A game progress control method and device, electronic equipment and storage medium
By unlocking additional skills after reaching a progress threshold in tabletop reasoning games, the issue of battery and data consumption caused by players' poor reasoning was resolved, thus accelerating the game process.
Patent Information
- Application Number
- CN202410559594.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-04-19
- Publication Date
- 2026-02-27
- Estimated Expiration
- 2041-04-19
AI Technical Summary
Existing tabletop reasoning games can affect the game progress and lead to significant consumption of battery power and data traffic when players encounter difficulties in reasoning.
Once the game progress reaches a certain threshold, additional skills can be unlocked, allowing virtual objects to use these skills to accelerate the game process. These skills include identity betting, identity verification, guidance, and task doubling.
By using additional skills, the power consumption and data traffic consumption of the terminal during the game were reduced, thus speeding up the game process.
Smart Images

Figure CN118384492B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of games, in particular to a game progress control method and device, an electronic device and a storage medium.
[0002] The present application is a divisional application of patent application No. 202110421216.5. BACKGROUND
[0003] In daily life, people usually like to play table games on the Internet. Table games, also known as table games, refer to a type of games that can be played on a desktop or a platform where multiple people face each other. Unlike sports or competitive games, table games focus more on the exercise of various thinking methods, language expression ability and emotional intelligence, and do not rely on electronic devices and electronic technology. Existing table games include chess, go and the like.
[0004] At present, a reasoning game in which different roles are divided into different camps for reasoning elimination is a relatively representative type of table game. The game rules of the above reasoning game are as follows: multiple virtual objects participating in the game are divided into different camps, and the virtual objects belonging to different camps eliminate each other through strategies (for example, analysis and judgment, and verbal sparring) to promote the game. When one camp wins (eliminates all virtual objects in the opposite camp), the game ends. At present, when the above reasoning game is played, the player needs to control the virtual object to complete the corresponding task at different stages, and eliminate the virtual object of the opposite camp while completing the task. This process relies on the reasoning and judgment ability of the player and the objective progress of the game. If the player's reasoning process is not smooth, it will affect the progress of the game, and thus cause a large consumption of terminal power and / or data traffic. SUMMARY
[0005] Therefore, the purpose of the present application is to provide a game progress control method and device, an electronic device and a storage medium, which can assign additional skills in the game to corresponding first virtual objects, and automatically unlock the corresponding additional skills when the game progress reaches a progress threshold, so that the first virtual object with the additional skill uses the corresponding additional skill in the action stage of the game. The release of the additional skill can help the player eliminate the virtual objects of the opposite camp through corresponding reasoning. In this way, the progress of the game can be accelerated, thereby reducing the consumption of terminal power and data traffic during the game process.
[0006] In a first aspect, the embodiments of the present application also provide a game progress control method, which provides a graphical user interface through a terminal device, the graphical user interface including a virtual scene of a current game stage, the game stage including an action stage and a discussion stage, and the method includes:
[0007] In the action stage, at least part of a first virtual scene of the action stage and a first virtual object located in the first virtual scene are displayed in the graphical user interface;
[0008] A skill configuration parameter of the first virtual object is acquired to determine an additional skill newly added to the first virtual object on the basis of a default skill of the role; the default skill is a skill assigned according to an identity attribute of the first virtual object;
[0009] When a virtual task completion progress in the game stage reaches a progress threshold, the first virtual object is controlled to unlock the additional skill, and on the basis of a default skill control for triggering the default skill of the first virtual object, an additional skill control for triggering the additional skill of the first virtual object is provided in the graphical user interface;
[0010] In response to a preset triggering 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: a second virtual object, a role icon of the second virtual object, the first virtual object, and a role icon of the first virtual object; the discussion stage is configured to determine a game state of the at least one second virtual object or the first virtual object according to a discussion stage result.
[0011] In a possible implementation, the virtual task includes a task completed by virtual objects of all first role attributes in the game stage;
[0012] The virtual task completion progress in the game stage indicates a progress of the virtual task completed by virtual objects of the first role attribute in the game stage;
[0013] The first virtual object is a virtual object of a first role attribute.
[0014] In a possible implementation, the additional skill includes at least one of the following: an identity betting skill, an identity verification skill, a guidance skill, and a task doubling skill.
[0015] In a possible implementation, if the additional skill includes the identity betting skill, the control method further includes:
[0016] After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, the first virtual object and the second virtual object are controlled to perform identity betting; and
[0017] In displaying the second virtual scene corresponding to the discussion stage, identity gambling result related information is displayed on the first virtual object or a role icon of the first virtual object included in the second virtual scene, or on a target second virtual object or a role icon of the target second virtual object included in the second virtual scene.
[0018] In a possible implementation, if the additional skill includes the identity verification skill, the control method further includes:
[0019] After the identity verification skill is unlocked, in response to the identity verification skill control being triggered, 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 stage and / or the second virtual scene of the discussion stage displayed by 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 triggering event includes:
[0023] In response to the distance between the first virtual object and a virtual object in a target state being less than a first distance threshold, the graphical user interface is controlled to display the second virtual scene corresponding to the discussion stage.
[0024] In a possible implementation, if the additional skill includes the guiding skill, the control method further includes:
[0025] After the guiding skill is unlocked, in response to the guiding skill control being triggered, position information of a virtual object in a target state within a second distance threshold range from the first virtual object is obtained;
[0026] According to the position information, an index corresponding to the position information is displayed in the graphical user interface to indicate the direction of the virtual object in the target state in the first virtual scene;
[0027] In response to a movement instruction, the first virtual object is controlled to move.
[0028] In a possible implementation, if the additional skill includes the 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 a virtual task corresponding to the first virtual object, a reward of the virtual task is doubled according to a preset ratio.
[0030] In a possible implementation, the virtual task completion progress is displayed through a first progress prompt control provided in the graphical user interface.
[0031] The first progress prompt control further displays at least one unlocking identifier for prompting that a corresponding additional skill can be unlocked at a 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 a progress of the additional skill being unlocked.
[0033] In a second aspect, the embodiments of the present application further provide a game process control apparatus, which provides a graphical user interface through a terminal device, the graphical user interface includes a virtual scene of a current game stage, the game stage includes an action stage and a discussion stage, and the apparatus includes:
[0034] a scene display module, configured to display at least part of a first virtual scene of the action stage and a first virtual object located in the first virtual scene in the graphical user interface in the action stage;
[0035] a skill determination module, configured to acquire a skill configuration parameter of the first virtual object, to determine an additional skill newly added to the first virtual object on the basis of a default skill of a role; the default skill is a skill assigned according to an identity attribute of the first virtual object;
[0036] a skill unlocking module, configured to determine that a virtual task completion progress in the game stage reaches a progress threshold, to control the first virtual object to unlock the additional skill, and to provide an additional skill control for triggering the additional skill on the basis of providing a default skill control for triggering the default skill in the graphical user interface;
[0037] a scene switching module, configured to control the graphical user interface to display a second virtual scene corresponding to the discussion stage in response to a preset triggering event; the second virtual scene includes at least one of the following: a second virtual object, a role icon of the second virtual object, the first virtual object, and a role icon of the first virtual object; and the discussion stage is configured to determine a game state of the at least one second virtual object or the first virtual object according to a discussion stage result.
[0038] In a possible implementation, the virtual task includes a task completed by virtual objects of all first role attributes in the game session;
[0039] The virtual task progress in the game session indicates a progress of the virtual task being collectively completed by virtual objects of the first role attribute in the game session;
[0040] The first virtual object is a virtual object of the first role attribute.
[0041] In a possible implementation, the additional skill includes at least one of the following: an identity betting skill, an identity verifying skill, a guiding skill, and a task doubling skill.
[0042] In a possible implementation, the control apparatus further includes a betting skill release module, configured to:
[0043] After the identity betting skill is unlocked, in response to the identity betting skill control being triggered, the first virtual object is controlled to bet identity with a second virtual object; and
[0044] When the second virtual scene corresponding to the discussion stage is displayed, identity betting result related information is displayed on the first virtual object or a role icon of the first virtual object included in the second virtual scene, or on the target second virtual object or a role icon of the target second virtual object included in the second virtual scene.
[0045] In a possible implementation, the control apparatus further includes a verifying skill release module, configured to:
[0046] After the identity verifying skill is unlocked, in response to the identity verifying skill control being triggered, the first virtual object is provided with identity information of the target second virtual object.
[0047] In a possible implementation, the verifying skill release module is further configured to:
[0048] In the first virtual scene of the action stage and / or the second virtual scene of the discussion stage displayed by 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 used to control the graphical user interface to display the second virtual scene corresponding to the discussion stage in response to a preset triggering event, 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 control device controls the graphical user interface to display a second virtual scene corresponding to the discussion stage.
[0051] In a possible implementation, the control device further includes a guide skill release module, which is configured to:
[0052] After the guide skill is unlocked, in response to the guide skill control being triggered, the control device obtains position information of a virtual object in a target state within a second distance threshold range from the first virtual object;
[0053] According to the position information, the control device displays an index 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 a movement instruction, the control device controls the first virtual object to move.
[0055] In a possible implementation, the control device further includes a double skill release module, which is configured to:
[0056] After the task double skill is unlocked, in response to the task double skill control being triggered, the control device doubles the reward of a virtual task corresponding to the first virtual object when the first virtual object completes the virtual task.
[0057] In a possible implementation, the virtual task completion progress is displayed through a first progress prompt control provided in the graphical user interface.
[0058] The first progress prompt control further displays at least one unlocking identifier for prompting that a corresponding additional skill can be unlocked at a 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 configured to display the progress of unlocking the additional skill.
[0060] In a third aspect, an electronic device is provided, including a processor, a storage medium, and a bus. The storage medium stores machine readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine readable instructions to perform the steps of the game process control method according to any one of the first aspect.
[0061] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, which stores a computer program. When the computer program is run by a processor, the steps of the game process control method according to any one of the first aspect are executed.
[0062] The game process control method, device, electronic device and storage medium provided by the embodiments of the present application display the first virtual scene and the first virtual object in the action stage on the graphical user interface, and simultaneously determine the additional skills newly added to the first virtual object on the basis of the default skills according to the skill configuration parameters of the first virtual object. When it is determined that the virtual task completion progress in the game stage reaches the progress threshold, the first virtual object is controlled to unlock the additional skills, and the additional skill control for triggering the additional skills is displayed on the graphical user interface. In response to a preset triggering event, the graphical user interface is controlled to switch to the second virtual scene in the discussion stage, and the game states of the first virtual object and each second virtual object are displayed. In this way, the game process can be accelerated, thereby reducing the consumption of the power and data flow of the terminal in the game process.
