Game processing method, game processing device, program product and electronic device
Through the combination of virtual cards and virtual competitive characters, the character attribute update and game behavior are separated, which solves the problem of high operating pressure and strength pattern during game combat, and improves the diversity and experience of the game.
Patent Information
- Application Number
- CN202411547354.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-31
- Publication Date
- 2025-01-10
AI Technical Summary
In games such as auto-chess, the game runs at a high pressure due to the real-time processing of experience values and character upgrade data during game battles, which may cause game lag, and the existing character upgrade mechanism will intensify the strength pattern and reduce the Game diversity and experience.
By introducing virtual cards and virtual competitive characters in the game, using the graphical user interface to display the pictures of different game stages, virtual card combinations update character attributes, and control character actions in the game behavior stage, separate character attribute updates from game competition process, Decouple character attributes and camp strength, allowing weak camps to gain more opportunities for improvement.
It reduces the data processing volume of the game competition process, reduces the operating pressure of the terminal or server, improves the problem of game lag, and increases the diversity and experience of the game by decoupling the character attribute update mechanism, breaking the pattern of strength and weakness.
Smart Images

Figure CN119280807A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer and game technology, and in particular to a game processing method, a game processing device, a computer program product, and an electronic device. Background Art
[0002] In games such as Auto Chess, the virtual characters controlled by players can gain experience points and level up during the battle. Therefore, the data related to experience points and character upgrades needs to be processed during the game battle, which puts a high pressure on the terminal or server to run the game and may cause game lag. Summary of the invention
[0003] The present disclosure provides a game processing method, a game processing device, a computer program product and an electronic device, so as to at least to some extent solve the problem of high operating pressure during game combat.
[0004] According to a first aspect of the present disclosure, a game processing method is provided, the method comprising: displaying a first game screen corresponding to a first camp controlled by a terminal device in a first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes; in response to a first preset instruction, selecting at least one target virtual card from the plurality of candidate virtual cards to form a virtual card combination; updating the character attributes of a first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination; displaying a second game screen corresponding to the first camp in a second game stage through the graphical user interface; the second game screen includes the target virtual competitive character; controlling the target virtual competitive character to perform game behavior with a virtual competitive character of the second camp based on the current character attributes; the first camp and the second camp are different game camps.
[0005] According to a second aspect of the present disclosure, a game processing device is provided, the device comprising: a first game screen display processing module, configured to display a first game screen corresponding to a first camp controlled by a terminal device in a first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes; the virtual card selection processing module is configured to respond to a first preset instruction, from At least one target virtual card is selected from the multiple candidate virtual cards to form a virtual card combination; a character attribute update processing module is configured to update the character attributes of a first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination; a second game screen display processing module is configured to display a second game screen corresponding to the first camp in the second game stage through the graphical user interface; the second game screen includes the target virtual competitive character; a game behavior control processing module is configured to control the target virtual competitive character to perform game behaviors with the virtual competitive character of the second camp based on the current character attributes; the first camp and the second camp are different game camps.
[0006] According to a third aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0008] The technical solution disclosed in this disclosure has the following beneficial effects:
[0009] In the first game stage, the character attributes of the target virtual competitive character are updated according to the virtual card combination, and in the second game stage, the target virtual competitive character is controlled to perform game behaviors without updating the character attributes. On the one hand, the process of character acquisition of experience points and updating of character attributes is separated from the game competition process, which reduces the amount of data processing in the game competition process, especially the amount of real-time calculation, thereby reducing the game operation pressure of the terminal or server and improving the problem of game freeze. On the other hand, the character attribute update mechanism is decoupled from the current strength of the camp, so that the camp with weaker strength has the opportunity to obtain more character attribute improvements, which is conducive to breaking the strength pattern between different camps, increasing the diversity of the game process, and improving the game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0011] Figure 2 A flowchart showing a game processing method in this exemplary embodiment;
[0012] Figure 3 A schematic diagram showing the selection of a target virtual competitive character in this exemplary embodiment;
[0013] Figure 4 A schematic diagram showing a first game screen in this exemplary embodiment;
[0014] Figure 5 A flowchart of updating role attributes in this exemplary embodiment is shown;
[0015] Figure 6 A schematic diagram showing a method of using a third virtual item in this exemplary embodiment;
[0016] Figure 7 A schematic diagram showing a method of using a fourth virtual item in this exemplary embodiment;
[0017] Figure 8 A schematic diagram showing a method of selecting a fifth virtual item in this exemplary embodiment;
[0018] Fig. 9 A schematic diagram showing a second game screen in this exemplary embodiment;
[0019] Fig.10 A schematic diagram showing the structure of a game processing device in this exemplary embodiment;
[0020] Fig.11 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0021] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0022] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0023] In games such as Auto Chess, the virtual characters controlled by players can gain experience points and upgrade during the battle. For example, when a virtual character defeats an enemy character during the battle, it gains experience points. When the accumulated experience points reach a certain threshold, the virtual character is upgraded, and its attack, defense and other attributes are enhanced accordingly. It is necessary to process the experience points and the data related to the character upgrade in real time during the game battle. The battle process itself will generate a high amount of calculations, such as the data calculations when combat occurs between different virtual characters, plus the experience points and the data calculations related to the character upgrades, which will cause high game operation pressure on the terminal or server and may cause game lag.
[0024] In addition, in PVP (player versus player) games, the existing character upgrade mechanism makes it easier for the stronger camp to gain experience points and high levels, which further increases the strength gap between different camps and makes it very difficult for the weaker camp to win. This reduces the diversity of the game process and affects the game experience.
[0025] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game processing method that can reduce the computing pressure of a terminal or a server, increase the diversity of the game process, and enhance the game experience.
[0026] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, the corresponding game screen, such as the first game screen, the second game screen, etc., may be displayed in the graphical user interface. The server 120 generally refers to the background system that provides the game service in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing the game data processing of the server. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The method in this exemplary embodiment may be executed by any one or more of the terminal device 110 and the server 120.
[0027] It should be understood that in addition to the terminal device 110, the server 120 can also be connected to other terminal devices. For example, player A uses the terminal device 110 to control the first camp in the game, and player B uses other terminal devices to control the second camp. The terminal device 110 and the other terminal device are both connected to the server 120. The first camp and the second camp can be different camps in the same game. Different camps are usually in a confrontational relationship with each other, thereby realizing a multiplayer online game. In this article, unless otherwise specified, the terminal device 110 refers to the terminal device that controls the first camp.
[0028] In one embodiment, the game processing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing the game, the user operates the cloud game client to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0029] In one embodiment, the game processing method can be implemented in a stand-alone game. There is no need to deploy a server, and the terminal device 110 can install all game programs and execute the game processing method. In this case, the second camp can be a camp automatically controlled by the game program, such as a camp controlled by the "human-machine" function in the game.
[0030] In one implementation, the terminal device 110 and other terminal devices may be connected without going through a server, such as through a wireless local area network, Bluetooth, etc., to implement multiplayer online games.
[0031] In one embodiment, reference Figure 2 As shown, the game processing method may include the following steps:
[0032] Step S210, displaying a first game screen corresponding to a first camp controlled by a terminal device in a first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes;
[0033] Step S220, in response to the first preset instruction, selecting at least one target virtual card from a plurality of candidate virtual cards to form a virtual card combination;
[0034] Step S230, updating the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination;
[0035] Step S240, displaying a second game screen corresponding to the first camp in the second game stage through a graphical user interface; the second game screen includes a target virtual competitive character;
[0036] Step S250, controlling the target virtual competitive character to perform game actions based on the current character attributes and the virtual competitive characters of the second camp; the first camp and the second camp are different game camps.
[0037] exist Figure 2 In the method, in the first game stage, the character attributes of the target virtual competitive character are updated according to the virtual card combination, and in the second game stage, the target virtual competitive character is controlled to perform game behaviors without updating the character attributes. On the one hand, the process of character acquisition of experience points, updating of character attributes, etc., is separated from the game competition process, which reduces the amount of data processing in the game competition process, especially the amount of real-time calculation, thereby reducing the game operation pressure of the terminal or server and improving the problem of game freeze. On the other hand, the update mechanism of character attributes is decoupled from the current strength of the camp, so that the camp with weaker current strength has the opportunity to obtain more character attribute improvements, which is conducive to breaking the strength pattern between different camps, increasing the diversity of the game process, and improving the game experience.
[0038] Below Figure 2 Provide detailed instructions for each step.
[0039] refer to Figure 2 In step S210, a first game screen corresponding to a first camp controlled by a terminal device in a first game stage is displayed through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes.
[0040] The graphical user interface may be provided by the terminal device 110. When the terminal device 110 runs a game program, the corresponding game screen is displayed in the graphical user interface, and different game screens may be displayed at different game stages.
[0041] In this exemplary embodiment, the game process is a process in which multiple camps participate and compete with each other to achieve game goals such as winning or not being defeated. A game match (i.e., a game) includes at least two game stages. Among them, the first game stage can be a competition preparation stage, in which players can prepare for their respective camps, such as upgrading virtual competitive characters, purchasing and using virtual items. The second game stage can be a competition stage, in which virtual competitive characters of different camps fight or other competitive behaviors.
[0042] In one embodiment, the game game may include one or more rounds, each of which includes one or more game stages. The game processes of different rounds may be the same, such as all rounds are composed of two game stages, the first game stage and the second game stage. Alternatively, the game processes of different rounds may be different, such as all rounds include the first game stage and the second game stage, some designated rounds also include the third game stage, and non-designated rounds do not include the third game stage, and so on.
[0043] In one embodiment, the game game includes one or more large rounds, and each large round includes one or more small rounds. Among them, the large round and the small round are two different game process measurement units in the game game, and the game process amount of a large round is greater than a small round, such as each large round can include 3 small rounds. At the beginning or end of each large round, the first game information can be updated, and the first game information is the game information that is manually specified or automatically set by the game program and updated with the large round. Different large rounds have different first game information, and different small rounds in a large round have the same first game information. Exemplarily, the first game information may include information about the fifth virtual item assigned to each camp, that is, at the beginning or end of each large round, the fifth virtual item is reallocated to each camp in the game game, so that each camp uses the fifth virtual item assigned in the current large round, and the fifth virtual item of each camp will not change in different small rounds in the current large round. In the following, if not specifically stated, a round may refer to a small round.
