Method for real-time formation in game combat process
By introducing responsive navigation bars in the game battle process, players are allowed to make arrangements and character development adjustments during the battle, solving problems that cannot be adjusted in real time in the existing technology, and improving the game's strategy and user experience. Reduce waiting time waste.
Patent Information
- Application Number
- CN202411248971.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-06
- Publication Date
- 2025-01-07
AI Technical Summary
During the game battle process, players are unable to make real-time adjustments to the formation and character development during the battle, resulting in low strategic and playability of the game and increased memory costs.
Introduce a navigation bar that can respond to player calls out during the game battle process, allowing players to call out the navigation bar in the battle interface, switch to the system interface and set the game battle interface as a floating window, allowing players to arrange arrays and character development during the battle process Adjust and take effect after the battle is over.
Real-time operation during combat is achieved, enriching gameplay and strategy, reducing waiting time waste and memory costs, and improving user experience and interface compatibility.
Smart Images

Figure CN119258530A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game design, and in particular to a method for performing real-time development in a game battle process. Background Art
[0002] In current mainstream games, especially those with turn-based or quasi-turn-based combat mechanisms, there are usually settings for automatic combat that can be turned on and off, or forced automatic combat modes (commonly required by the plot). The enemy and our side will perform corresponding actions in sequence according to the preset logic to automatically complete the process of a battle without the need for manual operation by the player.
[0003] In the battle interface of similar games, there are basically two buttons, "Settings" and "Exit". In addition, according to the needs, there are generally "N times speed" and "Auto battle" buttons that can affect the game battle process. Apart from this, the player can no longer perform other operations.
[0004] However, the process of a battle may be relatively long. After entering the battle mode, players can only perform battle-related operations (such as controlling the character to release skills, move, etc.), or click the "auto battle" button and watch the battle, and cannot perform other operations besides fighting. For some highly strategic games, even if players find defects in formation and development during the game, they cannot make changes immediately. They need to exit the game battle process or wait for the game battle process to end, and then return to the main interface of the game to find the corresponding system entrance to make relevant formation adjustments and character development operations, resulting in low game strategy and playability during the game battle process, and a certain memory cost. Summary of the invention
[0005] The purpose of the present invention is to provide a method for real-time development during a game battle process, to solve the problems existing in the prior art, and to be able to perform operations other than combat during a game battle process to meet the needs of players for real-time adjustment of formations, character development, etc.
[0006] In order to achieve the above object, the solution of the present invention is: A method for real-time development during a game battle process, comprising: The game has a built-in navigation bar that can respond to player calls, and the navigation bar has a custom number and order of system icons; When a player calls out the navigation bar in the game battle interface and clicks a system icon, the navigation bar disappears, and the screen switches to displaying the system interface corresponding to the system icon. At the same time, the game battle interface is switched to a floating window and placed on the system interface. The game battle process remains in a state of continuous battle and is not interrupted or terminated; Players can operate the floating window of the game battle interface by zooming and moving it to avoid blocking the screen information of the system interface; When the operations performed by the player in the system interface involve changes in game development parameters, the parameter changes will take effect after the battle process of the current game ends.
[0007] When the navigation bar is called out at any time, the player can only interact with the navigation bar. When the player interacts with the area outside the navigation bar on the screen, the navigation bar is closed.
[0008] The player's calling operation includes finger gestures and button clicks.
[0009] The navigation bar has a preset length or width. When the number of system icons customized by the player forms a list that exceeds the preset length or width, the system icons ranked first are displayed first, and the player searches for the system icons in the list by sliding.
[0010] The navigation bar displays an edit button for the player to operate when the non-combat interface is called out. After the player clicks the edit button, a list of all system icons of the game pops up on the screen. Each system icon is configured with a check box. The player determines whether the system icon is mapped to the navigation bar by checking or canceling the operation; The navigation bar does not display the edit button when the battle interface is called out.