[0063] In order to make the above objectives, characteristics and advantages of the present application more apparent and understandable, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0064] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be considered as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0065] Figure 1 A flowchart of a game process control method provided by the embodiments of the present application;
[0066] Figure 2 A game scene schematic diagram for the action stage;
[0067] Figure 3 A game scene schematic diagram for the discussion stage;
[0068] Figure 4 A game scene schematic diagram for the identity betting stage;
[0069] Figure 5 One of the interface schematic diagrams of the first virtual scene provided by the embodiments of the present application;
[0070] Figure 6 One of the interface schematic diagrams of the second virtual scene provided by the embodiments of the present application;
[0071] Figure 7 Fig. 2 is a second interface schematic diagram of a first virtual scene provided by an embodiment of the present application;
[0072] Figure 8 Fig. 3 is a third interface schematic diagram of a first virtual scene provided by an embodiment of the present application;
[0073] Figure 9 Fig. 4 is a second interface schematic diagram of a second virtual scene provided by an embodiment of the present application;
[0074] Figure 10 Fig. 5 is a movement schematic diagram of a virtual object provided by an embodiment of the present application;
[0075] Figure 11 Fig. 6 is a first structural schematic diagram of a game progress control device provided by an embodiment of the present application;
[0076] Figure 12 Fig. 7 is a second structural schematic diagram of a game progress control device provided by an embodiment of the present application;
[0077] Figure 13 Fig. 8 is a structural schematic diagram of an electronic device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0078] In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the following will be combined with the accompanying drawings of the embodiments of the present application to make a clear and complete description of the technical solutions 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 the embodiments. The components of the embodiments of the present application described and shown in the accompanying drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by a person skilled in the art without creative work belongs to the scope of protection of the present application.
[0079] Virtual scene:
[0080] The virtual scene is a virtual scene displayed (or provided) by an application running on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a virtual environment that is half simulated and half fictional, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be a sky, a land, a sea, etc., wherein the land includes desert, city, and other environmental elements. The virtual scene is a scene of complete game logic of a virtual object controlled by a user, etc.
[0081] Virtual object:
[0082] refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an animation character, etc. The virtual object is a character controlled by a 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 person competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is pre-set, or is dynamically determined according to the number of clients joining the battle, and the embodiments of the present application do not limit this. In a possible implementation manner, 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 use skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0083] Player character:
[0084] refers to a virtual object that can be controlled by a player to move in a game environment, which can also be referred to as a shen character or a hero character in some electronic games. The player character can be at least one of a virtual person, a virtual animal, an animation character, and a virtual vehicle.
[0085] Game interface:
[0086] refers to an interface corresponding to an application provided or displayed through a graphical user interface, which includes a UI interface for player interaction and a game picture. In an optional embodiment, the UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as kill numbers, game times, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game picture is a display picture corresponding to a virtual scene displayed by a terminal device, and the game picture can include virtual objects such as game characters, NPC characters, and AI characters performing game logic in the virtual scene.
[0087] Virtual object:
[0088] Static object refers to a static object in a virtual scene, for example, a terrain, a house, a bridge, a vegetation, etc. in a game scene. The static object is often not directly controlled by a player, but can respond to the interactive behavior (such as attack, demolition, etc.) of a virtual object in the scene, and make corresponding performance, for example: the virtual object can demolish, pick up, drag, build, etc. the building. Alternatively, the virtual object can also be unable to respond to the interactive behavior of the virtual object, for example, the virtual object can also be a building, a door, a window, a plant, etc. in a game scene, but the virtual object cannot interact with it, for example, the virtual object cannot destroy or demolish the window, etc. The display method of the virtual map in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the display method of the virtual map runs on the server, the display method of the virtual map can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0089] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example: cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running body of the game program and the presentation body of the game picture are separated, and the storage and running of the information processing method are completed on the cloud game server. The client device is used for data reception, transmission and game picture presentation. For example, the client device can be a display device close to the user side with data transmission function, such as mobile terminal, television, computer, palm computer, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing games, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0090] In an optional embodiment, the terminal device can be a local terminal device. Taking games as an example, the local terminal device stores the game program and is used to present the game picture. The local terminal device is used to interact with the player through the graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and run. The way the local terminal device provides the graphical user interface to the player can include many ways, for example, it can be rendered and displayed on the display screen of the terminal, or it can be provided to the player through holographic projection. For example, the local terminal device can include a display screen for presenting a graphical user interface including a game picture, and a processor for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.
[0091] The application scenarios applicable to the present application are introduced. The present application can be applied to the field of game technology.
[0092] In a reasoning game, multiple players participating in the game jointly join the same game session. After entering the game session, different role attributes, such as identity attributes, are assigned to virtual objects of different players. Different camps are determined by assigning different role attributes, so that players win the game match by performing tasks assigned by the game in different session stages of the game session. For example, multiple virtual objects with A role attributes win the game match by “eliminating” virtual objects with B role attributes in the session stage. For example, 10 people are usually required to participate in the same session game. At the beginning of the game session, the identity information (role attributes) of the virtual objects in the game session is determined. For example, the identity information includes civilian identity and werewolf identity. Virtual objects with civilian identity win the game by completing assigned designated tasks in the session stage, or eliminate virtual objects with werewolf identity in the current game session to win the game. Virtual objects with werewolf identity eliminate other virtual objects with non-werewolf identity by performing attack behaviors in the session stage to win the game.
[0093] In the session stage of the reasoning game, there are usually two game stages: action stage and discussion stage.
[0094] In the action stage, one or more game tasks are usually assigned. In an optional implementation, one or more game tasks are assigned to each virtual object. Players control corresponding virtual objects to move in the game scene and perform corresponding game tasks to complete the game session. In an optional implementation, common game tasks are determined for virtual objects with the same role attribute in the current game session. In the action stage, virtual objects participating in the current game session can freely move to different areas in the game scene in the virtual scene of the action stage to complete the assigned game tasks. The virtual objects in the current game session include virtual objects with a first role attribute and virtual objects with a second role attribute. In an optional implementation, when the virtual objects with the second role attribute move to within a preset range of the virtual objects with the first role attribute in the virtual scene, they can respond to attack instructions and attack the virtual objects with the first role attribute to eliminate the virtual objects with the first role attribute.
[0095] In the discussion stage, the virtual objects representing the players are provided with a discussion function. The behavior of the virtual objects in the action stage is exhibited through the discussion function to determine whether to eliminate a specific virtual object in the current game session.
[0096] For example, For example, the game session includes two stages, namely an action stage and a discussion stage. In the action stage, multiple virtual objects in the game session are free to move in the virtual scene, and other virtual objects appearing within a preset range can be seen in the game picture presented through the virtual object view. The virtual object with a civilian identity completes the assigned game task by moving in the virtual scene, the virtual object with a werewolf identity destroys the task completed by the virtual object with a civilian identity in the virtual scene, or can execute a specific game task assigned, and at the same time, the virtual object with a werewolf identity can also eliminate the virtual object with a civilian identity by attacking the virtual object with a civilian identity in the action stage. When the game session stage enters the discussion stage from the action stage, the players discuss through the corresponding virtual objects to try to determine the virtual object with a werewolf identity according to the game behavior in the action stage, and determine the discussion result through voting, and determine whether there is a virtual object that needs to be eliminated according to the discussion result, if so, the corresponding virtual object is eliminated according to the discussion result, if not, there is no virtual object that needs to be eliminated in the current discussion stage. In the discussion stage, the discussion can be in the form of voice, text, or other forms.
[0097] In an embodiment of the present application, a schematic diagram of an implementation environment is provided. The implementation environment can include a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device respectively communicate with the server to realize data communication. In the present embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the display method of the game process provided by the present application, and the game server is a server end for executing the display method of the game process provided by the present application. Through the client, the first terminal device and the second terminal device can respectively communicate with the game server.
[0098] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional embodiment, the server establishes a game session according to the game request of the client. The parameters of the game session can be determined according to the parameters in the received game request, for example, the parameters of the game session can include the number of people participating in the game session, the level of the role participating in the game session, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game session is displayed through the graphical user interface of the first terminal device. In an optional embodiment, the server determines a target game session for the client from the multiple game sessions that have been established according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game session is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface of the first terminal device is a player role controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the player role to perform corresponding operations in the virtual scene.
[0099] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional embodiment, the server establishes a game session according to the game request of the client. The parameters of the game session can be determined according to the parameters in the received game request, for example, the parameters of the game session can include the number of people participating in the game session, the level of the role participating in the game session, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game session is displayed through the graphical user interface of the second terminal device. In an optional embodiment, the server determines a target game session for the client from the multiple game sessions that have been established according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game session is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, and the virtual object displayed in the graphical user interface of the second terminal device is a player role controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the player role to perform corresponding operations in the virtual scene.
[0100] The server performs data calculation according to 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 the corresponding virtual scene and / or virtual object in the graphical user interface according to the synchronization data issued by the server.
[0101] In the 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 session. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attribute, or can have different role attributes.
[0102] It should be noted that the virtual objects in the current game session can include two or more virtual objects, and different virtual objects can correspond to different terminal devices, that is, in the current game session, there are two or more terminal devices that respectively send and synchronize game data with the game server.
[0103] The embodiment of the application provides a game process control method, which can assign an additional skill in a game to a corresponding first virtual object, and actively unlock the corresponding additional skill when the game progress reaches a progress threshold, so that the first virtual object with the additional skill uses the corresponding additional skill in the action stage of the game. The release of the additional skill can help the player eliminate virtual objects in the opposite camp through corresponding reasoning, and in this way, the progress of the game can be accelerated, thereby reducing the consumption of the power and data flow of the terminal in the game process.
[0104] Please refer to Figure 1 , Figure 1 The embodiment of the application provides a game process control method. As shown in Figure 1 The game process control method provided by the embodiment of the application comprises the following steps.
[0105] S101, in the action stage, displaying at least part of a first virtual scene and a first virtual object in the first virtual scene in the graphical user interface.
[0106] S102, acquiring a skill configuration parameter of the first virtual object to determine an additional skill newly added to the first virtual object on the basis of a role default skill; the default skill is a skill assigned according to an identity attribute of the first virtual object.
[0107] S103, when the virtual task completion progress in the session stage reaches a progress threshold, controlling the first virtual object to unlock the additional skill, and providing an additional skill control for triggering the additional skill on the basis of providing a default skill control for triggering the default skill in the graphical user interface.
[0108] S104, in response to a preset triggering event, controlling 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: a second virtual object, a role icon of the second virtual object, the first virtual object, a role icon of the first virtual object; the discussion stage is configured to determine the game state of the at least one second virtual object or the first virtual object according to a discussion stage result.