[0044] A virtual competitive character is a character that performs competitive game behaviors in the game, such as a character that fights in the second game stage. Each camp may include one or more virtual competitive characters. The virtual competitive character of the first camp is referred to as a target virtual competitive character, which is a character selected from a first set of virtual competitive characters. The first set of virtual competitive characters is a set of optional virtual competitive characters for the first camp, including multiple virtual competitive characters. In one embodiment, the virtual competitive character of the second camp is a character selected from a second set of virtual competitive characters, the virtual competitive character of the third camp is a character selected from a third set of virtual competitive characters, and so on. The first set of virtual competitive characters may be the same as or different from other sets such as the second set of virtual competitive characters. For example, refer to Figure 3 The game provides 12 optional virtual competitive characters, such as Figure 3 At the beginning of the game, each player can select a certain number (e.g., 6) of characters from these 12 virtual competitive characters to form their own camps, as shown in the lower half of the figure. Figure 3 The upper part of the figure shows the virtual competitive character currently selected by the player. The first set of virtual competitive characters, the second set of virtual competitive characters, etc. are all sets of these 12 virtual competitive characters. For another example, the first set of virtual competitive characters and the second set of virtual competitive characters are respectively sets of virtual competitive characters unlocked by players in the first camp and the second camp (players can unlock virtual competitive characters by achieving game achievements, purchasing, etc.). For another example, different ethnic groups can be set in the game, and each ethnic group has a corresponding set of virtual competitive characters. If the first camp and the second camp are different ethnic groups, the first set of virtual competitive characters and the second set of virtual competitive characters are different.
[0045] The virtual competitive character is configured with character attributes, which are attributes related to the character's competitive behavior, such as the character's attack, defense, strength, intelligence, etc., and may also include the character's skill attributes. In one embodiment, the virtual competitive character has different levels, and different levels correspond to different character attributes. For example, the virtual competitive character in the game is initially level 1 and can be upgraded to a maximum level of 30, and the character attributes are improved as the level increases.
[0046] In one embodiment, a virtual command role is also provided in the game, which is a role that performs commanding game behaviors in the game, such as a "commander" role in each camp, i.e., a virtual command role. In the game, players usually play the virtual command role, which is easy for players to understand. The game goal is to lead their camp to victory as a virtual command role and increase the immersion and sense of substitution in the game. The virtual command role may not directly participate in the competitive process such as fighting. In one embodiment, the virtual command role is also configured with role attributes, and its role attributes can be used to exert specific effects on the entire camp, such as enhancing a certain role attribute of all virtual competitive characters in the camp.
[0047] Virtual cards refer to cards in the game, and their role is to update (usually strengthen) the character attributes of virtual competitive characters. Card rules can be set in the game to quantify the strength of virtual cards. Virtual cards are configured with card attributes, which are attributes related to card rules, such as the suit and points of the card, which can be used to quantify the "strength" of the virtual card. The first virtual card set is a set of virtual cards that can be drawn by the first camp, including multiple virtual cards, such as a first number (which can be the total number of virtual cards in the game, or other specified number) of virtual cards. In each round, the game program can randomly or according to specific rules extract multiple virtual cards from the first virtual card set for the first camp as candidate virtual cards. Candidate virtual cards can be regarded as a subset of the first virtual card set, which is a card pool in this round, and players in the first camp can further select target virtual cards from it.
[0048] In one embodiment, the second camp can extract candidate virtual cards from the second virtual card set, the third camp can extract candidate virtual cards from the third virtual card set, and so on. The first virtual card set and other sets such as the second virtual card set can be the same or different. For example, 54 optional virtual cards are provided in the game. At the beginning of each round, different camps can obtain candidate virtual cards for this round from the 54 virtual cards. Then the first virtual card set, the second virtual card set, etc. are all sets of 54 virtual cards. For another example, the first virtual card set and the second virtual card set are respectively sets of virtual cards that have been unlocked by players of the first camp and the second camp (players can unlock virtual cards by achieving game achievements, purchasing, etc.). For another example, different ethnic groups can be set in the game, and each ethnic group has a corresponding virtual card set. If the first camp and the second camp are different ethnic groups, the first virtual card set and the second virtual card set are different. It should be understood that in each round, the candidate virtual cards drawn by different camps are generally different, and there is also a small probability that they are the same.
[0049] In one embodiment, the first game screen includes a second number of candidate virtual cards drawn from the first virtual card set. The second number may be a fixed number, which may be determined based on experience or specific game conditions. That is, in each round, a fixed number of candidate virtual cards may be drawn from the first virtual card set.
[0050] Continue to refer Figure 2 In step S220, in response to the first preset instruction, at least one target virtual card is selected from a plurality of candidate virtual cards to form a virtual card combination.
[0051] The target virtual card is the virtual card used in the first game stage of this round. The first preset instruction is an instruction triggered by the player through a card selection operation. For example, the player can click to select one or more candidate virtual cards in the candidate virtual cards and perform a confirmation operation, thereby triggering the first preset instruction and using the selected candidate virtual card as the target virtual card.
[0052] In one embodiment, the number of virtual cards available in each round can be fixed to a third number, that is, in step S220, a third number of target virtual cards can be selected according to the first preset instruction. The third number can be determined based on experience or specific game conditions.
[0053] For example, the virtual cards can be set similar to playing cards, and the first number can be 52 or 54, that is, the total number of cards in a deck of playing cards. Based on experience, the second number is 8 and the third number is 5. Figure 4 As shown, in each round, the game program extracts 8 candidate virtual cards 401 from the first virtual card set including 52 or 54 virtual cards, and the player selects 5 target virtual cards from them through the first preset instruction. The target virtual card currently selected by the player can be highlighted, such as Figure 4 As shown in FIG. 1 , the player currently selects 5 target virtual cards. These target virtual cards are in a pending confirmation state. They can be moved upward by a certain distance in the first game screen to distinguish them from other unselected candidate virtual cards. Figure 3 Before the "play" control is operated, the player can change the target virtual card, such as canceling the currently selected target virtual card and selecting another candidate virtual card as the target virtual card. In response to the confirmation selection operation, the currently selected target virtual card is used as the final target virtual card of this round.
[0054] In one embodiment, before responding to the first preset instruction and selecting at least one target virtual card from a plurality of candidate virtual cards to form a virtual card combination, the game processing method may further include the following steps:
[0055] In response to the eleventh preset instruction, the designated candidate virtual cards are discarded according to the eleventh preset instruction, and the same number of virtual cards are drawn from the first virtual card set according to the number of the discarded candidate virtual cards to supplement the candidate virtual cards.
[0056] In the first game stage, the function of discarding candidate virtual cards can be supported, and the player can trigger the eleventh preset instruction by discarding the card. Figure 4 As shown, in the first game stage, multiple candidate virtual cards are provided for the player to select a target virtual card from. If the player is not satisfied with the current candidate virtual cards, one or more of them can be selected for discarding, such as selecting 3 candidate virtual cards (the number and number of discards can be limited, such as limiting the discard to twice per round, and discarding a maximum of 3 candidate virtual cards each time), and clicking the "discard" control to trigger the fifth preset instruction to discard the 3 candidate virtual cards. After discarding, the same number of virtual cards can be drawn from the first virtual card set, such as discarding 3 candidate virtual cards, and then 3 virtual cards are drawn to add to the candidate virtual cards, so that the total number of candidate virtual cards remains unchanged.
[0057] In one implementation, the discarded candidate virtual card may not be put back into the first virtual card set immediately, for example, it may be put back into the first virtual card set after the end of this round or after the target virtual card is selected, to ensure that the discarded candidate virtual card will not be drawn again in this round, that is, to avoid the situation where the player discards a candidate virtual card and then draws the candidate virtual card from the first virtual card set.
[0058] In one embodiment, the game processing method may further include the following steps: when the target virtual card is selected, the candidate virtual cards other than the target virtual card are placed back into the first virtual card set; after the second game phase ends, the target virtual cards that are not reserved are placed back into the first virtual card set. Among them, the candidate virtual cards other than the target virtual card may be placed back into the first virtual card set at any time after the target virtual card selection of this round is completed and before the first game phase of the next round begins. After the second game phase of this round ends and before the first game phase of the next round begins, the target virtual cards that are not reserved in this round are placed back into the first virtual card set.
[0059] In one embodiment, the game processing method may further include the following steps: responding to the twelfth preset instruction, retaining the second target virtual card in the target virtual card to the next round, as a candidate virtual card or target virtual card in the next round. Among them, the game provides a function of retaining (or locking) the target virtual card, and the twelfth preset instruction is an instruction triggered by the player through the operation of retaining the target virtual card. It can be set that after the current level of the first camp reaches a predetermined level, the retention function of the target virtual card can be used, or the first camp can use a specific prop to achieve the retention function. Exemplarily, the player can use the retention function after selecting the target virtual card in the first game stage. By selecting one or more target virtual cards and clicking the "lock" control, the twelfth preset instruction is triggered, and the selected target virtual card is the second target virtual card, which will be retained until the next round to continue as a candidate virtual card or target virtual card. If the second target virtual card is used as a candidate virtual card for the next round, the candidate virtual card drawn in the next round will include the second target virtual card, and the player can select it as the target virtual card in the next round, or not. If the second target virtual card is used as the target virtual card for the next round, the second target virtual card will continue to be the target virtual card by default in the next round, and the player can select other target virtual cards from the candidate virtual cards. The number of target virtual cards that the player can retain, as well as the number of rounds retained, can be set according to the specific situation. For example, the number of target virtual cards that can be retained in each round is related to the current level of the first camp. For example, one target virtual card can be retained when reaching level 3, and the number will increase by one for each subsequent level, up to a third number (such as 5). Each time the retention function is used, the designated second target virtual card can be retained for one round, or it can be retained in all subsequent rounds until the end of the game. The retained second target virtual card is equivalent to being continuously held by the first camp, so it will not return to the first virtual card set.
[0060] The target virtual cards selected in this round can be used as a whole to form a virtual card combination.
[0061] Continue to refer Figure 2 In step S230, the character attributes of the first target virtual competitive character in the target virtual competitive characters are updated according to the card attributes of the target virtual card in the virtual card combination.
[0062] The first target virtual competitive character is the target virtual competitive character of the first camp whose character attributes are to be updated in this round. It can be a virtual competitive character selected by the player or determined by specific game rules. It can include only one target virtual competitive character or all target virtual competitive characters.
[0063] The character attribute update value can be determined according to the card attributes of the target virtual card in the virtual card combination, and then the character attributes of the first target virtual competitive character in the target virtual competitive character are updated according to the character attribute update value. It should be noted that the character attribute update value is not only related to the card attributes of a single target virtual card, but also related to the combination of multiple target virtual cards. For example, when all target virtual cards have the same points or the same suit, a higher character attribute update value is obtained. This increases the diversity of virtual card combinations.
[0064] In one embodiment, the character attribute update value may be an attribute increment. After determining the attribute increment according to the card attributes of the target virtual card in the virtual card combination, the attribute increment may be added to the original character attributes of the first target virtual competitive character to obtain updated character attributes.
[0065] In one embodiment, the virtual competitive character is configured with character attributes corresponding to multiple levels, and its character attributes can be updated by upgrading the character. For example, the character attributes of each level of the virtual competitive character can be enhanced in order from low to high level, and the character attributes of the initial level are usually the lowest, and they are improved as the level is upgraded.
[0066] In one embodiment, the updating of the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination may include the following steps:
[0067] The level of the first target virtual competitive character is updated according to the card attributes of the target virtual card in the virtual card combination, and the character attributes corresponding to the updated level are used as the current character attributes of the first target virtual competitive character.