[0011] When the operations performed by the player in the system interface involve changes in game development parameters, the data of the parameter changes are specifically saved in the server; when the game client determines that the current game battle process has ended, it sends an instruction to end the battle to the server. After receiving the instruction to end the battle, the server first determines whether the operations performed by the player in the system interface during the battle process cause the same type of parameter changes. If so, the saved data is retrieved and overwritten to the game client.
[0012] After adopting the above technical solution, the present invention has the following technical effects: (1) When executing the game battle process, the present invention can call out the navigation bar in real time to switch the screen to the corresponding system interface. At the same time, the game battle interface can be reduced to a floating window for top display, so as not to interrupt the game battle process. The game battle process can be continuously advanced. Players can also perform other operations other than battle at this time, such as targeted character development and formation adjustment according to the game battle process, which enriches the gameplay and strategy of the game, avoids the time waste caused by players waiting for a long time for the game battle process to end, and reduces memory costs; (2) The navigation bar of the present invention can be edited and customized by the player in the interface other than the battle interface. It can be DIYed and adjusted arbitrarily according to the needs of the player. It has high flexibility and convenience, and the user's gaming experience is better; (3) The navigation bar is normally hidden and responds to the player's call-out operations. It can adapt to a variety of screen sizes, improving the compatibility and adaptability of the interface. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] Figure 1 A schematic diagram for players to call out the "Navigation Bar" button; Figure 2 This is a schematic diagram of the interface when the "Navigation Bar" button is called out by the player; Figure 3 This is a diagram of the interface after the player clicks the "Navigation Bar" button; Figure 4 This is a diagram of the interface after the player clicks the "+" button; Figure 5 This is a diagram of the interface after the navigation bar is expanded; Figure 6 A schematic diagram of the player sliding the navigation bar up and down; Figure 7 A schematic diagram of the player's interaction in the four directions of the screen edge; Figure 8 This is a diagram of the interface when the navigation bar is hovering; Fig. 9 This is a diagram of how players can call out the navigation bar and interact after entering a battle scene; Fig.10 This is a schematic diagram of the interface after the player enters the battle scene and clicks a system icon in the navigation bar; Fig.11 This is a schematic diagram of the buttons of the reduced battle scene pop-up window; Fig.12 A schematic diagram of the operation of players zooming in and out of the floating window; Fig.13 Schematic diagram of the player dragging the floating window. DETAILED DESCRIPTION
[0014] In order to further explain the technical solution of the present invention, the present invention is described in detail below through specific embodiments.
[0015] The present invention discloses a method for performing real-time development in a game battle process, comprising: The game has a built-in navigation bar that can respond to player calls, and the navigation bar has a custom number and order of system icons; When a player calls out the navigation bar in the game battle interface and clicks a system icon, the navigation bar disappears, and the screen switches to displaying the system interface corresponding to the system icon. At the same time, the game battle interface is switched to a floating window and placed on the system interface. The game battle process remains in a state of continuous battle and is not interrupted or terminated; Players can operate the floating window of the game battle interface by zooming and moving it to avoid blocking the screen information of the system interface; When the operations performed by players in the system interface involve changes in game development parameters (such as character upgrades, equipment enhancements, formation adjustments, etc.), the parameter changes will take effect after the battle process of this game ends, that is, the battle attributes of this game will not change, thereby maintaining the fairness of the game.
[0016] Through the above scheme, when executing the game battle process, the present invention can call out the navigation bar in real time to switch the screen to the corresponding system interface. At the same time, the game battle interface is reduced to a floating window for top display, so as not to interrupt the game battle process. The game battle process can be continuously advanced, and the player can also perform other operations other than battle at this time, such as targeted character development and formation adjustment according to the game battle process, which enriches the gameplay and strategy of the game, avoids the time waste caused by the player waiting for the game battle process to end for a long time, and reduces the memory cost; the navigation bar of the present invention is edited and customized by the player in the interface other than the battle, and can be DIY according to the player's needs and adjusted at will, with high flexibility and convenience, and the user's gaming experience is better; the navigation bar is normally hidden and responds to the player's call-out operation, and can adapt to a variety of screen sizes, improving the compatibility and adaptability of the interface.