[0109] In the embodiments of the present application, the corresponding game scene can be a reasoning game. Specifically, the reasoning game is a kind of multi-player participation, language description driven, and strategy game that tests the ability of eloquence and analysis. All virtual objects in the reasoning game can be generally divided into two categories: virtual objects with special identities and virtual objects without special identities. The virtual objects without special identities need to identify the enemy virtual objects with special identities. The following will be described taking the virtual scene as a reasoning game scene as an example.
[0110] In step S101, in the reasoning game scene in the embodiments of the present application, the game stage can include two stages, namely, an action stage and a discussion stage. In the action stage, each virtual object moves in each activity area to complete a plurality of tasks. When the game process is in the action stage, a first virtual scene corresponding to the action stage and a 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 be switched along with the movement of the first virtual object. For example, the first virtual object is currently walking on the road, so the corresponding first virtual scene displays the road on which the first virtual object walks, a plurality of 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 certain task area, so the corresponding first virtual scene will switch to display the scene in the activity area entered by the first virtual object, which can include the furnishings in the task area and other virtual objects in the task area.
[0112] Meanwhile, in the embodiments 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 (the upper right corner, etc.) of the graphical user interface. Similarly, the display content of the scene thumbnail will also change along with the movement of the first virtual object.
[0113] Here, the action stage and the discussion stage can be switched based on the triggering of a preset triggering event. For example, after switching to the discussion stage, the virtual objects can determine the virtual object that is out of the game through speaking and voting, and the game ends until the winning condition of a certain side is reached.
[0114] In step S102, the acquired skill configuration parameter indicates a default skill that the first virtual object can use throughout the game session, and a newly added skill that can be unlocked after certain conditions are met, which 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, the terminal device establishes communication with the game server and enters the game session assigned by the game server, and when the game session starts, the game server assigns different role attributes to the virtual objects in the current game session, determines the corresponding skill configuration parameters, and sends the skill configuration parameters to the corresponding terminal devices. In this embodiment, the game server sends the configuration parameters to the terminal device controlling the first virtual object.
[0115] In the embodiments of the present application, the first virtual object is a virtual object with a first role attribute, and the virtual task includes all tasks completed by virtual objects with the first role attribute in the game session. For example, in a reasoning game, the first virtual object can be a virtual object with a civilian identity. The virtual task includes all tasks completed by all civilians in the game session. The default skill of the first virtual object is a skill assigned according to the identity attribute of the first virtual object, and other virtual objects belonging to the same identity attribute in the game can also be assigned to the default skill; the additional skill is a skill that is unlocked by multiple virtual objects with the same identity attribute in the game completing corresponding tasks together. In an optional embodiment, the additional skill is randomly assigned to any virtual object with the same identity attribute (for example, a civilian identity). The virtual object assigned to the newly added skill knows its default skill and additional skill, while the virtual object that is not assigned to the additional skill knows what the additional skill is, but does not know the specific virtual object to which the additional skill is assigned. In an optional embodiment, the additional skill is determined according to the user's selection. For example, at the start of the current game session, an additional skill selection function is provided, and the player determines the assigned skill in the current game session through the additional skill selection function.
[0116] The additional skill can be divided into two types, namely active skill and passive skill, wherein the active skill refers to an additional skill that the first virtual object has the initiative to select the implementation object of the additional skill, and the passive skill refers to an additional skill that the first virtual object does not have the initiative to select the implementation object of the additional skill. Here, in the embodiments of the present application, the additional skill can include at least one of the following: identity betting skill, identity verification skill, guidance skill, and task doubling skill, wherein the identity betting skill and the identity verification skill belong to the active skill; the guidance skill and the task doubling skill belong to the passive skill.
[0117] The identity gambling skill refers to that a first virtual object using the identity gambling skill can identify a second virtual object as an enemy virtual object with a special identity, if the identity verification is correct, the gambling 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 death state, and the game of the identified virtual object ends; if the identity verification fails, the gambling 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 death state, and the game of the first virtual object ends. Although there is a risk in using the identity gambling skill, once it is used, it can eliminate one virtual object in the game, thus helping to speed up the game process, thereby reducing the power consumption and data traffic of the terminal.
[0118] For example, a first virtual object with a non-special identity has an identity gambling skill, and identifies the identity of the fourth virtual object as a special identity, if the real identity of the fourth virtual object is a special identity, the first virtual object gambles successfully, and the fourth virtual object is sealed (death).
[0119] The identity verification skill refers to that a first virtual object using the identity verification skill can randomly select a virtual object from other players in the game (i.e., a second virtual object) still in a survival state to require to view the identity information of the virtual object, once the first virtual object uses the identity verification skill, the identity information of the virtual object required to display the 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 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 consumption and data traffic of the terminal.
[0120] The guidance skill refers to that a first virtual object using the guidance skill can determine the position information of other virtual objects that have ended the game according to the guidance when doing a task, and move to the position according to the prompt route, thereby triggering the collective discussion stage, which helps to speed up the game process, thereby reducing the power consumption and data traffic of the terminal.
[0121] The task doubling skill refers to that a first virtual object using the task doubling skill can obtain a certain percentage of additional points when doing the same task, in this way, not only the task points of the first virtual object are improved, but also the task completion progress of all virtual objects belonging to the same identity as the first virtual object is indirectly improved, the game process is accelerated, and the power consumption and data traffic of the terminal are reduced.
[0122] In step S103, the virtual task completion progress indicates the progress of the virtual task being collectively completed by the virtual objects having the same first role attribute in the game stage, i.e., in the embodiments of the present application, the virtual task completion progress is the progress of the task being collectively completed by all virtual players without special identity, which is different from the case in the prior art where the game progress is only the display of the completion progress of one virtual object. In this way, the game process can be accelerated, and accordingly, in a reasoning game, the first virtual object can be a virtual object with a civilian identity, i.e., the first role attribute is a civilian.
[0123] Here, the unlockable additional skills corresponding to each different virtual task completion progress are set in advance. Once the virtual task completion progress reaches the progress threshold, the corresponding additional skill is unlocked, and the virtual object having the additional skill can use the unlocked additional skill at an appropriate time.
[0124] In the division of 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, in the current game, three additional skills can be unlocked, and the corresponding additional skills can be unlocked at the virtual task completion progress of 25%, 50%, and 75%. Correspondingly, the thresholds of different task execution progress can also be randomly divided. For example, in the current game, three additional skills can also be unlocked, and one corresponding additional skill can be unlocked at the virtual task completion progress of 30%, 50%, and 80%. In addition, the number of additional skills that can be unlocked when the progress threshold is reached is not specifically limited in the embodiments of the present application, and can be any number set according to the game, for example, two additional skills can be unlocked when the virtual task completion progress reaches 30% of the overall virtual task.
[0125] In addition, the additional skills that can be unlocked at different stages can be the same or different, and the unlocking order and number of specific skills are set by the game in advance.
[0126] Here, when the additional skill is not unlocked, the virtual object assigned with the additional skill can know the additional skill it has, but the virtual skill cannot be used when it is not unlocked. When the additional skill is unlocked, in addition to the default skill control for triggering the default skill in the graphical user interface of the player having the additional skill, an additional skill control for triggering the additional skill is also provided.
[0127] In the embodiments of the present application, the virtual task completion progress is displayed through the first progress prompt control provided in the graphical user interface, and the first progress prompt control also displays at least one unlock identifier for prompting that the corresponding additional skill can be unlocked at the preset progress.
[0128] Here, the first progress prompt control can be displayed at a specific position (such as the upper left corner, etc.) in the graphical user interface, and the additional skills that can be unlocked are prompted by text information at the corresponding position of the first progress prompt control, and are marked with special marks on the first progress prompt control.
[0129] Here, the specific display form of the first progress prompt control can be a progress bar form. When the progress bar reaches 100%, it means that the virtual object team with the same first role attribute as the first virtual object has completed the virtual task.
[0130] Among them, the form of the progress bar can be a long strip type progress bar or a long strip type progress bar. When the form of the progress bar is a long strip, the various additional skills that can be unlocked are arranged in the length direction of the long strip progress bar. When the form of the progress bar is a circle, the various additional skills that can be unlocked are arranged in a specific direction (for example, clockwise or counterclockwise) 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 the additional skill being unlocked.
[0132] For example, please refer to Figure 2 , Figure 2 is a game scene diagram of the action stage. In the graphical user interface 200, there are players 1, 2 and 3 (wherein the first virtual object is player 1) who are currently acting, indicating that players 1, 2 and 3 are currently in the same game scene. A first progress bar 210 (for example, the progress bar is a long strip) is displayed in the upper left corner of the graphical user interface 200. The current virtual task completion progress is displayed on the first progress bar 210, and the unlock mark 2101 of the additional skill that can be unlocked and the progress mark 2102 corresponding to the unlock mark of the additional skill that can be unlocked are also displayed on the first progress bar 210. 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. Exemplarily, the unlock mark 2101 can be highlighted, indicating that the task has been unlocked. In the graphical user interface 200, there are skill default skill controls (not shown in the figure) that player 1 can apply and additional skill controls 220 that are to be unlocked. The player controls the use of the default skill controls and the additional skills that have been unlocked by using the controls 230, while setting a second progress bar 240 under the additional skill controls 220 (and marking the threshold value of the virtual task completion when the additional skill can be unlocked on the second progress bar 240). Figure 2 Figure 2 As shown in FIG. 2, when the additional skill is unlocked, the second progress bar 240 is filled, indicating that the player 1 can use the additional skill. Meanwhile, in order to facilitate the player to better determine the current situation of the scene, a current scene thumbnail 250 is provided in the upper right corner of the graphical user interface 200, through which the player can know the game scene in real time during the game process.
[0133] In step S104, the preset triggering event is an event for triggering the discussion stage. In the reasoning game scenario of the embodiment of the present application, the preset triggering event can be the time for switching the game stage, for example, the triggering control for switching the game stage is triggered, the distance between the first virtual object and the virtual object in the target state is less than a first distance threshold, etc.
[0134] Specifically, in response to the preset triggering event, the step of controlling the graphical user interface to display the second virtual scene corresponding to the discussion stage comprises:
[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 the second virtual scene corresponding to the discussion stage.
[0136] In the embodiment of the present application, the triggering of the discussion stage is the event of finding a virtual object in the target state, and the finding of the virtual object in the target state is bound to be in the vicinity of the virtual object in the target state. Therefore, a first distance threshold is set, and when the first virtual object moves to an area less than the first distance threshold from the virtual object in the target state, the first virtual object triggers the discussion, and the graphical user interface is controlled to switch from the first virtual scene of the action stage to the second virtual scene corresponding to the discussion stage.
[0137] The first distance threshold is set according to the principle that within the distance threshold, a virtual object in the target state can be found.