[0068] Among them, the role attribute update value can be an experience value, and the experience value is a parameter for role upgrade. The experience value is determined according to the card attribute of the target virtual card in the virtual card combination, and the experience value obtained by the first target virtual competitive role is determined. For example, the experience value determined according to the virtual card combination is the total experience value of this round. If the number of the first target virtual competitive role is 1, the first target virtual competitive role obtains the total experience value. If the number of the first target virtual competitive role is M (M≥2), each first target virtual competitive role obtains 1 / M of the total experience value. Then, the first target virtual competitive role is upgraded according to the experience value obtained by the first target virtual competitive role, such as upgrading from level 1 to level 5, and the role attribute corresponding to the upgraded level is used as the current role attribute of the first target virtual competitive role. When the level of the first target virtual competitive role is upgraded, the role attributes of its initial level (which may include basic attributes such as attack and defense, and may also include skill attributes such as damage value and duration of skills) can be increased according to a certain proportion or increment, and new skills can also be added.
[0069] In one implementation, the above-mentioned character attribute update value (such as attribute increment or experience value) can be divided into two parts: a base value and a multiplier, and the two are multiplied to calculate the final character attribute update value.
[0070] In one embodiment, reference Figure 5 As shown, the updating of the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination may include the following steps S510 to S530:
[0071] Step S510: determining a basic value according to the card attribute of each target virtual card object.
[0072] The base value may be a value determined by individually quantifying the card attributes of each target virtual card. For example, the points of each target virtual card may be converted into a corresponding parameter value, such that the greater the points, the greater the corresponding parameter value, and the parameter values of each target virtual card are added together to obtain the base value.
[0073] In one embodiment, the above-mentioned determining the base value according to the card attribute of each target virtual card object may include the following steps:
[0074] The basic value is determined according to the card attributes of each target virtual card object and the item attributes of the first virtual item used by the first camp.
[0075] Among them, the first virtual item is an item in the game that can affect the updated value of the character's attribute, and its item attributes can indicate how to affect the updated value of the character's attribute. For example, the item attributes of the first virtual item can be: each number card increases the basic value by 10 points, each club card increases the basic value by 10 points, the multiplier increases by 10, and so on. The first virtual item can be a non-consumable item (such as an assembleable item). For example, if the first camp assembles a first virtual item (in some cases, the first camp holding the first virtual item is equivalent to assembling the first virtual item), it means that the first virtual item is used. The first virtual item continues to take effect when assembled, and can even last until the end of the game. The first virtual item can also be a consumable item. For example, after the first camp uses a first virtual item, the first virtual item can be removed from the first camp's inventory and take effect within a specified time period (such as this round). Figure 4 It shows that the first camp currently uses two first virtual items 402 , which respectively increase the base value by 30 and the first multiplier by 30.
[0076] In one embodiment, the first virtual item is obtained in at least one of the following ways:
[0077] ① In response to the second preset instruction, obtain the first virtual item for the first camp from the first item library, and deduct the game resources corresponding to the first virtual item from the game resources of the first camp.
[0078] The first item library can be a store in the game, or more specifically, a store that sells the first virtual item. The second preset instruction is an operation instruction to purchase the first virtual item, such as an operation instruction to select the first virtual item in the store and confirm the purchase. The first camp can obtain the first virtual item by purchasing it, and needs to pay the corresponding game resources (such as gold coins in the game, or other game resources for transactions) when purchasing. For example, the price of a first virtual item is 2 gold coins. When the first camp purchases the first virtual item, the game program deducts 2 gold coins from the gold coins of the first camp.
[0079] ② When the first preset attribute of the first camp reaches the activation threshold of the second item library, the game resources corresponding to the activation threshold currently reached by the first preset attribute are obtained from the second item library for the first camp; the second item library is configured with one or more activation thresholds, each activation threshold corresponds to a specific game resource, and the game resources corresponding to at least one activation threshold include the first virtual item.
[0080] The first preset attribute is an attribute used by each camp to trigger the second item library, and may be an accumulative attribute. For example, the first preset attribute may be game points, and the game points of the first camp are the accumulated value of the game points it has obtained in each round.
[0081] The second item library can be a treasure chest that is opened in stages in the game, which can distribute specific game resources to players. The game resources in the second item library can include but are not limited to: the first virtual item; the second virtual item, a game item used to change the attributes of the card, such as the function of changing a virtual card to a spade suit; the third virtual item, a game item used to change the role attributes of the virtual competitive character, which can be a role equipment. Equipping it on a certain virtual competitive character can have effects such as increasing attack, increasing defense, and increasing health value; the fourth virtual item, a game item used to change the skill attributes of the virtual competitive character, which can be a skill upgrade prop. When it is used on a certain virtual competitive character, it can have the effect of upgrading the character's skills; game resources that can be used for trading, such as gold coins; other game resources. Therefore, it is possible to obtain the first virtual item from the second item library.
[0082] The opening condition of the second item library is that the first preset attribute reaches the opening threshold. The second item library can have multiple opening thresholds. Figure 4 The opening progress 403 of the second item library is shown, including the current game points of the first camp, and multiple opening thresholds. It can be seen that the second item library has multiple opening thresholds such as 2000, 4200, and 7000. When the game points of the first camp reach 2000, the second item library is triggered to open, and the game resources corresponding to the 2000th level are issued to the first camp; when the game points of the first camp reach 4200, the second item library is triggered to open again, and the game resources corresponding to the 4200th level are issued; and so on. The game resources corresponding to different opening thresholds can be the same or different.
[0083] When the first preset attribute reaches the opening threshold of the second item library, the corresponding game resources in the second item library can be obtained without consuming game resources such as gold coins. The second item library can also be set to consume game resources, such as consuming a small amount of gold coins to obtain the first virtual item with higher value.
[0084] In one implementation, the updating method of the first preset attribute includes at least one of the following:
[0085] The first preset attribute of the first camp is updated according to the card attribute of the target virtual card in the virtual card combination. For example, the first preset attribute can be game points. The character attribute update value is determined according to the card attribute of the target virtual card in the virtual card combination, and the character attribute update value is used as the game points obtained in this round, and is accumulated to the existing game points of the first camp to update the game points of the first camp. It can be seen that the virtual card combination has two functions: updating the character attributes of the first target virtual competitive character, and updating the first preset attribute of the first camp. This is conducive to reducing the amount of data in the game and alleviating the pressure of game operation.
[0086] The settlement data of the second game stage is determined according to the game behavior result corresponding to the game behavior, and the first preset attribute of the first camp is updated according to the settlement data. Among them, the game behavior result can be the final result corresponding to the game behavior occurring in the second game stage. For example, in the second game stage, the target virtual competitive character of the first camp fights with the virtual competitive character of the second camp until all the virtual competitive characters of one camp are killed, the party that is killed fails, and the party that is not killed wins. The game behavior result may include whether the first camp (or the second camp) wins or fails in the second game stage, and may also include the final state of the first camp in the second game stage, such as information of surviving virtual competitive characters. The settlement data of the second game stage is determined according to the game behavior result, and the settlement data is used to reward, punish or evaluate the first camp (or the second camp). If the first camp wins, its first preset attribute can be increased, and if the first camp fails, its first preset attribute can be reduced or maintained unchanged.
[0087] ③ When the first camp defeats the neutral virtual character, the first camp obtains game resources corresponding to the neutral virtual character; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the first virtual item.
[0088] Among them, the neutral virtual character is a virtual character that does not belong to a specific camp and is usually automatically controlled by the game program. Exemplarily, each round in the game game includes 3 small rounds, the first two small rounds in each round are rounds of confrontation between different players, and the third small round in each round is a round of confrontation between the player and the neutral virtual character. The game resources corresponding to the neutral virtual character can be game resources bound to the neutral virtual character, or the set of game resources corresponding to the neutral virtual character can be set according to the level, ethnicity and other information of the neutral virtual character. When the first camp defeats the neutral virtual character, the currently issued game resources can be randomly determined from the set. The game resources corresponding to the neutral virtual character may include but are not limited to: the first virtual item; the second virtual item; the third virtual item; the fourth virtual item; gold coins and other game resources. By defeating the neutral virtual character, the game resources corresponding to the neutral virtual character can be obtained, and it is possible to obtain the first virtual item.
[0089] The above describes three ways to obtain the first virtual item: purchasing the first virtual item from a store, distributing the first virtual item from a treasure box, and defeating a neutral virtual character to obtain the first virtual item. The present disclosure is not limited thereto, and the first virtual item may also be obtained in other ways.
[0090] In one embodiment, the game processing method may further include the following steps:
[0091] In response to the third preset instruction, a plurality of identical first virtual items are combined into one first virtual item, and the item attributes of the combined first virtual item are greater than the item attributes of the first virtual item before the combination.
[0092] Among them, synthesizing multiple identical first virtual items is equivalent to upgrading the first virtual item. The third preset instruction is an operation instruction for synthesizing the first virtual item, such as dragging one first virtual item to another first virtual item, or adding multiple first virtual items to the synthesis bar and confirming the synthesis operation instruction. Exemplarily, the initial first virtual item is level 1, and two or three identical level 1 first virtual items can be synthesized into a level 2 first virtual item, and the item attributes are enhanced after synthesis. For example, the item attribute of the level 1 first virtual item is: each digital card increases the basic value by 10 points; after synthesis, the item attribute of the level 2 first virtual item is: each digital card increases the basic value by 20 points. By synthesizing the first virtual items, the number of first virtual items in the game is reduced, thereby reducing the amount of data and alleviating the pressure on the game operation.
[0093] In one embodiment, the first camp has one or more inventory slots, each of which is used to place a first virtual item. The game processing method may further include the following steps:
[0094] In response to the fourth preset instruction, a new inventory is added to the first camp, and game resources corresponding to the new inventory are deducted from the game resources of the first camp.
[0095] For example, the first camp initially has two inventory columns, which can be used to place (i.e., assemble) two first virtual items at most. Players can unlock new inventory columns through the fourth preset instruction, which can be an operation instruction to spend game resources to purchase inventory columns, such as 5 gold coins are required to unlock the third inventory column, and 10 gold coins are required to unlock the fourth inventory column. Players can spend corresponding gold coins to unlock inventory columns to place more first virtual items. It is also possible to adjust (such as reduce) the game resources required for the new inventory column as the rounds in the game match proceed or the level of the first camp increases. Generally, at the beginning of the game match, the first camp has fewer inventory columns and does not have enough game resources to unlock new inventory columns. As the game match proceeds, more inventory columns are gradually unlocked to assemble more first virtual items. This prevents players from using a large amount of first virtual items at the beginning of the game match, resulting in excessive data volume, and improves the balance of the game match.
[0096] In addition, as the rounds in the game progress or the level of the first camp increases, new inventory slots can be automatically added to the first camp. For example, when the level of the first camp reaches level 3, the third inventory slot is automatically unlocked.
[0097] By using the first virtual item, it can be combined with the virtual card combination to provide additional basic value.
[0098] Step S520: determining a first multiplier according to a combination of card attributes of a plurality of target virtual card objects.
