area; and in response to a trigger instruction for a target directional control in the first set of directional controls, the virtual scene displayed in the graphical user interface, including the first transmission area, is controlled to change to a virtual scene including the second transmission area corresponding to the target directional control.

[0260] In response to a touch operation on a mobile control area, the virtual object is controlled to move in the virtual scene; it is determined that the virtual object moves to a first transmission area, and a first group of direction controls corresponding to at least one second transmission area is displayed in the mobile control area; in response to a trigger instruction for a target direction control in the first group of direction controls, the virtual scene range including the first transmission area displayed in the graphical user interface is controlled to change to a virtual scene range including the second transmission area corresponding to the target direction control.

[0261] In this embodiment, the graphical user interface includes at least part of a virtual scene and virtual objects, the virtual scene includes multiple transmission areas, the multiple transmission areas include a first transmission area and at least one second transmission area with a different scene position corresponding to the first transmission area, wherein the first transmission area can be the entrance area of ​​a hidden area (such as a tunnel, a tunnel, etc., this application takes a tunnel as an example), and the second transmission area can be the exit area of ​​the hidden area.

[0262] The graphical user interface may include a mobile control area, wherein the position of the mobile control area on the graphical user interface can be customized according to actual needs, for example, it can be set to the player's thumb touchable area such as the lower left or lower right of the graphical user interface.

[0263] like Figure 10 As shown, the user inputs a touch operation on the mobile control area to control the movement of the virtual object in the virtual scene. If it is determined that the virtual object moves to the first transmission area, a first group of direction controls (direction control 1 and direction control 2) corresponding to at least one second transmission area is displayed in the mobile control area. The first group of direction controls is used to indicate the direction of the corresponding tunnel exit.

[0264] When a user inputs a trigger instruction for a target directional control (directional control 1) in the first group of directional controls, the virtual scene range displayed in the graphical user interface, which includes the first transmission area, can be changed to a virtual scene range including the second transmission area corresponding to the target directional control. That is, by triggering the target directional control, the virtual scene range currently displayed in the graphical user interface is the virtual scene range corresponding to the second transmission area of ​​directional control 1. The specific implementation of this process can be found in the above embodiment.

[0265] Based on the same inventive concept, an embodiment of the present application also provides a game process control device corresponding to the game process control method. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned game process control method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0266] See also Figure 11 、 Figure 12 , Figure 11 This is one of the structural diagrams of a game process control device provided in an embodiment of the present application. Figure 12 This is a second structural diagram of a game process control device provided by an embodiment of the present application. Figure 11 As shown in , the control device 1100 includes:

[0267] A scene display module 1110 is configured to display, in the action phase, at least a portion of a first virtual scene and a first virtual object in the first virtual scene in the action phase on the graphical user interface;

[0268] The skill determination module 1120 is configured to obtain skill configuration parameters of the first virtual object to determine additional skills added to the first virtual object based on the character's default skills; the default skills are skills assigned based on the identity attributes of the first virtual object;

[0269] a skill unlocking module 1130 configured to control the first virtual object to unlock an additional skill when determining that the completion progress of the virtual task in the game phase reaches a progress threshold, and provide an additional skill control for triggering the additional skill in addition to providing a default skill control for triggering the default skill in the graphical user interface;

[0270] The scene switching module 1140 is used to respond to a preset trigger event and control the graphical user interface to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following items: a second virtual object, a character icon of the second virtual object, the first virtual object, and a character icon of the first virtual object; the discussion stage is configured to determine the game status of at least one second virtual object or the first virtual object based on the results of the discussion stage.

[0271] Further, such as Figure 12 As shown, the control device 1100 further includes a gambling skill releasing module 1150, and the gambling skill releasing module 1150 is used to:

[0272] After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, controlling the first virtual object to perform identity betting with the second virtual object; and

[0273] When displaying the second virtual scene corresponding to the discussion stage, information related to the identity betting result is displayed on the first virtual object or the character icon of the first virtual object included in the second virtual scene, or information related to the identity betting result is displayed on the target second virtual object or the character icon of the target second virtual object included in the second virtual scene.

[0274] Further, such as Figure 12 As shown, the control device 1100 further includes a skill verification release module 1160, which is used to:

[0275] After the identity verification skill is unlocked, in response to the identity verification skill control being triggered, the identity information of the target second virtual object is provided to the first virtual object.

[0276] Further, such as Figure 12 As shown, the control device 1100 further includes a guidance skill release module 1170, and the guidance skill release module 1170 is used to:

[0277] After the guidance skill is unlocked, in response to the guidance skill control being triggered, obtaining position information of a virtual object in a target state within a second distance threshold from the first virtual object;

[0278] According to the position information, displaying an indicator mark corresponding to the position information in the graphical user interface to indicate the position of the virtual object in the target state in the first virtual scene;

[0279] In response to the movement instruction, the first virtual object is controlled to move.

[0280] Further, such as Figure 12 As shown, the control device 1100 further includes a double skill release module 1180, and the double skill release module 1180 is used to:

[0281] After the task doubling skill is unlocked, in response to the task doubling skill control being triggered, when the first virtual object completes the virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset ratio.

[0282] Furthermore, the virtual tasks include tasks completed by all virtual objects with the first character attribute during the game phase;

[0283] The virtual task completion progress in the game phase indicates the progress of the virtual task being completed jointly by the virtual objects with the first character attribute in the game phase;

[0284] The first virtual object is a virtual object with first character attributes.