[0138] Here, when the game process is switched from the action stage to the discussion stage, the game scene displayed in the graphical user interface will be switched from the first virtual scene to the second virtual scene, and all virtual objects in the current game will be displayed in the second virtual scene.
[0139] In the discussion stage, the basic information to be obtained includes: which virtual object initiates the discussion, which virtual object is in a death state when initiating the discussion, the last position of the virtual object in the death state, and the positions of the virtual objects when initiating the discussion, and the like, and then the game reasoning is performed according to the above basic information to obtain a correct reasoning result, and the information is displayed in the second virtual scene for reference.
[0140] In the second virtual scene, the second virtual object, the role icon of the second virtual object, the first virtual object, and the role icon of the first virtual object can be displayed.
[0141] In the embodiments of the present application, in the display process of each second virtual object, the second virtual object and the icon of the second virtual object can be displayed together in the second virtual scene. When the two are displayed simultaneously, the icon corresponding to the second virtual object (the avatar of the second virtual object, etc.) can be displayed at the preset position (on the head, etc.) of the second virtual object. Alternatively, only the second virtual object can be displayed in the second virtual scene. Alternatively, only the icon of the second virtual object can be displayed in the second virtual scene. Similarly, the display mode of the first virtual object can be similar to the display modes of the second virtual object, and details are not repeated here.
[0142] In the embodiments of the present application, when the discussion stage starts, some virtual objects can be in a death state, but the game characters that have died in the discussion stage will still appear in the second virtual scene. In order to distinguish the virtual objects in the survival state from the virtual objects in the death state, the virtual objects in the survival state and the virtual objects in the death state can be displayed in different display states. For example, the virtual object in the death state can be a virtualized human image.
[0143] Here, when a virtual object is in a death state, the role name, the death reason, and the death position of the virtual object need to be displayed at the preset position of the virtual object, so that the virtual objects in the survival state can perform game reasoning according to the above information.
[0144] In the embodiments of the present application, after the discussion stage ends, a voting link is performed, and the voting result can also be displayed in the second virtual scene during the voting process.
[0145] In the embodiments of the present application, the game state of the virtual object can be changed in the discussion stage, and after the discussion stage ends, the current state of each virtual object needs to be determined according to the discussion result.
[0146] For example, the A virtual object is determined to be a virtual object with a special identity in the discussion stage, and the voting result is correct, and it is determined that the A virtual object is caught, the A virtual object is sealed, and the game state of the A virtual object is changed from the survival state to the death state.
[0147] For example, please refer to Figure 3 , Figure 3 The game scene schematic diagram of the discussion stage is as shown in Figure 3 , players 1 to 5 are displayed in the graphical user interface, and player 2 is in the death state before participating in the discussion stage, so that the display state of player 2 is virtualized when displayed, to prompt other players that the player is in the death state, to provide a reference for the voting link, that is, there is no need to vote for player 2 again, and the identity of player 2 can also be indicated according to the death reason of player 2, to exclude interference items for confirming the identity of other players.
[0148] Further, when the first virtual object obtains different additional skills, the game process can be promoted by different additional skills, and different additional skills will produce different results in the game process in specific implementation and use, which will be described below:
[0149] First, if the additional skill includes an identity betting skill:
[0150] a1: after the identity betting skill is unlocked, in response to the identity betting skill control being triggered, the first virtual object and the second virtual object are controlled to bet on the identity.
[0151] In the embodiment of the application, when the virtual task completion progress threshold value that can unlock the identity betting skill is reached, it is determined that the identity betting skill of the first virtual object with 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 can be triggered by the player controlling the first virtual object applying a touch operation to the additional skill control, and when it is determined that the touch operation of the player on the additional skill control is received, the identity betting skill is triggered.
[0153] Wherein, when the identity betting skill is triggered, the first virtual object needs to provide the name of the second virtual object that wants to bet and the selected identity information of the second virtual object, and the selected second virtual object is bet on the identity according to the above information.
[0154] In the embodiments of the present application, after the first virtual object and the second virtual object triggering the identity gambling are determined, the graphical user interface displays a third virtual scene of the identity gambling; the third virtual scene includes at least one of the following: the second virtual object, a role icon of the second virtual object, the first virtual object, a role icon of the first virtual object, gambling information, etc.
[0155] Here, in the display process of the second virtual object, the second virtual object and the icon of the second virtual object can be displayed together in the second virtual scene. When the two are displayed simultaneously, the icon corresponding to the second virtual object can be displayed at the preset position (on the head, etc.) of the second virtual object. Alternatively, only the second virtual object can be displayed in the second virtual scene. Alternatively, only the icon of the second virtual object can be displayed in the second virtual scene. Similarly, the display mode of the first virtual object can be similar to the multiple display modes of the second virtual object, which will not be described here.
[0156] The gambling information includes the role name of the virtual object initiating the identity gambling, the role name of the virtual object being gambled, and the gambling result information (gambling success or gambling failure), etc.
[0157] Here, in order to increase the interest and richness of the game display, an icon (such as a die) indicating the gambling process can also be displayed in the third virtual scene. Different identity information is displayed on different sides of the die. In the gambling process, the identity information on the upper side of the die when the die stops rotating is the real identity information of the target second virtual object.
[0158] For example, refer to Figure 4 , Figure 4 The game scene diagram of the identity gambling stage is shown in the graphical user interface 200. The player 4 and the player 1 (the first virtual object) are displayed. The gambling prompt area 410 is displayed in the graphical user interface 200. The 4th player who proposes the identity gambling and the player who receives the gambling are displayed in the gambling prompt area 410. At the same time, the gambling result prompt area 420 is also displayed in the graphical user interface 200. The result information of this gambling is indicated in the gambling result prompt area 420. Exemplarily, a die 430 is also displayed in the graphical user interface 200 to indicate the gambling process and the real identity information of the gambled player. When the identity gambling is performed, the player 1 (taking the reasoning game as an example) thinks that the player 4 is a virtual object belonging to the enemy camp (taking the reasoning game as an example For example, the identity of the player 1 is a civilian. For example, the identity of the player 4 is a werewolf. Therefore, the player 1 proposes the identity gambling to the player 4. When the real identity of the player 4 is indeed a virtual object belonging to the enemy camp (taking the reasoning game as an example For example, when the identity of player 4 is a werewolf, player 1 bets successfully, and player 4 is sealed.
[0159] a2: when the second virtual scene corresponding to the discussion stage is displayed, identity betting result related information is displayed on the first virtual object or the role icon of the first virtual object included in the second virtual scene, or on the target second virtual object or the role icon of the target second virtual object included in the second virtual scene.
[0160] In the embodiments of the present application, when 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 or the icon of the first virtual object initiating the identity betting, and correspondingly, the identity betting result related information also needs to be displayed on the target second virtual object or the role icon of the target second virtual object.
[0161] In the embodiments of the present application, since there will be a party sealed (dead) in the identity betting process, the betting result of the virtual object (target role or target second virtual object) sealed in the betting process can be displayed in the death reason information (cause of death: betting failure) and the like.
[0162] In the betting process, since the opposite virtual object is sealed on the premise that the first virtual object bets successfully, the betting success and sealing can be displayed on the sealed opposite virtual object or the icon of the sealed opposite virtual object, so that the true identity of the opposite virtual object can be known to other positive virtual objects, thereby providing a reference for subsequent reasoning process.
[0163] Second, if the additional skill includes the identity verification skill:
[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 the embodiments of the present application, similarly, when the virtual task completion progress threshold value that can unlock the identity verification skill is reached, it is determined that the identity verification skill of the first virtual object possessing the identity verification skill is unlocked, and the additional skill control corresponding to the identity verification skill is displayed on the graphical user interface.
[0166] Here, the identity verification skill control being triggered can be that the player controlling the first virtual object applies a touch operation to the additional skill control, and when it is determined that the touch operation of the player on the additional skill control is received, the identity verification skill is triggered.
[0167] The touch operation can be a sliding operation, a clicking operation, a long-pressing operation, or the like.
[0168] In the same way, when the identity verification skill is triggered, the character name of the second virtual object that wants to verify the identity is also needed to be provided. In response to the identity verification skill 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 the identity verification on the second virtual object, the verification can be initiated in the vicinity of the second virtual object or can be initiated without being in the vicinity of the second virtual object.
[0170] In the embodiments of the present application, when the first virtual object that triggers the identity verification skill is not in the vicinity of the second virtual object, in response to the touch operation of the first virtual object on the character list, the second virtual object is determined.
[0171] The character list is a list that can contain icons or names of a plurality of second virtual objects.
[0172] b2: displaying the identity information of the second virtual object at a preset position of the second virtual object in the first virtual scene of the action stage and / or the second virtual scene of the discussion stage displayed by the graphical user interface.
[0173] The identity information of the second virtual object can be displayed at the preset position of the second virtual object and be visible to all virtual objects or only visible 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 target second virtual object can be displayed at the preset position of the second virtual object. Optionally, the identity information of the second virtual object can be displayed only to the first virtual object, and other second virtual objects that do not trigger the identity verification skill or do not use the identity verification skill on the second virtual object cannot know the identity information of the second virtual object.
[0175] Here, the stage at which the identity information of the second virtual object is displayed can be only in the action stage, when each virtual object performs a task in the action stage, the first virtual object triggering the identity verification skill will see the identity information of the second virtual object when encountering the second virtual object, but the first virtual object cannot see the identity information of the second virtual object in the discussion stage. Therefore, for the scenario of displaying the identity information of the second virtual object only in the action stage, the first virtual object needs to record the identity information of the second virtual object after determining the identity information of the second virtual object; it can also be displayed only in the discussion stage, when each virtual object is in the discussion stage, the identity information of the second virtual object is displayed to the first virtual object triggering the identity verification skill; it can also be displayed in the action stage and the discussion stage. In this scenario, as long as the first virtual object triggering 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 triggering the identity verification skill.
[0176] In the embodiments of the present application, the preset position of the target second virtual object can be on the target second virtual object or on the icon of the target second virtual object, which is not limited here.
[0177] Third, if the additional skill includes a guide skill:
[0178] c1: After the guide skill is unlocked, the position information of the virtual object in the target state within the second distance threshold range from the first virtual object is obtained in response to the guide skill control being triggered. Here, the target state can be an imprisonment state (for example, death), a frozen state, an injury state, and a trapped state.
[0179] In the embodiments of the present application, when the virtual task completion progress threshold value at which the guide skill can be unlocked is reached, it is determined that the guide skill of the first virtual object with the guide skill unlocked is unlocked, and the additional skill control corresponding to the guide skill is displayed on the graphical user interface.