[0099] The first multiplier is a parameter value obtained by quantifying the combination of the card attributes of multiple target virtual cards (which may be all target virtual cards). For example, the game rules set parameter values corresponding to different combinations (such as all target virtual cards have the same points or the same suit, etc.), then according to the combination of the card attributes of the target virtual cards selected by the player, it is determined which combination it belongs to, and the corresponding parameter value is used as the first multiplier.
[0100] In one embodiment, the determining of the first multiplier according to the combination of card attributes of multiple target virtual card objects may include the following steps:
[0101] The first multiplier is determined according to a combination of card attributes of the plurality of target virtual card objects and an item attribute of a first virtual item used by the first camp.
[0102] The first virtual item may affect the first multiplier, for example, the item attribute of the first virtual item may be: the multiplier is increased by 10. By using the first virtual item, it can be combined with the virtual card combination to provide an additional first multiplier.
[0103] As can be seen from the above, when a virtual card combination is selected, the original basic value or the first multiplier can be changed by using the first virtual item, which increases the strategy and diversity of the game.
[0104] Step S530: updating the character attribute of the first target virtual competitive character among the target virtual competitive characters based on the basic value and the first multiplier.
[0105] For example, the base value and the first multiplier may be multiplied to calculate the character attribute update value (such as the experience value). Alternatively, the base value and the first multiplier may be multiplied by other multipliers (such as the second multiplier), or other parameters may be added to calculate the character attribute update value. The character attributes of the first target virtual competitive character are updated according to the character attribute update value, such as upgrading the first target virtual competitive character according to the experience value, and updating the character attributes to the character attributes corresponding to the upgraded level.
[0106] based on Figure 5The method calculates and updates the character attributes of the first target virtual competitive character in the form of a base value and a first multiple, adopts a relatively simple calculation method, is easy for players to understand, and reduces the amount of calculation and complexity of the game. By setting at least two parameters such as a base value and a first multiple for updating character attributes, players can strive for a higher base value or a higher first multiple through appropriate strategies, which improves the strategy of the game and enriches the gameplay.
[0107] In one embodiment, the game processing method may further include the following steps:
[0108] In response to a fifth preset instruction, adjusting the card attribute of the target virtual card according to the fifth preset instruction;
[0109] Accordingly, the above-mentioned updating the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination may include the following steps:
[0110] According to the adjusted card attributes of the target virtual card, the character attributes of the first target virtual competitive character among the target virtual competitive characters are updated.
[0111] Among them, it is allowed to adjust the card attributes of the virtual card, such as changing the points or suit of the virtual card. Before selecting the target virtual card, the player can adjust the card attributes of one or more candidate virtual cards and select them as the target virtual card. This situation can be regarded as adjusting the card attributes of the target virtual card. It is also possible to adjust the card attributes of one or more target virtual cards after selecting the target virtual card. The present disclosure does not limit the specific time to adjust the card attributes.
[0112] The fifth preset instruction is an operation instruction for adjusting the card attributes. For example, a skill may be cast on one or more target virtual cards to adjust the card attributes. For another example, in response to an instruction to use a second virtual item for a first target virtual card in the target virtual cards, the card attributes of the first target virtual card may be adjusted according to the item attributes of the second virtual item. The second virtual item is a game item that changes the card attributes. For example, its item attributes may be: changing the suit of a virtual card to spades, changing the suits of up to two virtual cards to diamonds, reducing the points of a virtual card by one, and so on. The first target virtual card is the target virtual card designated as the adjustment object by the player when performing the fifth preset instruction. The number of the first target virtual card may be one or more, and the number of the first target virtual card may also be limited according to the item attributes of the second virtual item used. For example, if the item attribute of the second virtual item is to change the suits of up to two virtual cards to diamonds, the number of the first target virtual card objects may be one or two. Exemplarily, the player can use the fifth preset instruction to drag the second virtual item onto one or more target virtual cards, use the one or more target virtual cards as the first target virtual cards, and apply corresponding adjustment effects according to the item attributes of the second virtual item.
[0113] In one embodiment, the game processing method may further include at least one of the following steps:
[0114] In response to the sixth preset instruction, the second virtual item is obtained from the first item library for the first camp, and the game resources corresponding to the second virtual item are deducted from the game resources of the first camp. Among them, the first item library can be a store in the game, or more specifically, a store that sells the second virtual item. The sixth preset instruction is an operation instruction to purchase the second virtual item, such as an operation instruction to select the second virtual item in the store and confirm the purchase. The first camp can obtain the second virtual item by purchasing, and needs to pay the corresponding game resources such as gold coins when purchasing. For example, the price of a second virtual item is 3 gold coins. When the first camp purchases the second virtual item, the game program deducts 3 gold coins from the gold coins of the first camp.
[0115] When the first preset attribute of the first camp reaches the opening threshold of the second item library, the game resources corresponding to the opening threshold currently reached by the first preset attribute are obtained from the second item library for the first camp; the second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, and the game resources corresponding to at least one opening threshold include the second virtual item. The second item library can be a treasure chest that is opened in stages in the game, which can issue specific game resources to players, and may also issue the second virtual item.
[0116] When the first camp defeats the neutral virtual character, the first camp obtains the game resources corresponding to the neutral virtual character; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the second virtual item. In other words, by defeating the neutral virtual character, the game resources corresponding to the neutral virtual character can be obtained, and it is possible to obtain the second virtual item.
[0117] It should be understood that, when the second virtual item is obtained, the player can freely choose which second virtual item to use, or not to use the second virtual item in the current round. Of course, it can also be set that, when the second virtual item is obtained, the second virtual item is used by default, and the player cannot keep the second virtual item in the subsequent rounds.
[0118] By using the second virtual item to change the card attributes of the second target virtual card, the possibility of virtual card combinations can be increased. For example, there are no two identical virtual cards in the first virtual card set, and the second virtual item can make this possible. It can be seen that when the number and types of virtual cards in the first virtual card set are relatively limited, the combination of the second virtual item can achieve a very diverse virtual card combination, so there is no need to set an overly large first virtual card set, which is conducive to controlling the amount of game data and calculations and reducing consumption.
[0119] In the first game stage, the main function of the player selecting the target virtual card is to update the character attributes of the virtual competitive character. In addition to the target virtual card, the character attributes of the virtual competitive character can also be updated in other ways. In one embodiment, the game processing method can also include the following steps:
[0120] In response to the seventh preset instruction, the character attributes of the second target virtual competitive character among the target virtual competitive characters are updated according to the seventh preset instruction.
[0121] The seventh preset instruction is an operation instruction to update the character attributes without using the target virtual card. The second target virtual competitive character is the target virtual competitive character specified in the seventh preset instruction or the randomly determined target virtual competitive character, that is, the target virtual competitive character whose character attributes need to be updated.
[0122] For example, the first camp can obtain attribute points by winning in the second game stage, defeating a neutral virtual character, etc., and the player can add the attribute points to the designated second target virtual competitive character to increase its character attributes.
[0123] For another example, in response to an instruction to use a third virtual item for a second target virtual competitive character, the character attributes of the second target virtual competitive character are updated according to the item attributes of the third virtual item. The third virtual item is a game item that changes the character attributes. For example, its item attributes may be: increase attack by 15%, increase health by 15%, and so on. The third virtual item may be a consumable item or a non-consumable item. Exemplarily, the third virtual item is a game equipment that can be assembled to a virtual competitive character, such as a weapon, armor, or accessories. When the third virtual item is assembled to a certain target virtual competitive character, the third virtual item can be disassembled and assembled to another target virtual competitive character. The number of second target virtual competitive characters may be one or more. Generally, a third virtual item can only be used on one virtual competitive character, so the number of second target virtual competitive characters may be one. Figure 6 A schematic diagram of using the third virtual item is shown. The currently equippable third virtual item is shown on the left side of the interface. The player can drag it to a target virtual competitive character to generate a seventh preset instruction, triggering the target virtual competitive character as the second target virtual competitive character, and updating its character attributes according to the item attributes of the third virtual item.
[0124] In one embodiment, the game processing method may further include at least one of the following steps:
[0125] In response to the eighth preset instruction, the third virtual item is obtained for the first camp from the first item library, and the game resources corresponding to the third virtual item are deducted from the game resources of the first camp. Among them, the first item library can be a store in the game, or more specifically, a store that sells the third virtual item. The eighth preset instruction is an operation instruction to purchase the third virtual item, such as an operation instruction to select the third virtual item in the store and confirm the purchase. The first camp can obtain the third virtual item by purchasing, and needs to pay the corresponding game resources such as gold coins when purchasing. For example, the price of a third virtual item is 4 gold coins. When the first camp purchases the third virtual item, the game program deducts 4 gold coins from the gold coins of the first camp.
[0126] When the first preset attribute of the first camp reaches the opening threshold of the second item library, the game resources corresponding to the opening threshold currently reached by the first preset attribute are obtained from the second item library for the first camp; the second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, and the game resources corresponding to at least one opening threshold include the third virtual item. The second item library can be a treasure chest that is opened in stages in the game, which can issue specific game resources to players, and may also issue the third virtual item.
[0127] When the first camp defeats the neutral virtual character, the first camp obtains the game resources corresponding to the neutral virtual character; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the third virtual item. In other words, by defeating the neutral virtual character, the game resources corresponding to the neutral virtual character can be obtained, and it is possible to obtain the third virtual item.
[0128] By using the third virtual item to update the character attributes of the second target virtual competitive character, the diversity of the target virtual competitive character can be increased and the gameplay can be enriched.
[0129] In one embodiment, the character attributes of the virtual competitive character include skill attributes, such as the damage value, duration, and range of action of the skill. The game processing method may further include the following steps:
[0130] In response to the ninth preset instruction, the skill attribute of the third target virtual competitive character among the target virtual competitive characters is updated according to the ninth preset instruction.
[0131] The ninth preset instruction is an operation instruction for updating the skill attribute of the virtual competitive character without using the target virtual card. The third target virtual competitive character is the target virtual competitive character specified in the ninth preset instruction or the randomly determined target virtual competitive character, that is, the target virtual competitive character whose skill attribute needs to be updated.
[0132] For example, the first camp can obtain skill points by winning in the second game stage, defeating neutral virtual characters, etc., and players can add skill points to a designated third target virtual competitive character to increase its skill attributes.
[0133] For another example, in response to an instruction to use a fourth virtual item for a third target virtual competitive character, the skill attribute of the third target virtual competitive character is updated according to the item attribute of the fourth virtual item. The fourth virtual item is a game item that changes the skill attribute, for example, its item attribute can be: increase the skill damage value by 15%, increase the skill duration by 1 second, and so on. The fourth virtual item can be a consumable item or a non-consumable item, and can be a card that is consumed after being used once. The number of third target virtual competitive characters can be one or more. Generally, a fourth virtual item can only be used on one virtual competitive character, so the number of third target virtual competitive characters can be one. Exemplarily, when using the fourth virtual item, the current first target virtual competitive character can be used as the third target virtual competitive character, or the player can specify the third target virtual competitive character, or the game program randomly determines the third target virtual competitive character, or the fourth virtual item has a specified object, and the specified object is used as the third target virtual competitive character. According to the player's operation, a seventh preset instruction is generated to trigger the update of the skill attribute of the third target virtual competitive character according to the item attribute of the fourth virtual item.