[0017] In some embodiments of the present invention, when the navigation bar is called out at any time, the player can only interact with the navigation bar. When the player interacts with areas other than the navigation bar on the screen, the navigation bar is closed to avoid misoperation.
[0018] In some embodiments of the present invention, the above-mentioned player calling out operation includes finger gestures, clicking buttons, etc.
[0019] In some embodiments of the present invention, the above-mentioned navigation bar has a preset length or width. When the number of system icons customized by the player forms a list that exceeds the preset length or width, the system icons ranked first are displayed first, and the player searches for the system icons in the list by sliding.
[0020] In some embodiments of the present invention, the above-mentioned navigation bar displays an edit button for player operation when a non-combat interface is called out. After the player clicks the edit button, a list of all system icons of the game pops up on the screen. Each system icon is configured with a check box, and the player decides whether the system icon is mapped to the navigation bar by checking and canceling operations; conversely, when the navigation bar is called out in a combat interface, the edit button is not displayed, and the player can only click the system icon to jump to the corresponding system interface.
[0021] In some embodiments of the present invention, when the operations performed by the above-mentioned players in the system interface involve changes in game development parameters, the data of the parameter changes are specifically saved in the server (cloud); when the game client determines that the current game battle process has ended, it sends an instruction to end the battle to the server. After receiving the instruction to end the battle, the server first determines whether the operations performed by the player in the system interface during the battle process cause the same type of parameter changes. If so, the saved data is retrieved and overwritten to the game client.
[0022] The following is a specific implementation of the present invention using the specific operations of the players: See also Figure 1 If the current screen of the smart terminal does not display the game battle interface, the player slides his finger from the edge of the screen to the center of the screen (or other calling methods), and an arrow prompt in the corresponding direction appears on the side of the corresponding sliding screen edge.
[0023] See also Figure 2 , when the finger sliding area exceeds 1 / 2 of the screen (left and right sliding corresponds to 1 / 2 width, up and down sliding corresponds to 1 / 2 length), the transparency of the arrow prompt is reduced, and the "Navigation Bar" button appears on the screen ( Figure 2 The arc-shaped shadow areas in the middle are all the overall corresponding areas), and the player is prohibited from any interactive operations with other areas of the screen except the "navigation bar", but the screen interface does not undergo any changes in transparency / brightness.
[0024] See also Figure 3 After the player clicks the "Navigation Bar" button, a customizable navigation bar appears on the side of the corresponding sliding screen edge. The navigation bar that has not been set does not record any data; at this time, the navigation bar has a clickable "+" button, which means editing, and is usually located at the bottom of the navigation bar.
[0025] See also Figure 4, when the player clicks the "+" button, a list of all the system icons of the game will pop up (a game usually includes independent systems such as roles, formations, card drawing, tasks, etc., and different icons will be designed for each system in the game's homepage or system navigation). Each system icon is configured with a check box, and the player can decide whether the system icon is mapped to the navigation bar by checking or canceling the operation; the list is set with a "Confirm" button and the size of the list does not occupy the entire area of the screen, but a blank area is reserved. The player can close the list by clicking the "Confirm" button or the blank area.
[0026] See also Figure 5 , the system icons checked by the player will be mapped to the navigation bar. The navigation bar can be expanded in length / width according to the number of system icons checked, and the upper limit of the length / width is preset; see Figure 6 When the number exceeds the upper limit, players can search and click on the system icon in the navigation bar by sliding up and down / left and right.
[0027] See also Figure 7 In the present invention, the position of the navigation bar is not limited to a certain side. As long as the player performs corresponding interactive operations in the four directions of the screen edge, calls can be made, edited, and recorded.
[0028] The above mainly shows the process of how to call out and edit the navigation bar. It is understandable that the calling out interaction operation should not be limited to sliding from the edge of the screen, but can also be a dedicated entry button designed for editing the navigation bar in the game system navigation.