[0180] Here, when the first virtual object unlocks the guide skill, the position information of the virtual object in the target state within the second distance threshold range from the first virtual object is obtained.
[0181] The second distance threshold can be set as a distance range that the first virtual object can reach within a certain time, or can be within the field of view of the first virtual object.
[0182] Here, there can be more than one virtual object in the target state within the second distance threshold range from the first virtual object, and the multiple virtual objects in the target state can be aggregated and displayed to the first virtual object in the form of a list.
[0183] When the target state is a death state, the order of the multiple dead virtual objects in the list can be sorted according to the time distance between the death time of each dead virtual object and the current time, or can be sorted according to the distance between the specific first virtual object of each dead virtual object.
[0184] c2: According to the position information, display an index 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.
[0185] When there is more than one virtual object in the target state, the corresponding index indicating the position information can facilitate the player to select the virtual object in the target state to be moved to.
[0186] c3: In response to the movement instruction, control the first virtual object to move.
[0187] For example, taking the death state as the target state, in response to the movement instruction, the route of the first virtual object to the position of the dead virtual object can be planned according to the position information. Here, different routes can be planned for the first virtual object, for example, the nearest distance route from the current position of the first virtual object to the position of the dead virtual object, or the route with the least number of second virtual objects encountered by the first virtual object from the current position to the position of the dead virtual object, etc. Alternatively, the multiple routes determined can be displayed as a route list to the first virtual object for the first virtual object to select the most suitable route for itself.
[0188] Here, optionally, during 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 at the same time, the moving direction of the first virtual object is indicated in real time.
[0189] Correspondingly, after the first virtual object reaches the position 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 displays the second virtual scene corresponding to the discussion stage.
[0190] Fourth, if the additional skill includes a task doubling skill:
[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 the embodiments of the present application, when the virtual task completion progress threshold that can unlock the task doubling skill is reached, it is determined that the task doubling skill of the first virtual object is unlocked, and the additional skill control corresponding to the task doubling skill is displayed on the graphical user interface.
[0193] Here, the task doubling skill control is triggered when the player controlling the first virtual object applies a touch operation to the additional skill control. When it is determined that the touch operation of the player 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, the virtual reward corresponding to the task is doubled according to a preset ratio when the first virtual object completes the task again, so that the first virtual object can obtain more rewards to complete the virtual task as soon as possible and speed up the game progress.
[0195] Here, the preset ratio of the doubling can be set according to the difficulty of the task. For example, when the task is difficult to complete, the preset ratio of the reward obtained by using the doubling skill is set to be high.
[0196] The game progress control method provided in the embodiments of the present application displays the first virtual scene and the first virtual object in the action stage on the graphical user interface, and determines the additional skill of the first virtual object added on the basis of the default skill according to the skill configuration parameter of the first virtual object. When it is determined that the virtual task completion progress in the game stage reaches the progress threshold, the additional skill of the first virtual object is unlocked, and the 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 switched to the second virtual scene in the discussion stage, and the game state of the first virtual object and each second virtual object is displayed. In this way, the game progress can be accelerated, thereby reducing the consumption of power and data flow of the terminal in the game process.
[0197] The following provides a specific game session embodiment. As described in the above embodiments, in a game session, there are usually two game stages: an action stage and a discussion stage. Based on the two game stages, the following functions in the game session are provided. The functions that appear in the action stage usually include the following first to eighth functions, and the functions that appear in the discussion stage usually include the first, second and seventh functions.
[0198] First, the embodiment provides a display function of a virtual map. In response to a movement operation for a first virtual object, the first virtual object is controlled to move in a first virtual scene, and a first virtual scene range displayed in a graphical user interface is controlled to correspondingly change according to 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 the embodiment, the description is from the perspective of a first virtual object with a target identity. A first virtual scene is first provided in a graphical user interface, as shown in the figure, in the first virtual scene, the virtual object can move, or perform a game task or perform other interactive operations. A user issues a movement operation for the first virtual object, and controls the first virtual object to move in the first virtual scene. In most cases, the first virtual object is located at a relatively central position of a first virtual scene range displayed in the graphical user interface. A virtual camera in the first virtual scene moves following the movement of the first virtual object, thereby causing the first virtual scene range displayed in the graphical user interface to correspondingly change according to the movement of the first virtual object. Figure 5
[0200] The virtual objects participating in the current game are in the same first virtual scene, so during the movement of the first virtual object described above, if the first virtual object is close to other virtual objects, other virtual objects controlled by other players as characters can enter the first virtual scene range displayed in the graphical user interface, as shown in the figure, in the first virtual scene range, two second virtual objects in the vicinity are displayed. In addition, the graphical user interface also displays movement controls for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene. Figure 5
[0201] When the user controls the first virtual object to move in the first virtual scene, the user can determine a target virtual object from a plurality of second virtual objects in a survival state, which can be understood as virtual objects in a survival state other than the first virtual object in the current game. Specifically, the user can determine the target virtual object according to the position, behavior, etc. of each second virtual object, for example, select a virtual object that is relatively isolated and not easy to be discovered by other virtual objects when attacking as the target virtual object. After the target virtual object is determined, the first virtual object is controlled to move from an initial position to a position where the target virtual object is located and perform a specified operation on the target virtual object in the first virtual scene, and then the target virtual object enters a target state.
[0202] Once a preset trigger event is initiated, a second virtual scene is displayed in the graphical user interface. For example, this trigger event can be a specific trigger operation, which can be executed by any virtual object in a live state, such as... Figure 5 In this game, by triggering the discussion 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 current game move from the first virtual scene to the second virtual scene. In addition to the first virtual object or its icon, the second virtual scene also includes at least one second virtual object or its icon. The object icon can be the virtual object's avatar, name, etc.
[0203] In the second virtual scenario, virtual objects in a live state have the right to speak, discuss, and vote. However, the aforementioned target virtual object enters the target state, causing at least some of the interaction methods configured for the target virtual object in the second virtual scenario to be restricted. These interaction methods may include speaking and discussing, voting, etc. The restricted state may mean that a certain interaction method cannot be used, or that a certain interaction method cannot be used for a certain period of time, or that the number of times a certain interaction method can be limited is a specified number.
[0204] like Figure 6 As shown, the second virtual scene includes multiple virtual objects in a live 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 can include who initiated the discussion, who was attacked, the location of the attacked virtual object, and the location of each virtual object when the discussion was initiated.
[0205] Users can vote for a virtual object by clicking on it in the second virtual scene; a voting button will then appear nearby. Alternatively, users can click the abstain button to relinquish their right to vote.
[0206] In response to a touch operation on a function control, a location marking interface is displayed in the graphical user interface. In the location marking interface, the role identifiers of at least one second virtual object and / or one first virtual object are displayed based on location marking information reported by at least one second virtual object and / or one first virtual object. For a detailed implementation of this process, please refer to the embodiments described above.
[0207] Secondly, the embodiment provides an information display function of a virtual object. A first virtual scene and a first virtual object in the first virtual scene are displayed in a graphical user interface; in response to a movement operation for the first virtual object, the first virtual object is controlled to move in the first virtual scene, and a range of the first virtual scene displayed in the graphical user interface is controlled to change correspondingly according to the movement of the first virtual object; in response to an adding comment operation, a comment prompt information of at least one second virtual object is displayed in the graphical user interface; in response to a triggering operation for the comment prompt information, a target virtual object in the at least one second virtual object is added with comment information.
[0208] In the embodiment, the description is made from the perspective of a first virtual object with a target identity. A first virtual scene is provided in a graphical user interface, as shown in Figure 5 In the first virtual scene, the virtual object can move, or perform a game task or other interactive operation. A user issues a movement operation for the first virtual object, and controls the first virtual object to move in the first virtual scene. In most cases, the first virtual object is located at a relatively central position of a range of the first virtual scene displayed in the graphical user interface. A virtual camera in the first virtual scene moves following the movement of the first virtual object, which in turn causes the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
[0209] The virtual objects participating in the authority game are in the same first virtual scene, and thus, during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects can enter the range of the first virtual scene displayed in the graphical user interface. These virtual objects are characters controlled by other players, or non-player-controlled virtual characters. As shown in Figure 8 In the range of the first virtual scene, two second virtual objects in the vicinity are displayed. In addition, a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control for controlling the virtual object to enter a second virtual scene are displayed in the graphical user interface.
[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 survival state and / or at least one third virtual object in a death state. The at least one second virtual object in the survival state can be understood as a virtual object in a survival state other than the first virtual object in the current game. Specifically, the user can determine the target virtual object according to the position, behavior, etc. of each second virtual object. For example, the user can select a virtual object that is relatively isolated and difficult to be discovered by other virtual objects when attacking as the target virtual object, or select a virtual object with suspicious identity information inferred based on the position, behavior, etc. After the target virtual object is determined, the first virtual object can be controlled to move from the initial position to the position 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 a target state.
[0211] For example, in response to the adding comment operation, the comment prompt information of the at least one second virtual object can be displayed in the graphical user interface. In response to the triggering operation on the comment prompt information, the comment information can be added to the target virtual object in the displayed at least one second virtual object. At this time, the comment information can be displayed on the side of 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 moving operation, and the range of the first virtual scene displayed in the graphical user interface changes correspondingly according to the movement of the first virtual object, if the target virtual object appears in 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 displayed in the graphical user interface.
[0212] After the preset triggering event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the triggering event can be a specific triggering operation, which can be performed by any virtual object in a survival state. For example Figure 6 In the embodiment, the second virtual scene can be displayed in the graphical user interface by triggering the discussion control, so as to realize the switching of the virtual scene from the first virtual scene to the second virtual scene, and all virtual objects in the current game move from the first virtual scene to the second virtual scene. In addition to the first virtual object or the role model of the first virtual object, the object icon in the second virtual scene also includes at least one second virtual object or the role model of the second virtual object, the role icon, which can be the avatar, name, etc. of the virtual object.
[0213] In the second virtual scene, the virtual objects in the alive state have the right to speak and vote, and if the target virtual object enters the target state (e.g., added with the note information), the current player can see the target virtual object and the note information 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 interaction modes, which can include speaking and discussing interaction, voting interaction, note interaction, etc.; the state of being restricted to use can be that a certain interaction mode cannot be used, or a certain interaction mode cannot be used within a certain time period, or the number of times of a certain interaction mode is limited to a specified number. For example, the virtual character in the death state is limited to use the voting interaction, and the virtual character in the death state and with the known identity is limited to use the note interaction.