[0285] Furthermore, the additional skills include at least one of the following: identity betting skills, identity verification skills, guidance skills and task doubling skills.

[0286] Furthermore, the skill release verification module 1160 is further configured to:

[0287] In the first virtual scene of the action phase and / or the second virtual scene of the discussion phase displayed on the graphical user interface, the identity information of the second virtual object is displayed at a preset position of the second virtual object.

[0288] Furthermore, when the scene switching module 1140 is used to control the graphical user interface to display the second virtual scene corresponding to the discussion stage in response to a preset trigger event, the scene switching module 1140 is used to:

[0289] In response to the distance between the first virtual object and the virtual object in the target state being less than a first distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage.

[0290] Furthermore, the completion progress of the virtual task is displayed via a first progress prompt control provided in the graphical user interface;

[0291] The first progress prompt control further displays at least one unlocking mark for prompting that the corresponding additional skill can be unlocked under the preset progress.

[0292] Furthermore, a second progress prompt control corresponding to the additional skill control is also provided in the graphical user interface; the second progress prompt control is used to display the progress of unlocking the additional skill.

[0293] The game process control device provided by the embodiment of the present application displays a first virtual scene and a first virtual object in the action phase on a graphical user interface, and determines additional skills added to the first virtual object based on the default skills based on the skill configuration parameters of the first virtual object. When it is determined that the completion progress of the virtual task in the game phase reaches a progress threshold, the first virtual object is controlled to unlock the additional skill, and an additional skill control for triggering the additional skill is displayed on the graphical user interface. In response to a preset trigger event, the graphical user interface is controlled to switch to a second virtual screen in the discussion phase, and the game status of the first virtual object and each second virtual object is displayed. In this way, the game process can be accelerated, thereby reducing the power consumption and data traffic consumption of the terminal during the game.

[0294] See also Figure 13 , Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 13 As shown in , the electronic device 1300 includes a processor 1310 , a memory 1320 and a bus 1330 .

[0295] The memory 1320 stores machine-readable instructions executable by the processor 1310. When the electronic device 1300 is running, the processor 1310 communicates with the memory 1320 via the bus 1330. When the machine-readable instructions are executed by the processor 1310, the above-mentioned Figure 1 The specific implementation of the steps of the method for controlling the game process in the method embodiment shown can be found in the method embodiment and will not be repeated here.

[0296] The embodiment of the present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1 The specific implementation of the steps of the method for controlling the game process in the method embodiment shown can be found in the method embodiment and will not be repeated here.

[0297] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0298] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.

[0299] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0300] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0301] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0302] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A method for controlling a game process, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface includes a virtual scene of a current game phase, wherein the game phase includes an action phase and a discussion phase, and the control method includes: During the action phase, displaying at least a portion of a first virtual scene of the action phase and a first virtual object located in the first virtual scene on the graphical user interface, wherein the first virtual object is configured with an identity verification skill, the identity verification skill being configured to control the first virtual object, select a virtual object from other virtual characters in the game, request to view identity information of the selected virtual object, and display the identity information of the virtual object requested to display its identity to the first virtual object; In response to a movement instruction, controlling the first virtual object to move in the virtual scene corresponding to the action phase; In response to the identity verification skill being triggered, providing the first virtual object with identity information of a second virtual object, and displaying the identity information of the second virtual object on the graphical user interface, where the second virtual object is within a preset distance range from the first virtual object; In response to a preset trigger event, the graphical user interface is controlled to display a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following items: a second virtual object, a character icon of the second virtual object, the first virtual object, and a character icon of the first virtual object; the discussion stage is configured to determine the game status of at least one second virtual object or the first virtual object according to the results of the discussion stage.

2. The control method according to claim 1, characterized in that: The step of providing the identity information of the second virtual object to the first virtual object in response to the identity verification skill being triggered includes: In response to the identity verification skill being triggered, selecting a virtual object from the second virtual objects in the alive state; The identity information of the selected second virtual object is provided to the first virtual object.

3. The control method according to claim 1, wherein: The second virtual object is a second virtual object determined in response to a touch operation applied to a character list, wherein the character list includes a list of icons or names of a plurality of second virtual objects.

4. The control method according to claim 1, wherein: The method further comprises: In response to the identity verification skill being triggered, the identity information of the second virtual object is provided to other virtual objects, wherein the other virtual objects are virtual objects other than the first virtual object.

5. The control method according to claim 1, characterized in that: After the first virtual object provides the identity information of the second virtual object, the control method further includes: In the first virtual scene of the action phase and / or the second virtual scene of the discussion phase displayed on the graphical user interface, the identity information of the second virtual object is displayed at a preset position of the second virtual object.

6. The control method according to claim 5, characterized in that: The preset position of the second virtual object includes at least one of the following: on the target second virtual object; on the icon of the target second virtual object; wherein the target second virtual object is the second virtual object for the identity verification skill to function.

7. The control method according to claim 1, characterized in that: The method further comprises: During the discussion phase, in response to the identity verification skill being triggered, the identity information of the second virtual object determined by the first virtual object is provided to the first virtual object.

8. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the game process control method as described in any one of claims 1 to 7.

9. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for controlling the game process according to any one of claims 1 to 7 are executed.