[0029] See also Figure 8 Players can close the navigation bar by clicking on an area outside the navigation bar on the screen, returning to the interface before calling out the navigation bar, and then be able to perform corresponding interactive operations on that interface.
[0030] See also Fig. 9 When entering the battle scene, the screen displays the game battle interface. At this time, the player can call out the navigation bar through the set interactive operation method. At this time, the navigation bar cannot be edited (there will be no "+" button at the bottom of the navigation bar), and the player can only select from the system icons that have been checked during the previous editing.
[0031] See also Fig.10 , after the player clicks a system icon in the navigation bar, the navigation bar disappears, and the screen switches to the system interface corresponding to the system icon (for example, if you click the "character" icon, you will jump to the character development interface of the game), and the game battle interface is switched to a floating window and placed on the system interface. The game battle interface can be set to automatically stick to the edge when it is switched to a floating window; and the game battle process remains in a state of continuous battle and is not interrupted or terminated; See also Fig.11There are two "Enter" and "Zoom" buttons on the floating window of the game battle interface. Players click the "Enter" button to switch the screen to display the game battle interface. Fig.12 Players can long press and drag the "Zoom" button to adjust the size of the floating window.
[0032] See also Fig.13 , players can drag the floating window to any position on the screen to avoid increasing the screen information of the system interface. Since the game battle interface is always displayed on the top layer of the screen and the game battle process is constantly advancing, players can perform game development operations and deployment planning while browsing and observing the battle process, realizing a battle strategy mode of observing and adjusting at the same time.
[0033] The above embodiments and drawings do not limit the product form and style of the present invention. Any appropriate changes or modifications made by ordinary technicians in the relevant technical field should be deemed to be within the patent scope of the present invention.
Claims
1. A method for real-time development during a game battle, characterized in that include: The game has a built-in navigation bar that can respond to player calls, and the navigation bar has a custom number and order of system icons; When a player calls out the navigation bar in the game battle interface and clicks a system icon, the navigation bar disappears, and the screen switches to displaying the system interface corresponding to the system icon. At the same time, the game battle interface is switched to a floating window and placed on the system interface. The game battle process remains in a state of continuous battle and is not interrupted or terminated; Players can operate the floating window of the game battle interface by zooming and moving it to avoid blocking the screen information of the system interface; When the operations performed by the player in the system interface involve changes in game development parameters, the parameter changes will take effect after the battle process of the current game ends.
2. The method for real-time development during a game battle as claimed in claim 1, characterized in that: When the navigation bar is called out at any time, the player can only interact with the navigation bar. When the player interacts with the area outside the navigation bar on the screen, the navigation bar is closed.
3. The method for real-time development during a game battle as claimed in claim 1, characterized in that: The player's calling operation includes finger gestures and button clicks.
4. The method for real-time development during a game battle as claimed in claim 1, characterized in that: The navigation bar has a preset length or width. When the number of system icons customized by the player forms a list that exceeds the preset length or width, the system icons ranked first are displayed first, and the player searches for the system icons in the list by sliding.
5. The method for real-time development during game combat as claimed in claim 1, characterized in that: The navigation bar displays an edit button for the player to operate when the non-combat interface is called out. After the player clicks the edit button, a list of all system icons of the game pops up on the screen. Each system icon is configured with a check box. The player determines whether the system icon is mapped to the navigation bar by checking or canceling the operation; The navigation bar does not display the edit button when the battle interface is called out.
6. The method for real-time development during a game battle as claimed in claim 1, characterized in that: When the operations performed by the player in the system interface involve changes in game development parameters, the data of the parameter changes are specifically saved in the server; when the game client determines that the current game battle process has ended, it sends an instruction to end the battle to the server. After receiving the instruction to end the battle, the server first determines whether the operations performed by the player in the system interface during the battle process cause the same type of parameter changes. If so, the saved data is retrieved and overwritten to the game client.