[0214] As shown in FIG. 8, in the second virtual scene, a plurality of virtual objects in the alive state are included, and the first virtual object can send discussion information through the right click input control and the voice translation control. The discussion information sent by the virtual object can be displayed on the discussion information panel, and the discussion information can include who initiates the discussion, who is attacked, the position of the virtual object being attacked, the position of each virtual object when the discussion is initiated, etc. Figure 6 The user can click a certain virtual object in the second virtual scene, and a voting button for the virtual object can be displayed near the virtual object, so as to vote for the virtual object. The user can also click the discard button to give up the voting right this time. In addition, the note control can also be displayed at the same time as the voting button, so as to add note information for the clicked virtual object based on the touch operation on the note control.
[0215] In addition, the note list can also be displayed in the second virtual scene, and the note prompt information is displayed in the note list, so as to add note information for the displayed target virtual object in response to the trigger operation on the note prompt information. The specific implementation of the process can be referred to the above embodiments.
[0216]
[0217] Thirdly, the embodiment provides a game process control function. In the action stage, a first virtual scene and a first virtual object in the first virtual scene are displayed on a graphical user interface. A skill configuration parameter of the first virtual object is obtained to determine an additional skill newly added to the first virtual object on the basis of a default skill of the first virtual object. The default skill is a skill assigned according to an identity attribute of the first virtual object. When a virtual task completion progress in the 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 on the basis of a default skill control for triggering the default skill on the graphical user interface. In response to a preset triggering 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: a second virtual object, a role icon of the second virtual object, the first virtual object, and a role icon of the first virtual object. The discussion stage is configured to determine a game state of at least one of the second virtual object or the first virtual object according to a discussion stage result. The specific implementation of the process can be referred to the following embodiments.
[0218] In the embodiments of the present application, the description is made from the perspective of a first virtual object with a first role attribute. A first virtual scene is first provided in the graphical user interface, as shown in the following figure. Figure 5 In the first virtual scene, the first virtual object can move, complete a virtual task, or perform other interactive operations. The user issues a movement operation for a target virtual object to control the first virtual object to move in the first virtual scene. In most cases, the first virtual object is located at a relatively central position of the first virtual scene range displayed in the graphical user interface. A virtual camera in the first virtual scene moves following the movement of the first virtual object, which in turn causes the first virtual scene range displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
[0219] When the user controls the first virtual object to move in the first virtual scene, the additional skill newly added to the first virtual object on the basis of the default skill of the first virtual object is determined according to the skill parameter of the first virtual object. The additional skill can include at least one of the following: an identity betting skill, an identity verification skill, a guidance skill, and a task doubling skill. Meanwhile, the progress of a virtual task completed by a plurality of other virtual objects with the same role attribute (the first role attribute) as the first virtual object in the current game stage is determined, and the progress of the virtual task is determined according to the additional skill. Figure 5The progress bar displayed in the middle is displayed, and when it is determined that the virtual task progress in the game stage reaches a progress threshold, the first virtual object is controlled to unlock an additional skill, and the first virtual object plays the game using the additional skill. For example, the first virtual object can use the pointing skill in the action stage to determine a virtual object in the first virtual scene that is within a preset distance threshold from the first virtual object and is in a target state (such as death), 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 that can be performed by any virtual object in a survival state, such as Figure 6 As shown in the middle, by triggering the discussion control, the second virtual scene can be displayed in the graphical user interface, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object and the object icon of the first virtual object. The object icon can be an avatar, a name, etc.
[0221] In the second virtual scene, the virtual object in the survival state has the right to speak and vote, as shown in Figure 6 As shown in the right side of the second virtual scene, a plurality of virtual objects in a survival state are included, including the first virtual object, which can send discussion information through the right click input space and the voice translation control. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information can include who initiated the discussion, who was attacked, the position of the attacked virtual object, the position of each virtual object when the discussion was initiated, etc.
[0222] The user can click on a virtual object in the second virtual scene to display a voting button for the virtual object in the vicinity of the virtual object, thereby voting for the virtual object. Before voting, the user can control the first virtual object to use the corresponding additional skill that has been unlocked to verify the suspicious virtual object. For example, the first virtual object can use the identity verification skill to verify the identity of the suspicious virtual object. According to the verification result, it is determined whether to vote for the virtual object to improve the accuracy of the vote. Of course, the user can also click on the discard button to give up the voting right this time.
[0223] Fourthly, the embodiment provides another display function of the virtual map. In response to a movement operation, the virtual character is controlled to move in the virtual scene, and the virtual character is displayed in the current virtual scene moved to in the graphical user interface; in response to a map display operation, the 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 and displayed on the virtual scene is switched to the second virtual map corresponding to the virtual scene; the transparency of at least a part 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 occlusion of the virtual scene by the switched virtual map is lower than the degree of occlusion before switching.
[0224] In the 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, as shown in Figure 5 In the virtual scene (for example, the first virtual scene shown in Figure 5 The virtual character (for example, the first virtual character and / or the second virtual character shown in Figure 5 ) controlled by the player can move in the virtual scene, perform a game task, or perform other interactive operations. In response to a movement operation issued by the player, the virtual object is controlled to move in the virtual scene, and in most cases, the virtual object is located at a relatively central position of the virtual scene range displayed in the graphical user interface. The virtual camera in the virtual scene moves following the movement of the virtual object, which in turn causes the virtual scene displayed in the graphical user interface to correspondingly change with the movement of the virtual object, and the virtual character is displayed in the current virtual scene moved to in the graphical user interface.
[0225] The virtual objects participating in the authority game are in the same virtual scene, so during the movement of the virtual object, if the virtual object is close to other virtual objects, other virtual objects controlled by other players may enter the virtual scene range displayed in the graphical user interface. As shown in Figure 5 In the virtual scene range, a plurality of virtual objects are displayed. In addition, the graphical user interface also displays movement controls for controlling the movement of the virtual object, a plurality of attack controls, and a discussion control, which can be used to control the virtual object to enter the second virtual scene as shown in Figure 6 .
[0226] In response to a map display operation issued by the user, the first virtual map is superimposed and displayed on the virtual scene displayed in the graphical user interface. For example, the player issues a map display operation with respect to the scene thumbnail as shown in Figure 4For example, in response to a touch operation of a certain area of the scenario map shown in FIG. 6, the first virtual map is displayed on top of the virtual scenario; for another example, in response to a control operation of controlling the virtual character to perform a second specific action, the first virtual map is displayed on top of the virtual scenario; here, the first virtual map at least includes the position of the first virtual character currently located, the positions of the various first virtual regions in the virtual scenario, and the positions of the connected regions, etc.
[0227] When the map switching condition is triggered, the first virtual map displayed on top of the virtual scenario in the graphical user interface is switched to the second virtual map corresponding to the virtual scenario, and the transparency of at least part of the map area of the second virtual map is higher than that of the corresponding map area of the first virtual map, so that the degree of occlusion of the virtual map to the information in the virtual scenario after switching is lower than that before switching. For example, the map switching condition can be a specific trigger operation, which can be performed by the virtual object in the survival state, for example, in response to a control operation of controlling the virtual object to perform a first specific action, the first virtual map displayed on top of the virtual scenario is switched to the second virtual map corresponding to the virtual scenario; for another example, the first virtual map displayed on top of the virtual scenario can be switched to the second virtual map corresponding to the virtual scenario by triggering the map switching button.
[0228] When the map switching condition is triggered, the first virtual map can be switched to the second virtual map by a specific switching mode, for example, the first virtual map displayed on top of the virtual scenario is replaced by the second virtual map corresponding to the virtual scenario; or, according to the first change threshold of the transparency, the first virtual map is adjusted to an unviewable state in the current virtual scenario, and the first virtual map displayed on top of the virtual scenario is replaced by the second virtual map corresponding to the virtual scenario; or, the first virtual map displayed on top of the virtual scenario is cleared, and the second virtual map is displayed on top of the virtual scenario according to the second change threshold of the transparency; or, according to the third change threshold of the transparency, the transparency of the first virtual map is adjusted, and at the same time, the second virtual map is displayed on top of the virtual scenario according to the fourth change threshold of the transparency, until the first virtual map is in an unviewable state in the current virtual scenario.
[0229] Fifth, the embodiment provides a target attack function in a game. In response to a movement operation for a first virtual object, the first virtual object is controlled to move in a first virtual scene, and a range of the first virtual scene displayed in a graphical user interface is controlled to change correspondingly according to the movement of the first virtual object; a temporary virtual object is controlled to move from an initial position to a position of a target virtual object in the first virtual scene and perform a specified operation on the target virtual object, so that the target virtual object enters a target state, wherein the temporary virtual object is a virtual object controlled by the first virtual object with a target identity, the target identity is an identity attribute allocated at the beginning of a round, the target virtual object is a virtual object determined from a plurality of second virtual objects in a survival state, and the target state is a state in which at least part of interaction modes of the target virtual object in a second virtual scene are in a limited use state, 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 an object icon of the second virtual object.
[0230] In the embodiment, the description is from the perspective of the first virtual object with the target identity. The first virtual scene is first provided in the graphical user interface, as shown in Figure 5 In the first virtual scene, the virtual objects can move, perform game tasks, or perform other interaction operations. The user issues a movement operation for the first virtual object, controls the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a relatively central position of a range of the first virtual scene displayed in the graphical user interface. A virtual camera in the first virtual scene moves following the movement of the first virtual object, thereby causing the range of the first virtual scene displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
[0231] The virtual objects participating in the round game are in the same first virtual scene, so during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects controlled by other players as characters can enter the range of the first virtual scene displayed in the graphical user interface. As shown in Figure 5 In the range of the first virtual scene, two nearby second virtual objects are displayed. In addition, the graphical user interface also displays a movement control for controlling the movement of the first virtual object, a plurality of attack controls, and a discussion control that can be used to control the virtual object to enter the second virtual scene.
[0232] The temporary virtual object is a virtual object controlled by the first virtual object with the target identity, the target identity is an identity attribute allocated at the beginning of the game, the target virtual object is a virtual object determined from a plurality of second virtual objects in a survival state, the target state is a state in which at least part of the interaction mode of the target virtual object configured in the second virtual scene is limited to 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 role 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 right to control the temporary virtual object. Specifically, the temporary virtual object can be controlled to move from an initial position to a position where the target virtual object is located in the first virtual scene, and a specified operation is 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 performing the specified operation on the target virtual object, a specific effect is generated on the target virtual object, i.e., the target virtual object enters the target state.