[0134] In one embodiment, the fourth virtual item includes at least one of the following: a fourth virtual item of a random object, a fourth virtual item of a specified object. Accordingly, the above-mentioned response to the instruction to use the fourth virtual item for the third target virtual competitive character, and updating the skill attribute of the third target virtual competitive character according to the item attribute of the fourth virtual item, may include at least one of the following steps:
[0135] In response to the instruction to use the fourth virtual item of the random object, randomly determine a third target virtual competitive character from the target virtual competitive characters, and update the skill attribute of the third target virtual competitive character according to the item attribute of the fourth virtual item of the random object;
[0136] In response to an instruction to use the fourth virtual item of the designated object, the designated target virtual competitive character is used as the third target virtual competitive character, and the skill attribute of the third target virtual competitive character is updated according to the item attribute of the fourth virtual item of the designated object. For example, the player can drag the fourth virtual item to the designated target virtual competitive character, triggering the target virtual competitive character to be used as the third target virtual competitive character, and updating its skill attribute.
[0137] Figure 7 A schematic diagram of using the fourth virtual item is shown, which can provide multiple skill attribute enhancement options for the third target virtual competitive character, corresponding to enhancing different skills, or corresponding to different enhancement directions, from which players can choose, and then execute corresponding enhancement effects according to the player's selection.
[0138] In one embodiment, the game processing method may further include at least one of the following steps:
[0139] In response to the tenth preset instruction, the fourth virtual item is obtained for the first camp from the first item library, and the game resources corresponding to the fourth virtual item are deducted from the game resources of the first camp. Among them, the first item library can be a store in the game, or more specifically, a store that sells the fourth virtual item. The tenth preset instruction is an operation instruction to purchase the fourth virtual item, such as an operation instruction to select the fourth virtual item in the store and confirm the purchase. The first camp can obtain the fourth virtual item by purchasing it, and needs to pay the corresponding game resources such as gold coins when purchasing. For example, the price of a fourth virtual item is 5 gold coins. When the first camp purchases the fourth virtual item, the game program deducts 5 gold coins from the gold coins of the first camp.
[0140] When the first preset attribute of the first camp reaches the opening threshold of the second item library, the game resources corresponding to the opening threshold currently reached by the first preset attribute are obtained from the second item library for the first camp; the second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, and the game resources corresponding to at least one opening threshold include the fourth virtual item. The second item library can be a treasure chest that is opened in stages in the game, which can issue specific game resources to players, and may also issue the fourth virtual item.
[0141] When the first camp defeats the neutral virtual character, the first camp obtains the game resources corresponding to the neutral virtual character; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the fourth virtual item. In other words, by defeating the neutral virtual character, the game resources corresponding to the neutral virtual character can be obtained, and it is possible to obtain the fourth virtual item.
[0142] By using the third virtual item to update the character attributes of the second target virtual competitive character, the diversity of the target virtual competitive character can be increased and the gameplay can be enriched.
[0143] In one embodiment, the game processing method may further include the following steps:
[0144] A first target virtual competitive character is determined from the target virtual competitive characters according to the fifth virtual item used by the first camp.
[0145] The fifth virtual item is a game item used to select the first target virtual competitive character. For example, the fifth virtual item can be a random item such as a dice, and the first target virtual competitive character is determined according to the random result generated when the first camp uses the fifth virtual item. Figure 4As shown, the first camp includes 6 target virtual competitive characters T1-T6, and the fifth virtual item is a standard dice 405 shown in the upper left corner, which has 6 faces, and each face corresponds to a target virtual competitive character. If the result of the first camp throwing the standard dice is to select the third face, the corresponding target virtual competitive character T3 is determined as the first target virtual competitive character 404, that is, Figure 4 Character highlighted in the picture.
[0146] In one embodiment, the first camp is configured with N fifth virtual items, N is a positive integer not less than 2, and the first game stage includes N character attribute update rounds corresponding to the N fifth virtual items. Accordingly, the above-mentioned determination of the first target virtual competitive character from the target virtual competitive characters based on the fifth virtual items used by the first camp may include the following steps:
[0147] In each character attribute update round, a first target virtual competitive character in the current character attribute update round is determined from target virtual competitive characters according to the fifth virtual item corresponding to the current character attribute update round.
[0148] Accordingly, the above-mentioned step of responding to the first preset instruction and selecting at least one target virtual card from a plurality of candidate virtual cards to form a virtual card combination may include the following steps:
[0149] In each character attribute update round, in response to a first preset instruction, at least one target virtual card is selected from a plurality of candidate virtual cards to form a virtual card combination for the current character attribute update round;
[0150] Accordingly, the above-mentioned updating the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination may include the following steps:
[0151] In each character attribute update round, the character attributes of the first target virtual competitive character in the current character attribute update round are updated according to the card attributes of the target virtual cards in the virtual card combination in the current character attribute update round.
[0152] That is to say, in the case of configuring multiple fifth virtual items, multiple character attribute updates can be performed in each round. Exemplarily, the number of fifth virtual items that each camp can hold or configure can be equivalent to the ordinal number of the big round in the game match. For example, if the current round is the first big round, each camp can configure a fifth virtual item, and each small round in the current big round includes a character attribute update round, and a character attribute update can be performed. If the current round is the second big round, each camp can configure two fifth virtual items, and each small round in the current big round includes two character attribute update rounds, and these two character attribute update rounds correspond to two fifth virtual items respectively. For example, in the second big round, the first camp configures two standard dice, and in the first game stage of each small round in the second big round, the first target virtual competitive role of the two character attribute update rounds can be determined according to the throwing results of the two standard dice. If the throwing result of the first standard dice is the first side, the first target virtual competitive role of the first character attribute update round is T1, and the throwing result of the second standard dice is the fourth side, then the first target virtual competitive role of the first character attribute update round is T4. In the first character attribute update round, the game program extracts candidate virtual cards from the first virtual card set, from which the player can select a target virtual card to form a virtual card combination for the first character attribute update round, and updates the character attributes of T1 according to the virtual card combination. In the first character attribute update round, the game program re-extracts candidate virtual cards from the first virtual card set, from which the player can select a target virtual card to form a virtual card combination for the second character attribute update round, and updates the character attributes of T4 according to the virtual card combination.
[0153] Through the above method, the character attributes of multiple target virtual competitive characters can be updated more efficiently, and the strategy and diversity of the game can be increased.
[0154] In one embodiment, the updating of the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination may include the following steps:
[0155] According to the card attributes of the target virtual card in the virtual card combination and the fifth virtual item used by the first camp, the character attributes of the first target virtual competitive character among the target virtual competitive characters are updated.
[0156] Among them, in addition to being used to select the first target virtual competitive character, the fifth virtual item can also be used to affect the character attribute update value. Exemplarily, the base value and the first multiplier can be determined according to the card attributes of the target virtual card in the virtual card combination, the second multiplier can be determined according to the fifth virtual item used by the first camp, and the character attributes of the first target virtual competitive character are updated according to the base value, the first multiplier, and the second multiplier. For example, the fifth virtual item can provide a second multiplier in the range of 0.8 to 1.2, multiply the base value, the first multiplier, and the second multiplier, calculate the experience value, and enable the first target virtual competitive character to obtain experience value to increase its level and update the character attributes.
[0157] In one embodiment, the fifth virtual item may include different types to correspond to different ways of selecting the first target virtual competitive character. Exemplarily, the above-mentioned determination of the first target virtual competitive character from the target virtual competitive characters based on the fifth virtual item used by the first camp may include at least one of the following:
[0158] If the first camp uses the fifth virtual item of the first type, a first target virtual competitive character is randomly determined from all target virtual competitive characters. For example, the first camp includes 6 target virtual competitive characters T1 to T6, and the fifth virtual item of the first type is a standard dice with 6 faces, which correspond to the 6 target virtual competitive characters T1 to T6 respectively. It can be seen that the way the standard dice selects the first target virtual competitive character is: randomly select one from all target virtual competitive characters as the first target virtual competitive character.
[0159] If the first camp uses the fifth virtual item of the second type, a first target virtual competitive character is randomly determined from some of the target virtual competitive characters. For example, the first camp includes 6 target virtual competitive characters T1 to T6, and the fifth virtual item of the second type is a dice with less than 6 throwing results, such as a three-character dice (which can be regarded as a dice with 6 faces that are identical in pairs), which can produce 3 throwing results. These 3 throwing results can be specified by the player or randomly determined, etc. These 3 throwing results correspond to 3 target virtual competitive characters respectively. It can be seen that the way the dice selects the first target virtual competitive character is: randomly select one from some of the target virtual competitive characters as the first target virtual competitive character.
[0160] If the first camp uses the fifth virtual item of the third type, all target virtual competitive characters are used as the first target virtual competitive characters. For example, the first camp includes 6 target virtual competitive characters T1 to T6, and the fifth virtual item of the third type is a dice with all sides representing equal numbers. Any throw result of the dice indicates that all target virtual competitive characters are used as the first target virtual competitive characters. When updating the character attributes, all target virtual competitive characters can be made to share the experience value calculated based on the virtual card combination and the fifth virtual item.
[0161] The above exemplary embodiments illustrate three types of fifth virtual items. In combination with different second magnifications of the fifth virtual items, more types of fifth virtual items may be set, such as the following types:
[0162] Standard dice: Contains 6 faces, corresponding to 6 target virtual competitive characters. The second multiplier is 1.
[0163] Floating dice: Contains 6 faces, corresponding to 6 target virtual competitive characters. The second multiplier is a random value in the range of 0.8 to 1.2.
[0164] Three-character dice: dice corresponding only to the three target virtual competitive characters in the first camp. The second multiplier is 1.
[0165] Three-character floating dice: only corresponds to the dice of the three target virtual competitive characters in the first camp. The second multiplier is a random value in the range of 0.8 to 1.2.
[0166] Double character dice: dice corresponding to 2 random target virtual competitive characters in the first camp only. The second multiplier is 1.
[0167] Dual-role floating dice: dice corresponding only to the two random target virtual competitive characters of the first camp. The second multiplier is a random value in the range of 0.8 to 1.2.
[0168] Equal dice: A dice with "equal" faces on each side. "Equal" means that all target virtual competitive characters share the character attribute update value equally.
[0169] Universally Illuminating Dice: A dice with one side being “Universally Illuminating” and five sides being “Empty”. “Universally Illuminating” means that all target virtual competitive characters can obtain all character attribute update values (such as experience points) in the current character attribute update round; “Empty” means that all target virtual competitive characters do not obtain any character attribute update values.
[0170] Savings dice: A dice with "savings" on each side. "Savings" means that the points of this dice (such as the character attribute update value of the current character attribute update round) become 0, but can be added to the next dice throw in equal amount.
[0171] Overdraft dice: Each side of the dice is "overdraft". "Overdraft" means that the score of the next dice roll becomes 0, but an equal amount can be added to the current dice roll.
[0172] Financial management dice: 3 sides are "savings" and 3 sides are "overdraft".