[0234] When the user controls the first virtual object to move in the first virtual scene, the target virtual object can be determined from a plurality of second virtual objects in a survival state. The plurality of second virtual objects in a survival state can be understood as virtual objects in a survival state other than the first virtual object in the current game. Specifically, the user can determine the target virtual object according to the position, behavior, etc. of each second virtual object, for example, selecting a virtual object that is relatively isolated and not easy to be discovered by other virtual objects when attacking as the target virtual object. After the target virtual object is determined, it can be controlled to move from an initial position to a position where the target virtual object is located in the first virtual scene and perform a specified operation 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, which can be performed by any virtual object in a survival state, for example Figure 5 In the above embodiment, by triggering the discussion control, the second virtual scene can be displayed in the graphical user interface, so as to realize the switching of the virtual scene from the first virtual scene to the second virtual scene, and all virtual objects in the game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or a role icon of the second virtual object in addition to the first virtual object or the object icon of the first virtual object. The object icon here can be a virtual object avatar, name, etc.
[0236] In the second virtual scene, the virtual objects in the alive state have the right to speak and discuss and vote, but the target virtual object enters the target state, causing at least part of the interaction modes configured for the target virtual object in the second virtual scene to be in a state of being limited in use; the interaction modes can include speaking and discussing interaction, voting interaction, etc.; the state of being limited in use can be that a certain interaction mode cannot be used, or a certain interaction mode cannot be used within a certain time period, or the number of times of a certain interaction mode is limited to a specified number.
[0237] As shown in FIG. 6, in the second virtual scene, a plurality of virtual objects in the alive state are included, including the first virtual object, the first virtual object can send discussion information through the right click input space and the voice translation control, and the discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information can include who initiates the discussion, who is attacked, the position of the virtual object being attacked, the position of each virtual object when the discussion is initiated, etc. Figure 6 The user can click a certain virtual object in the second virtual scene to display a voting button for the virtual object in the vicinity of the virtual object, thereby voting for the virtual object. The voting right for this time can also be abandoned by clicking the vote abandonment button.
[0238] In the target attack method in the game described above, 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 without directly performing the specified operation on the target virtual object by controlling the first 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 attack success rate.
[0239] Sixth, the embodiment provides an interaction data processing function in a game, which responds to a touch operation on a movement control area, controls a first virtual object to move in a virtual scene, and controls a 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 and can interact with the virtual object; in response to a control instruction triggered by the touch operation, controls the display state of the first virtual object to be switched to an invisible state, and displays a mark for referring to the first virtual object in the area of the target virtual object.
[0240] The movement control area is used to control the movement of the virtual object in the virtual scene, and the movement control area can be a virtual joystick. Through the virtual joystick, the movement direction of the virtual object can be controlled, and the movement speed of the virtual object can also be controlled.
[0241]
[0242] The virtual scene displayed in the graphical user interface is mainly obtained by a virtual camera shooting an image of a virtual scene range corresponding to a position of a virtual object. During movement of the virtual object, the virtual camera can generally be set to follow the movement of the virtual object, and at this time, the virtual scene range shot by the virtual camera also moves.
[0243] Some virtual objects with interactive functions can be set in the virtual scene. The virtual object can interact with the virtual object, and the virtual object can trigger interaction when located in the response area of the virtual object. The virtual scene can include at least one virtual object with an interactive function, and the target virtual object is any one of the at least one virtual object with an interactive function.
[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, and the range of the response area can also be set according to the type of the virtual object, and the range of the response area can be set according to actual needs. For example, the range of the response area of the virtual object of the vehicle type can be set to be greater than the area where the virtual object is located, and the range of the response area of the virtual object of the prank prop 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, the control instruction can be triggered by a double-click operation on the target virtual object, and for another example, the graphical user interface can provide an interactive control, and the control instruction can be triggered by a click operation on the interactive control. The interactive control can be provided after the first virtual object moves to the response area of the target virtual object in the virtual scene. Based on this, the method can further include: controlling the graphical user interface to display the interactive control of the target virtual object; and the control instruction triggered by the touch operation includes a control instruction triggered by touching the interactive control.
[0246] According to the embodiments of the present application, after the player triggers the interaction with the virtual object, the display state of the virtual object can be controlled to switch to invisible display, and the switching of the display state and the operation switching do not affect the game progress, increase the interaction with the player, improve the interest, and improve the user experience.
[0247] In some embodiments, the target virtual object can be a virtual vehicle, and the virtual vehicle can be pre-set with a preset threshold, which is used to indicate the maximum carrying capacity of the virtual vehicle, that is, the maximum number of virtual objects that are invisible on the virtual vehicle. Based on this, when it is determined that the virtual vehicle is fully loaded, the player who subsequently performs invisible switching can be indicated to fail in invisible switching.
[0248] In some embodiments, in the inference game, two stages can be included, which are the action stage and the voting stage. In the action stage, all the virtual objects in the surviving state (the players in the game) can act, such as performing tasks, causing trouble, etc. In the voting stage, the players can gather to discuss and vote for the inference result, for example, the identity of each virtual object, wherein the identities of different virtual objects can correspond to different tasks. In this type of game, skills can also be released in the area of the target virtual object to achieve the execution of the task or cause 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 further include: in response to a skill release instruction triggered by a touch operation, at least one virtual object hidden in the area of the target virtual object is determined as a candidate virtual object; and one of the at least one candidate virtual object is randomly determined as an action object of the skill release instruction.
[0249] The virtual object of the skill release instruction triggered by the touch operation can be a character in a hidden state or a virtual object in a non-hidden state.
[0250] Seventh, the embodiment provides a scene recording function in a game. A game interface is displayed on a graphical user interface, the game interface includes at least part of a first virtual scene in a first game task stage and a first virtual object located in the first virtual scene; in response to a movement operation for the first virtual object, a virtual scene range displayed in the game interface is controlled to change according to the movement operation; in response to a recording instruction triggered in the first game task stage, an image of a preset range of the current game interface is acquired; the image is stored; and in response to a viewing instruction triggered in a second game task stage, the image is displayed, wherein the second game task stage and the first game task stage are different task stages in a game session in which the first virtual object is currently located.
[0251] In the embodiment, it is described from the perspective of the first virtual object with the target identity. The first virtual scene is first provided in the graphical user interface, as shown in Figures 7-8 The virtual object can move, perform a game task, or perform other interactive operations in the first virtual scene. The user issues a movement operation for the first virtual object, controls the first virtual object to move in the first virtual scene, and in most cases, the first virtual object is located at a relatively central position of the first virtual scene range displayed in the graphical user interface. The virtual camera in the first virtual scene moves following the movement of the first virtual object, thereby causing the first virtual scene range displayed in the graphical user interface to change correspondingly according to the movement of the first virtual object.
[0252] The virtual object participating in the current game is in the same first virtual scene, so during the movement of the first virtual object, if the first virtual object is close to other virtual objects, other virtual objects controlled by other players can enter the range of the first virtual scene displayed in the graphical user interface. As shown in FIG. 6A, two second virtual objects in the vicinity are displayed in the range of the first virtual scene. In addition, the graphical user interface displays movement controls for controlling the movement of the first virtual object, attack controls, and discussion controls that can be used to control the virtual object to enter the second virtual scene. Figures 7-8
[0253] When the user controls the first virtual object to move in the first virtual scene, the user can determine a target virtual object from the second virtual objects in a survival state, which can be understood as virtual objects in a survival state other than the first virtual object in the current game. Specifically, the user can determine the target virtual object according to the positions and behaviors of the second virtual objects, for example, selecting a virtual object that is relatively isolated and difficult to be discovered by other virtual objects when attacking as the target virtual object. After the target virtual object is determined, the first virtual object can be controlled to move from an initial position to a position where the target virtual object is located and perform a specified operation on the target virtual object, and then the target virtual object enters a target state.
[0254] After the preset triggering event is triggered, the second virtual scene is displayed in the graphical user interface. For example, the triggering event can be a specific triggering operation that can be performed by any virtual object in a survival state, for example Figures 7-8 In the example shown in FIG. 6B, the second virtual scene is displayed in the graphical user interface by triggering the discussion controls, so that the virtual scene is switched from the first virtual scene to the second virtual scene, and all virtual objects in the current game are moved from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object or an object icon of the first virtual object. The object icon can be an avatar or a name of the virtual object.
[0255] In the second virtual scene, the virtual objects in a survival state have the right to speak and vote, but the target virtual object enters a target state, so that at least part of the interaction modes configured for the target virtual object in the second virtual scene are in a state of being limited for use. The interaction modes can include speaking and voting, and the state of being limited for use can be that the virtual object cannot use a certain interaction mode, or cannot use a certain interaction mode within a certain time period, or the number of times of using a certain interaction mode is limited to a specified number.
[0256] As shown in FIG. 6C, the target virtual object is in a state of being limited for use in the second virtual scene, and the target virtual object cannot use the speaking and voting interaction modes in the second virtual scene.Figure 9 As shown, in the second virtual scene, a plurality of virtual objects in a survival state are included, and the first virtual object can send discussion information through the right-click input space and the voice translation control. The discussion information sent by the virtual object can be displayed on the discussion information panel. The discussion information can include who initiates the discussion, who is attacked, the position of the virtual object being attacked, the position of each virtual object when the discussion is initiated, and the like.
[0257] The user can click a virtual object in the second virtual scene to display a voting button for the virtual object in the vicinity of the virtual object, thereby voting for the virtual object. The voting right for this time can also be abandoned by clicking the vote abandonment button.
[0258] In response to the touch operation on the function control, a position marking interface is displayed in the graphical user interface. In the position marking interface, the role identification of the at least one second virtual object and / or the first virtual object is displayed according to the position marking information reported by the at least one second virtual object and / or the first virtual object.
[0259] Eighth, the embodiment provides a game operation function. A graphical user interface is provided by a terminal. The graphical user interface includes a virtual scene and a virtual object. The virtual scene includes a plurality of transfer regions. The plurality of transfer regions include a first transfer region and at least one second transfer region corresponding to the first transfer region and different from the first transfer region in scene position. In response to a touch operation on a movement control region, the virtual object is controlled to move in the virtual scene. When the virtual object moves to the first transfer region, a first set of direction controls corresponding to the at least one second transfer region is displayed on the movement control region. In response to a trigger instruction on a target direction control in the first set of direction controls, the virtual scene including the first transfer region displayed in the graphical user interface is changed to a virtual scene including a second transfer region corresponding to the target direction control.
[0260] In response to a touch operation on a movement control region, the virtual object is controlled to move in the virtual scene. When the virtual object moves to the first transfer region, a first set of direction controls corresponding to the at least one second transfer region is displayed on the movement control region. In response to a trigger instruction on a target direction control in the first set of direction controls, the virtual scene range including the first transfer region displayed in the graphical user interface is changed to a virtual scene range including a second transfer region corresponding to the target direction control.
[0261] In the embodiment, the graphical user interface includes at least a virtual scene and a virtual object, the virtual scene includes a plurality of transfer regions, the plurality of transfer regions includes a first transfer region and at least one second transfer region corresponding to the first transfer region and different from the first transfer region in scene position, wherein the first transfer region can be an entrance region of a hidden region (for example, a tunnel, etc., and the application takes a tunnel as an example), and the second transfer region can be an exit region of the hidden region.
[0262] The graphical user interface can include a movement control region, wherein the position of the movement control region on the graphical user interface can be customized according to actual needs, for example, the movement control region can be set at the lower left or lower right of the graphical user interface, which is a player's thumb touchable area.
[0263] As shown in Figure 10 , the user inputs a touch operation for the movement control region to control the virtual object to move in the virtual scene, and if it is determined that the virtual object moves to the first transfer region, a first set of direction controls (direction control 1 and direction control 2) corresponding to the at least one second transfer region are displayed on the movement control region, and the first set of direction controls are used to indicate the direction of the corresponding tunnel exit.
[0264] The user inputs a trigger instruction for a target direction control (direction control 1) in the first set of direction controls, and then the virtual scene range displayed in the graphical user interface including the first transfer region can be changed to a virtual scene range including the second transfer region corresponding to the target direction control, that is, by the trigger instruction for the target direction control, the current display in the graphical user interface is the virtual scene range of the second transfer region corresponding to the direction control 1. For specific implementation of the process, please refer to the above-mentioned embodiments.
[0265] Based on the same inventive concept, the embodiments of the application also provide a game process control device corresponding to the game process control method. Since the principle of the device in the embodiments of the application solves the problem similar to the above-mentioned game process control method of the embodiments of the application, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.
[0266] Please refer to Figure 11 , Figure 12 , Figure 11 Fig. 1 is a structural schematic diagram of a game process control device provided by an embodiment of the application, Figure 12 Fig. 2 is another structural schematic diagram of a game process control device provided by an embodiment of the application. As shown in Figure 11 , the control device 1100 includes:
[0267] The scenario display module 1110 is configured to display, in the action stage, at least part of a first virtual scenario of the action stage and a first virtual object located in the first virtual scenario in the graphical user interface.
[0268] The skill determination module 1120 is configured to acquire a skill configuration parameter of the first virtual object, to determine an additional skill newly added to the first virtual object on the basis of a default skill of the role; the default skill is a skill assigned according to an identity attribute of the first virtual object.
[0269] The skill unlocking module 1130 is configured to determine, when a virtual task completion progress in the game session reaches a progress threshold, to control the first virtual object to unlock the additional skill, and to provide, on the basis of providing a default skill control for triggering the default skill in the graphical user interface, an additional skill control for triggering the additional skill.
[0270] The scenario switching module 1140 is configured to, in response to a preset triggering event, control the graphical user interface to display a second virtual scenario corresponding to the discussion stage; the second virtual scenario includes at least one of the following: a second virtual object, a role icon of the second virtual object, the first virtual object, a role icon of the first virtual object; the discussion stage is configured to determine a game state of the at least one second virtual object or the first virtual object according to a discussion stage result.
[0271] Further, as shown in Figure 12 The control device 1100 further includes a gambling skill release module 1150, which is configured to:
[0272] After the identity gambling skill is unlocked, in response to the identity gambling skill control being triggered, the first virtual object and the second virtual object perform identity gambling; and
[0273] When the second virtual scenario corresponding to the discussion stage is displayed, identity gambling result related information is displayed on the first virtual object or the role icon of the first virtual object included in the second virtual scenario, or on the target second virtual object or the role icon of the target second virtual object included in the second virtual scenario.
[0274] Further, as shown in Figure 12 The control device 1100 further includes a verification skill release module 1160, which is configured to:
[0275] After the verification identity skill is unlocked, in response to the verification identity skill control being triggered, the first virtual object is provided with identity information of the target second virtual object.
[0276] Further, as shown in Figure 12 the control device 1100 further includes a guiding skill release module 1170, the guiding skill release module 1170 is used for:
[0277] After the guiding skill is unlocked, in response to the guiding skill control being triggered, position information of a virtual object in a target state within a second distance threshold range from the first virtual object is obtained;
[0278] According to the position information, an index mark corresponding to the position information is displayed 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 a movement instruction, the first virtual object is controlled to move.
[0280] Further, as shown in Figure 12 the control device 1100 further includes a doubling skill release module 1180, the doubling skill release module 1180 is used for:
[0281] After the task doubling skill is unlocked, in response to the task doubling skill control being triggered, when the first virtual object completes a virtual task corresponding to the first virtual object, the reward of the virtual task is doubled according to a preset proportion.
[0282] Further, the virtual task includes a task completed by virtual objects of all first role attributes in the game stage;
[0283] The virtual task completion progress in the game stage indicates the progress of the virtual task being completed by virtual objects of the first role attribute together in the game stage;
[0284] The first virtual object is a virtual object of a first role attribute.
[0285] Further, the additional skill includes at least one of the following: an identity betting skill, an identity verification skill, a guiding skill, and a task doubling skill.
[0286] Further, the verification skill release module 1160 is further used for:
[0287] In the first virtual scene of the action stage and / or the second virtual scene of the discussion stage displayed by the graphical user interface, the identity information of the second virtual object is displayed at a preset position of the second virtual object.
[0288] Further, the scene switching module 1140 is configured to:
[0289] display the second virtual scene corresponding to the discussion stage in the graphical user interface in response to the first virtual object being less than a first distance threshold from the virtual object in the target state.
[0290] Further, the virtual task completion progress is displayed through a first progress prompt control provided in the graphical user interface.
[0291] The first progress prompt control further displays at least one unlocking identifier for prompting that a corresponding additional skill can be unlocked at a preset progress.
[0292] Further, 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 configured to display the progress of the additional skill being unlocked.
[0293] The game process control apparatus provided by the embodiments of the present application displays the first virtual scene and the first virtual object in the action stage in the graphical user interface, and determines the additional skill added to the first virtual object on the basis of the default skill according to the skill configuration parameter of the first virtual object. When it is determined that the virtual task completion progress in the game stage reaches a progress threshold, the first virtual object unlocks the additional skill, and the additional skill control triggering the additional skill is displayed in the graphical user interface. In response to a preset trigger event, the graphical user interface is switched to the second virtual scene in the discussion stage, and the game states of the first virtual object and each second virtual object are displayed. In this way, the game process can be accelerated, thereby reducing the consumption of the power and data flow of the terminal in the game process.
[0294] Please refer to Figure 13 , Figure 13 for a structural schematic diagram of an electronic device provided by the embodiments of the present application. As shown in Figure 13 , 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 through the bus 1330. The machine readable instructions are executed by the processor 1310, and can perform the steps of the game process control method in the method embodiment as shown above Figure 1 . For specific implementation manners, refer to the method embodiments, which will not be described here.
[0296] The embodiment of the present application further provides a computer readable storage medium, which stores a computer program. The computer program is run by a processor and can perform the steps of the game process control method in the method embodiment shown above. The specific implementation can refer to the method embodiment, and will not be described here. Figure 1 The specific implementation can refer to the method embodiment, and will not be described here.
[0297] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system, device and unit described above can refer to the corresponding process in the foregoing method embodiment, and will not be described here.
[0298] In several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented by other ways. The device embodiments described above are only schematic, for example, the division of the units is only a logical function division, and actual implementation can have another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some communication interfaces, devices or units, and can be electrical, mechanical or other forms.
[0299] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, can be located in one place, or can be distributed on a plurality of network units. According to actual needs, part or all of the units can be selected to achieve the purpose of the embodiment scheme.
[0300] In addition, each functional unit in each embodiment of the present application can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.
[0301] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application essentially or the parts of the prior art that make contributions or parts of the technical solutions can be embodied in the form of software products. The computer software product is stored in a storage medium and includes a plurality of instructions for causing 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 the embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and various media that can store program codes.
[0302] Finally, it should be noted that: the above-described embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, but not to limit them. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some of the technical features. The modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A game progress control method characterized by comprising: A graphical user interface is provided by a terminal device, the graphical user interface including a virtual scene of a current game stage, the game stage including an action stage and a discussion stage, and the control method includes: In the action stage, at least a first virtual scene of the action stage and a first virtual object in the first virtual scene are displayed in the graphical user interface; In response to a preset trigger event, the graphical user interface displays a second virtual scene corresponding to the discussion stage; the second virtual scene includes at least one of the following: a second virtual object in a death state, a character icon of the second virtual object, the first virtual object in the death state, and a character icon of the first virtual object; the discussion stage is configured to determine the game state of the at least one second virtual object or the first virtual object according to a discussion stage result, wherein the second virtual object in the death state or the first virtual object in the death state is determined by the following steps: In response to the first virtual object triggering an identity betting skill, the first virtual object and a second virtual object perform identity betting, if the identity betting is successful, the game state of the second virtual object is updated to the death state, and if the identity betting fails, the game state of the first virtual object is updated to the death state; The step of controlling the first virtual object and the second virtual object to perform identity betting includes: Selecting a second virtual object and target identity information from other virtual objects, wherein the game provides different identity information; Determining the identity betting of the second virtual object and the target identity information according to the identity information of the second virtual object and the target identity information.
2. The control method according to claim 1, characterized by, The step of determining the identity betting of the second virtual object and the target identity information according to the identity information of the second virtual object and the target identity information includes: When the identity information of the second virtual object and the target identity information are consistent, it is determined that the identity betting is successful; When the identity information of the second virtual object and the target identity information are inconsistent, it is determined that the identity betting fails.
3. The control method according to claim 1, characterized by, The method further includes: Controlling a third virtual scene of the identity betting to be displayed in the graphical user interface, wherein the third virtual scene includes at least one of the following: the second virtual object, the character icon of the second virtual object, the first virtual object, the character icon of the first virtual object, and betting information.
4. The control method according to claim 3, characterized by, The method further includes: the betting information includes at least one of the following: the character name of the first virtual object, the character name of the second virtual object, and the betting result, wherein the betting result includes: success and failure.
5. The control method according to claim 3, characterized by, The third virtual scene further includes an indication icon, wherein different identity information is displayed on the indication icon; the method further includes: controlling the indication icon to play a preset animation.
6. The control method according to claim 5, characterized by, The betting result further includes cause information of the betting result, and the cause information includes betting success and betting failure.
7. The control method according to claim 1, wherein The method further includes: displaying identity betting result related information on the first virtual object or a role icon of the first virtual object in a second virtual scene corresponding to the discussion stage, or displaying the identity betting result related information on a second virtual object included in the second virtual scene or a role icon of the second virtual object.
8. An electronic device, comprising: The method further includes: A processor, a storage medium, and a bus, the storage medium storing machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, the processor executes the machine readable instructions to perform the steps of the game process control method according to 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 the computer program is executed by the processor to perform the steps of the game process control method according to any one of claims 1 to 7.