[0173] In one embodiment, the game game includes one or more rounds, each of which includes one or more small rounds, and each small round includes a first game stage and a second game stage. At the beginning of each round, the fifth virtual item used in the current round can be obtained for the first camp. In each small round in the current round, the fifth virtual item of the current round is kept in use. For example, the first camp obtains a fifth virtual item of the first type and a fifth virtual item of the third type at the beginning of the second round, and in each small round in the current round, the two fifth virtual items are used to determine the first target virtual competitive character, and the second multiplier can also be determined.
[0174] In one embodiment, the step of obtaining the fifth virtual item for use in the current round for the first camp includes at least one of the following steps:
[0175] Obtain a fifth virtual item of a fixed type for the first camp. For example, the fifth virtual item of a fixed type may be a fifth virtual item of the first type, which means that in each round, the first camp will definitely obtain the fifth virtual item of the first type. Of course, other types of fifth virtual items may also be obtained.
[0176] A plurality of candidate types of fifth virtual items are provided, and in response to a selection instruction for the plurality of candidate types of fifth virtual items, a designated type of fifth virtual item is obtained for the first camp from the plurality of candidate types of fifth virtual items. For example, four candidate types of fifth virtual items may be provided in each round, and the four fifth virtual items may be randomly determined from all types of fifth virtual items, and the player may further select a required number of fifth virtual items from the four candidate types of fifth virtual items.
[0177] For example, in the first round, each camp is provided with a fifth virtual item of the first type. In the second round, each camp is provided with a fifth virtual item of the first type, and four candidate fifth virtual items are provided, as shown in the reference Figure 8As shown, the four candidate types of fifth virtual items include standard dice, three-card spirit dice (i.e., three-role dice), universal dice, and equality dice (i.e., equality dice). The first camp can select a fifth virtual item of a specified type from the four candidate types of fifth virtual items, that is, each camp can be configured with two fifth virtual items. In the third big round, a first-type fifth virtual item is fixedly provided to each camp, and four candidate types of fifth virtual items are also provided. Each camp can select two fifth virtual items of a specified type from the four candidate types of fifth virtual items, that is, each camp can be configured with three fifth virtual items.
[0178] By using the fifth virtual item, different methods can be flexibly adopted to determine the first target virtual competitive character, and then the character attributes of the first target virtual competitive character are updated according to the virtual card combination selected by the player.
[0179] Continue to refer Figure 2 In step S240, a second game screen corresponding to the first camp in the second game stage is displayed through a graphical user interface; the second game screen includes a target virtual competitive character.
[0180] The second game stage may be a character action stage, and in the second game stage, a corresponding second game screen is displayed. Fig. 9 A schematic diagram of a second game screen is shown, including a target virtual competitive character, and may also include virtual competitive characters of a second camp.
[0181] In one embodiment, in the second game screen, a virtual model of the target virtual competitive character may be loaded and displayed, such as a three-dimensional model, and when the target virtual competitive character performs a game behavior, a corresponding dynamic screen is displayed.
[0182] Continue to refer Figure 2 In step S250, the target virtual competitive character is controlled to perform game behavior based on the current character attributes and the virtual competitive character of the second camp; the first camp and the second camp are different game camps.
[0183] It should be understood that in this round, the first camp competes with the second camp. In one embodiment, the game may include more than two (such as 8) camps, and in each round, these camps may be assigned to a group of two to compete against each other. The second camp may refer to the camp that competes with the first camp in this round.
[0184] In the second game stage, the game program can automatically control or control the target virtual competitive character to perform game behaviors according to the player's operating instructions, such as controlling the target virtual competitive character to perform game behaviors that interact with the virtual competitive characters of the second camp, such as engaging in game battles. The target virtual competitive character can perform game behaviors according to the current character attributes. Based on the foregoing content, it can be seen that the method of updating the character attributes includes: updating the character attributes of the first target virtual competitive character according to the selected virtual card combination; updating the character attributes of the second target virtual competitive character according to the item attributes of the third virtual item; updating the character attributes of the third target virtual competitive character according to the item attributes of the fourth virtual item. Therefore, in the second game stage, the character attributes of the target virtual competitive character will not be updated according to the relevant circumstances in the competition process, such as the target virtual competitive character will not be upgraded or the character attributes will not be updated when defeating the virtual competitive character of the second camp. This reduces the amount of calculation in the second game stage and alleviates the game operation pressure on the terminal or server.
[0185] In one embodiment, the displaying of the second game screen corresponding to the second game stage through the graphical user interface may include the following steps:
[0186] A game scene for a virtual competitive character to fight in a game is loaded, and the virtual competitive character is loaded in the game scene.
[0187] In different game stages, different game scenes can be loaded. In the second game stage, a game scene for game battle is loaded, and the game scene can be a scene of any style such as a chessboard, grassland, canyon, sea, etc. A virtual competitive character is loaded in the game scene, thereby displaying a second game screen. During the second game stage, a screen of the virtual competitive character performing game behavior in the game scene can be displayed.
[0188] In one embodiment, the second game stage includes a formation sub-stage and a battle sub-stage. The formation sub-stage is a stage for players to arrange the positions and formations of virtual competitive characters. The battle sub-stage is a stage for virtual competitive characters of different camps to fight. Accordingly, in the formation sub-stage, the target virtual competitive character placed in the game scene according to the thirteenth preset instruction is displayed. The thirteenth preset instruction is an instruction for the player to operate to place the target virtual competitive character, for example, an operation instruction for the player to drag the target virtual competitive character to a certain position in the game scene. In the battle sub-stage, a screen of the target virtual competitive character and the virtual competitive character of the second camp performing game actions is displayed.
[0189] In one embodiment, in the array sub-stage, the initial position of the target virtual competitive character is determined in the first array area according to the thirteenth preset instruction. Among them, the first array area is an area that allows the first camp to place the target virtual competitive character. Exemplarily, the first array area is composed of regularly arranged cells, and each cell can be placed with a target virtual competitive character. The player can move the target virtual competitive character to a cell in the first array area by dragging and other operations, that is, determine the initial position of the target virtual competitive character. For the same target virtual competitive character, placing it in different initial positions can play different roles. The number of cells in the first array area can be greater than the number of target virtual competitive characters, so that players can arrange the target virtual competitive characters more freely to achieve different tactics.
[0190] In one embodiment, in the battle sub-phase, the target virtual competitive character is controlled to move from an initial position according to the current character attributes and / or to engage in game battle with the virtual competitive character of the second camp.
[0191] Generally, when each player completes the formation and confirms it, the game enters the battle sub-stage from the formation sub-stage, or the formation sub-stage is set with a maximum duration (such as giving players a maximum of 3 minutes to form a formation). When the maximum duration is reached, the formation sub-stage ends and enters the battle sub-stage. At the beginning of the battle sub-stage, the target virtual competitive character is at its initial position, and the game program can automatically control the target virtual competitive character to move from the initial position. If the target virtual competitive character meets the preset position relationship with the virtual competitive character of the second camp (such as adjacent positions, or the target virtual competitive character has a certain attack range, and there is a virtual competitive character of the second camp within its attack range), a game battle occurs.
[0192] In one embodiment, the game scene also includes a second array area corresponding to the second camp, which is an area where the second camp can place its virtual competitive characters. For example, the game scene can be divided into two parts, one part is the first array area, and the other part is the second array area.
[0193] In one embodiment, in the formation sub-stage, the second formation area with shielding is displayed. For example, in the formation sub-stage, the first formation area can be fully displayed in the second game screen, and the shielding effect of the second formation area can be achieved by fog or the like, or the second formation area can be displayed as a blank area, etc. In this way, the players of the first camp cannot see the situation in the second formation area in the formation sub-stage. Similarly, in the perspective of the players of the second camp, the first formation area with shielding can be displayed. In this way, both parties can fully play the game in a non-transparent state, which improves the gameplay.
[0194] Furthermore, in the battle sub-stage, the second array area can be displayed without any obstruction, such as completely removing the obstruction effect of the second array area when entering the battle sub-stage. Alternatively, the second array area with the obstruction gradually removed can be displayed, such as removing the obstruction effect of the area passed by the target virtual competitive character of the first camp as it moves to the second array area.
[0195] In one embodiment, the game processing method further includes the following steps:
[0196] Determine settlement data of the second game stage according to the game behavior result corresponding to the game behavior, and update the second preset attribute of the first camp according to the settlement data;
[0197] When the second preset attribute of the first camp reaches the failure determination threshold, it is determined that the first camp has failed in the game.
[0198] Among them, the game behavior result can be the final result corresponding to the game behavior occurring in the second game stage, such as the result of the first camp winning or losing. The settlement data of the second game stage is determined according to the game behavior result, and the settlement data is used to reward or punish or evaluate the first camp (or the second camp). The second preset attribute is an attribute used to reflect the game result of the game match or round, which can be a state attribute, such as strength value, life value, mentality value, etc., or it can be a game resource owned by the camp, such as property value, etc., and its role is to quantify the game result of the game match or round. The present disclosure does not limit the specific form of the second preset attribute. The failure determination threshold can be determined based on experience or specific game conditions. For example, the failure determination threshold can be 0. If the first camp fails in the second game stage, a certain second preset attribute is deducted according to the settlement data. When the second preset attribute drops to 0, it is determined that the first camp has failed in this game match.
[0199] The settlement data may include a second preset attribute update value, such as a second preset attribute deduction value or a second preset attribute reward value, which is used to update the second preset attribute of the first camp. Each camp participating in the game initially has a certain second preset attribute. The purpose of the game is to reduce the second preset attribute of the opponent, improve or maintain the second preset attribute of the party, and the camp whose preset attribute drops to the failure judgment threshold (such as 0) can be eliminated from the game. In each round, the losing camp is deducted a certain second preset attribute, and the winning camp does not deduct the second preset attribute, or deducts less second preset attribute, or is rewarded with a certain second preset attribute. The second preset attribute of the first camp can be updated according to the settlement data, thereby reflecting the game behavior results as changes in the second preset attribute of the first camp to advance the game process.
[0200] The exemplary embodiment of the present disclosure also provides a game processing device. Fig.10 As shown, the game processing device 1000 includes the following program modules:
[0201] The first game screen display processing module 1010 is configured to display a first game screen corresponding to a first camp controlled by a terminal device in a first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes;
[0202] The virtual card selection processing module 1020 is configured to select at least one target virtual card from the plurality of candidate virtual cards in response to a first preset instruction to form a virtual card combination;
[0203] The character attribute update processing module 1030 is configured to update the character attribute of the first target virtual competitive character among the target virtual competitive characters according to the card attribute of the target virtual card in the virtual card combination;
[0204] The second game screen display processing module 1040 is configured to display a second game screen corresponding to the first camp in the second game stage through the graphical user interface; the second game screen includes the target virtual competitive character;
[0205] The game behavior control processing module 1050 is configured to control the target virtual competitive character to perform game behaviors based on current character attributes and virtual competitive characters in a second camp; the first camp and the second camp are different game camps.
[0206] In one embodiment, according to the card attributes of the target virtual card in the virtual card combination, the character attributes of the first target virtual competitive character among the target virtual competitive characters are updated, including: determining a basic value according to the card attributes of each target virtual card object; determining a first multiplier according to a combination of the card attributes of multiple target virtual card objects; and updating the character attributes of the first target virtual competitive character among the target virtual competitive characters based on the basic value and the first multiplier.
[0207] In one embodiment, determining the base value according to the card attributes of each target virtual card object includes: determining the base value according to the card attributes of each target virtual card object and the item attributes of the first virtual item used by the first camp.
[0208] In one embodiment, determining the first multiplier based on a combination of card attributes of multiple target virtual card objects includes: determining the first multiplier based on a combination of card attributes of multiple target virtual card objects and item attributes of a first virtual item used by the first camp.
[0209] In one embodiment, the game processing device 1000 is also used to perform at least one of the following steps: in response to a second preset instruction, obtain a first virtual item for the first camp from the first item library, and deduct the game resources corresponding to the first virtual item from the game resources of the first camp; when the first preset attribute of the first camp reaches the activation threshold of the second item library, obtain the game resources corresponding to the activation threshold currently reached by the first preset attribute from the second item library for the first camp; the second item library is configured with one or more activation thresholds, each activation threshold corresponds to a specific game resource, wherein the game resources corresponding to at least one activation threshold include the first virtual item; when the first camp defeats the neutral virtual character, obtain the game resources corresponding to the neutral virtual character for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the first virtual item.
[0210] In one embodiment, the game processing device 1000 is further used to: in response to a third preset instruction, combine multiple identical first virtual items into one first virtual item, wherein the item attributes of the combined first virtual item are greater than the item attributes of the first virtual item before the combination.
[0211] In one embodiment, the first camp has one or more inventory columns, each of which is used to place a first virtual item; the game processing device 1000 is also used to: respond to a fourth preset instruction, add a new inventory column to the first camp, and deduct game resources corresponding to the new inventory column from the game resources of the first camp.
[0212] In one embodiment, the game processing device 1000 is also used to: respond to a fifth preset instruction, adjust the card attributes of the target virtual card according to the fifth preset instruction; update the character attributes of the first target virtual competitive character in the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination, including: updating the character attributes of the first target virtual competitive character in the target virtual competitive characters according to the adjusted card attributes of the target virtual card.
[0213] In one embodiment, responding to a fifth preset instruction and adjusting the card attributes of the target virtual card according to the fifth preset instruction includes: responding to an instruction to use a second virtual item for a first target virtual card in the target virtual cards, adjusting the card attributes of the first target virtual card according to the item attributes of the second virtual item.
[0214] In one embodiment, the game processing device 1000 is also used to perform at least one of the following steps: in response to a sixth preset instruction, obtain a second virtual item for the first camp from the first item library, and deduct the game resources corresponding to the second virtual item from the game resources of the first camp; when the first preset attribute of the first camp reaches the activation threshold of the second item library, obtain the game resources corresponding to the activation threshold currently reached by the first preset attribute from the second item library for the first camp; the second item library is configured with one or more activation thresholds, each activation threshold corresponds to a specific game resource, wherein the game resources corresponding to at least one activation threshold include the second virtual item; when the first camp defeats the neutral virtual character, obtain the game resources corresponding to the neutral virtual character for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the second virtual item.
[0215] In one embodiment, the game processing device 1000 is further used to: respond to a seventh preset instruction, and update the character attributes of a second target virtual competitive character among the target virtual competitive characters according to the seventh preset instruction.
[0216] In one embodiment, in response to the seventh preset instruction, the character attributes of the second target virtual competitive character among the target virtual competitive characters are updated according to the seventh preset instruction, including: in response to the instruction to use the third virtual item for the second target virtual competitive character, the character attributes of the second target virtual competitive character are updated according to the item attributes of the third virtual item.
[0217] In one embodiment, the game processing device 1000 is also used to perform at least one of the following steps: in response to an eighth preset instruction, obtain a third virtual item for the first camp from the first item library, and deduct the game resources corresponding to the third virtual item from the game resources of the first camp; when the first preset attribute of the first camp reaches the activation threshold of the second item library, obtain the game resources corresponding to the activation threshold currently reached by the first preset attribute from the second item library for the first camp; the second item library is configured with one or more activation thresholds, each activation threshold corresponds to a specific game resource, wherein the game resources corresponding to at least one activation threshold include the third virtual item; when the first camp defeats the neutral virtual character, obtain the game resources corresponding to the neutral virtual character for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the third virtual item.
[0218] In one embodiment, the character attributes of the virtual competitive character include skill attributes; the game processing device 1000 is also used to: respond to a ninth preset instruction, and update the skill attributes of a third target virtual competitive character among the target virtual competitive characters according to the ninth preset instruction.
[0219] In one embodiment, in response to a ninth preset instruction, the skill attributes of a third target virtual competitive character among the target virtual competitive characters are updated according to the ninth preset instruction, including: in response to an instruction to use a fourth virtual item for the third target virtual competitive character, the skill attributes of the third target virtual competitive character are updated according to the item attributes of the fourth virtual item.
[0220] In one embodiment, the fourth virtual item includes at least one of the following: a fourth virtual item of a random object, a fourth virtual item of a designated object; in response to an instruction to use the fourth virtual item for a third target virtual competitive character, updating the skill attributes of the third target virtual competitive character according to the item attributes of the fourth virtual item, comprising at least one of the following steps: in response to an instruction to use the fourth virtual item of a random object, randomly determining a third target virtual competitive character from among the target virtual competitive characters, and updating the skill attributes of the third target virtual competitive character according to the item attributes of the fourth virtual item of the random object; in response to an instruction to use the fourth virtual item of a designated object, using the designated target virtual competitive character as the third target virtual competitive character, and updating the skill attributes of the third target virtual competitive character according to the item attributes of the fourth virtual item of the designated object.
[0221] In one embodiment, the game processing device 1000 is also used to perform at least one of the following steps: in response to the tenth preset instruction, obtain the fourth virtual item for the first camp from the first item library, and deduct the game resources corresponding to the fourth virtual item from the game resources of the first camp; when the first preset attribute of the first camp reaches the activation threshold of the second item library, obtain the game resources corresponding to the activation threshold currently reached by the first preset attribute from the second item library for the first camp; the second item library is configured with one or more activation thresholds, each activation threshold corresponds to specific game resources, and the game resources corresponding to at least one activation threshold include the fourth virtual item; when the first camp defeats the neutral virtual character, obtain the game resources corresponding to the neutral virtual character for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the fourth virtual item.
[0222] In one embodiment, the game processing device 1000 is also used to perform at least one of the following steps: updating the first preset attribute of the first camp according to the card attribute of the target virtual card in the virtual card combination; determining the settlement data of the second game stage according to the game behavior result corresponding to the game behavior, and updating the first preset attribute of the first camp according to the settlement data.
[0223] In one embodiment, the game processing device 1000 is further used to: determine a first target virtual competitive character from target virtual competitive characters according to a fifth virtual item used by the first camp.
[0224] In one embodiment, the first camp is configured with N fifth virtual items, N is a positive integer not less than 2, and the first game stage includes N character attribute update rounds corresponding to the N fifth virtual items one by one; according to the fifth virtual items used by the first camp, a first target virtual competitive character is determined from the target virtual competitive characters, including: in each character attribute update round, according to the fifth virtual item corresponding to the current character attribute update round, the first target virtual competitive character of the current character attribute update round is determined from the target virtual competitive characters; in response to the first preset instruction, at least one target virtual card is selected from a plurality of candidate virtual cards to form a virtual card. The combination includes: in each character attribute update round, responding to a first preset instruction, selecting at least one target virtual card from a plurality of candidate virtual cards to form a virtual card combination for the current character attribute update round; updating the character attributes of a first target virtual competitive character among target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination, including: in each character attribute update round, determining a combination parameter value of the virtual card combination according to the card attributes of the target virtual card in the virtual card combination for the current character attribute update round, and updating the character attributes of the first target virtual competitive character for the current character attribute update round based on the combination parameter value.
[0225] In one embodiment, the first target virtual competitive character is determined from the target virtual competitive characters according to the fifth virtual item used by the first camp, including at least one of the following: if the first camp uses the first type of fifth virtual item, a first target virtual competitive character is randomly determined from all the target virtual competitive characters; if the first camp uses the second type of fifth virtual item, a first target virtual competitive character is randomly determined from some of the target virtual competitive characters; if the first camp uses the third type of fifth virtual item, all the target virtual competitive characters are used as the first target virtual competitive characters.
[0226] In one embodiment, updating the character attributes of a first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination includes: updating the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination and the fifth virtual item used by the first camp.
[0227] In one embodiment, the game game includes one or more rounds, each round includes one or more small rounds, each small round includes a first game stage and a second game stage; the game processing device 1000 is also used to: at the beginning of each round, obtain the fifth virtual item for the first camp to be used in the current round.
[0228] In one embodiment, obtaining a fifth virtual item for the first camp to be used in the current round includes at least one of the following steps: obtaining a fifth virtual item of a fixed type for the first camp; providing a plurality of candidate types of fifth virtual items, and in response to a selection instruction for the plurality of candidate types of fifth virtual items, obtaining a fifth virtual item of a specified type for the first camp from the plurality of candidate types of fifth virtual items.
[0229] In one embodiment, a virtual competitive character is configured with character attributes corresponding to multiple levels; according to the card attributes of the target virtual card in the virtual card combination, the character attributes of the first target virtual competitive character among the target virtual competitive characters are updated, including: according to the card attributes of the target virtual card in the virtual card combination, the level of the first target virtual competitive character is updated, and the character attributes corresponding to the updated level are used as the current character attributes of the first target virtual competitive character.
[0230] In one embodiment, before responding to the first preset instruction and selecting at least one target virtual card from a plurality of candidate virtual cards to form a virtual card combination, the game processing device 1000 is further used to: respond to the eleventh preset instruction, discard the specified candidate virtual cards according to the eleventh preset instruction, and draw the same number of virtual cards from the first virtual card set according to the number of discarded candidate virtual cards to supplement the candidate virtual cards.
[0231] In one embodiment, the game processing device 1000 is also used to: determine the settlement data of the second game stage according to the game behavior result corresponding to the game behavior, and update the second preset attribute of the first camp according to the settlement data; when the second preset attribute of the first camp reaches the failure judgment threshold, it is judged that the first camp has failed in the game.
[0232] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0233] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0234] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game processing method described above is implemented.
[0235] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0236] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0237] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0238] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run the computer programs. When a computer program is running on an electronic device, its code is used to enable the electronic device to execute (more specifically, enable the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned game processing method, which includes the following steps: Step S210, displaying the first game screen corresponding to the first camp controlled by the terminal device in the first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from the first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from the first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters. A virtual competitive character, wherein the virtual competitive character is configured with character attributes; step S220, in response to a first preset instruction, selecting at least one target virtual card from a plurality of candidate virtual cards to form a virtual card combination; step S230, updating the character attributes of a first target virtual competitive character in the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination; step S240, displaying a second game screen corresponding to the first camp in the second game stage through a graphical user interface; the second game screen includes the target virtual competitive character; step S250, controlling the target virtual competitive character to perform game behaviors based on the current character attributes and the virtual competitive character of the second camp; the first camp and the second camp are different game camps.
[0239] The above method steps are implemented by a computer program. In the first game stage, the character attributes of the target virtual competitive character are updated according to the virtual card combination. In the second game stage, the target virtual competitive character is controlled to perform game behaviors without updating the character attributes. On the one hand, the process of character acquisition of experience points, updating of character attributes, etc. is separated from the game competition process, which reduces the amount of data processing in the game competition process, especially the amount of real-time calculation, thereby reducing the game operation pressure of the terminal or server and improving the problem of game jams. On the other hand, the update mechanism of character attributes is decoupled from the current strength of the camp, so that the camp with weaker current strength has the opportunity to obtain more character attribute improvements, which is conducive to breaking the strength pattern between different camps, increasing the diversity of the game process, and improving the game experience.
[0240] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0241] Reference below Fig.11 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.11 The electronic device 1100 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0242] like Fig.11 As shown, the electronic device 1100 may include: a processor 1110 , a memory 1120 , a bus 1130 , an I / O (input / output) interface 1140 , a network adapter 1150 , and a display 1160 .
[0243] The memory 1120 may include a volatile memory, such as a RAM 1121, a cache unit 1122, and may also include a non-volatile memory, such as a ROM 1123. The memory 1120 may also include one or more program modules 1124, such program modules 1124 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1124 may include each module in the above-mentioned device.
[0244] Processor 1110 may include one or more processing units. For example, processor 1110 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0245] The processor 1110 can be used to execute the executable instructions stored in the memory 1120, such as the above-mentioned game processing method, which includes the following steps: Step S210, displaying a first game screen corresponding to the first camp controlled by the terminal device in the first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes property; step S220, in response to the first preset instruction, selecting at least one target virtual card from multiple candidate virtual cards to form a virtual card combination; step S230, updating the character attributes of the first target virtual competitive character in the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination; step S240, displaying the second game screen corresponding to the first camp in the second game stage through the graphical user interface; the second game screen includes the target virtual competitive character; step S250, controlling the target virtual competitive character to perform game behavior with the virtual competitive character of the second camp based on the current character attributes; the first camp and the second camp are different game camps.
[0246] The above method steps are executed by processor 1110, and the character attributes of the target virtual competitive character are updated according to the virtual card combination in the first game stage, and the target virtual competitive character is controlled to perform game behavior in the second game stage without updating the character attributes. On the one hand, the process of character acquisition of experience points, updating of character attributes, etc. is separated from the game competition process, which reduces the amount of data processing in the game competition process, especially reduces the amount of real-time calculation, thereby reducing the game operation pressure of the terminal or server and improving the problem of game jams. On the other hand, the update mechanism of character attributes is decoupled from the current strength of the camp, so that the camp with weaker current strength has the opportunity to obtain more character attribute improvements, which is conducive to breaking the strength pattern between different camps, increasing the diversity of the game process, and improving the game experience.
[0247] The bus 1130 is used to realize the connection between different components of the electronic device 1110, and may include a data bus, an address bus, and a control bus.
[0248] The electronic device 1110 can communicate with one or more external devices 1200 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1140 .
[0249] The electronic device 1110 can communicate with one or more networks through the network adapter 1150. For example, the network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1150 can communicate with other modules of the electronic device 1100 through the bus 1130.
[0250] The electronic device 1100 may display a graphical user interface through the display 1160 , such as displaying a first game screen, a second game screen, and the like.
[0251] although Fig.11 Not shown, other hardware and / or software modules may also be provided in the electronic device 1100, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0252] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0253] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A game processing method, characterized in that: The method comprises: The first game screen corresponding to the first camp controlled by the terminal device in the first game stage is displayed through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes; In response to the first preset instruction, at least one target virtual card is selected from the plurality of candidate virtual cards to form a virtual card combination; updating the character attributes of a first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination; Displaying, by means of the graphical user interface, a second game screen corresponding to the first camp in the second game stage; the second game screen including the target virtual competitive character; The target virtual competitive character is controlled to perform game behaviors based on current character attributes and virtual competitive characters in a second camp; the first camp and the second camp are different game camps.
2. The method according to claim 1, characterized in that Updating the character attributes of a first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination includes: Determine a base value according to the card attribute of each target virtual card object; Determining a first multiplier according to a combination of card attributes of a plurality of target virtual card objects; Based on the basic value and the first multiplier, the character attribute of the first target virtual competitive character among the target virtual competitive characters is updated.
3. The method according to claim 2, characterized in that The determining of the base value according to the card attribute of each target virtual card object includes: The basic value is determined according to the card attributes of each target virtual card object and the item attributes of the first virtual item used by the first camp.
4. The method according to claim 2, characterized in that: The determining the first multiplier according to a combination of card attributes of a plurality of target virtual card objects comprises: The first multiplier is determined according to a combination of card attributes of a plurality of target virtual card objects and an item attribute of a first virtual item used by the first camp.
5. The method according to claim 3 or 4, characterized in that: The method further comprises at least one of the following steps: In response to a second preset instruction, obtaining the first virtual item for the first camp from a first item library, and deducting game resources corresponding to the first virtual item from game resources of the first camp; When the first preset attribute of the first camp reaches the activation threshold of the second item library, obtaining game resources corresponding to the activation threshold currently reached by the first preset attribute for the first camp from the second item library; The second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, wherein the game resource corresponding to at least one opening threshold includes the first virtual item; When the first camp defeats the neutral virtual character, game resources corresponding to the neutral virtual character are obtained for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the first virtual item.
6. The method according to claim 3 or 4, characterized in that: The method further comprises: In response to the third preset instruction, a plurality of identical first virtual items are combined into one first virtual item, and the item attributes of the combined first virtual item are greater than the item attributes of the first virtual item before the combination.
7. The method according to claim 3 or 4, characterized in that: The first camp has one or more inventory slots, each inventory slot is used to place one of the first virtual items; the method further includes: In response to the fourth preset instruction, a new inventory is added to the first camp, and game resources corresponding to the new inventory are deducted from the game resources of the first camp.
8. The method according to claim 1, characterized in that The method further comprises: In response to a fifth preset instruction, adjusting the card attribute of the target virtual card according to the fifth preset instruction; The updating of the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination includes: According to the adjusted card attributes of the target virtual card, the character attributes of the first target virtual competitive character among the target virtual competitive characters are updated.
9. The method according to claim 8, characterized in that The responding to the fifth preset instruction and adjusting the card attribute of the target virtual card according to the fifth preset instruction includes: In response to an instruction to use a second virtual item for a first target virtual card among the target virtual cards, a card attribute of the first target virtual card is adjusted according to an item attribute of the second virtual item.
10. The method according to claim 9, characterized in that The method further comprises at least one of the following steps: In response to a sixth preset instruction, obtaining the second virtual item for the first camp from the first item library, and deducting game resources corresponding to the second virtual item from game resources of the first camp; When the first preset attribute of the first camp reaches the activation threshold of the second item library, obtaining game resources corresponding to the activation threshold currently reached by the first preset attribute for the first camp from the second item library; The second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, wherein the game resource corresponding to at least one opening threshold includes the second virtual item; When the first camp defeats the neutral virtual character, game resources corresponding to the neutral virtual character are obtained for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the second virtual item.
11. The method according to claim 1, characterized in that: The method further comprises: In response to a seventh preset instruction, the character attributes of a second target virtual competitive character among the target virtual competitive characters are updated according to the seventh preset instruction.
12. The method according to claim 11, characterized in that The step of responding to the seventh preset instruction and updating the character attributes of the second target virtual competitive character among the target virtual competitive characters according to the seventh preset instruction includes: In response to the instruction to use the third virtual item for the second target virtual competitive character, the character attributes of the second target virtual competitive character are updated according to the item attributes of the third virtual item.
13. The method according to claim 12, characterized in that The method further comprises at least one of the following steps: In response to an eighth preset instruction, obtaining the third virtual item for the first camp from the first item library, and deducting game resources corresponding to the third virtual item from game resources of the first camp; When the first preset attribute of the first camp reaches the activation threshold of the second item library, obtaining game resources corresponding to the activation threshold currently reached by the first preset attribute for the first camp from the second item library; The second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, wherein the game resource corresponding to at least one opening threshold includes the third virtual item; When the first camp defeats the neutral virtual character, game resources corresponding to the neutral virtual character are obtained for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the third virtual item.
14. The method according to claim 1, characterized in that The role attributes of the virtual competitive role include skill attributes; the method further includes: In response to a ninth preset instruction, the skill attribute of a third target virtual competitive character among the target virtual competitive characters is updated according to the ninth preset instruction.
15. The method according to claim 14, characterized in that The responding to the ninth preset instruction and updating the skill attribute of the third target virtual competitive character among the target virtual competitive characters according to the ninth preset instruction includes: In response to an instruction to use a fourth virtual item for the third target virtual competitive character, the skill attribute of the third target virtual competitive character is updated according to the item attribute of the fourth virtual item.
16. The method according to claim 15, characterized in that The fourth virtual item includes at least one of the following: a fourth virtual item of a random object, a fourth virtual item of a designated object; the responding to the instruction to use the fourth virtual item for the third target virtual competitive character, updating the skill attribute of the third target virtual competitive character according to the item attribute of the fourth virtual item, includes at least one of the following steps: In response to an instruction to use a fourth virtual item of a random object, randomly determine the third target virtual competitive character from among the target virtual competitive characters, and update the skill attribute of the third target virtual competitive character according to the item attribute of the fourth virtual item of the random object; In response to an instruction to use the fourth virtual item of the designated object, the designated target virtual competitive character is used as the third target virtual competitive character, and the skill attributes of the third target virtual competitive character are updated according to the item attributes of the fourth virtual item of the designated object.
17. The method according to claim 15, characterized in that The method further comprises at least one of the following steps: In response to a tenth preset instruction, obtaining the fourth virtual item for the first camp from the first item library, and deducting game resources corresponding to the fourth virtual item from game resources of the first camp; When the first preset attribute of the first camp reaches the activation threshold of the second item library, obtaining game resources corresponding to the activation threshold currently reached by the first preset attribute for the first camp from the second item library; The second item library is configured with one or more opening thresholds, each opening threshold corresponds to a specific game resource, wherein the game resource corresponding to at least one opening threshold includes the fourth virtual item; When the first camp defeats the neutral virtual character, game resources corresponding to the neutral virtual character are obtained for the first camp; the neutral virtual character is a virtual character outside the first camp and the second camp; the game resources corresponding to the neutral virtual character include the fourth virtual item.
18. The method according to any one of claims 5, 10, 13 and 17, characterized in that: The method further comprises at least one of the following steps: Updating the first preset attribute of the first camp according to the card attribute of the target virtual card in the virtual card combination; Determine settlement data of the second game stage according to a game behavior result corresponding to the game behavior, and update a first preset attribute of the first camp according to the settlement data.
19. The method according to claim 1, characterized in that The method further comprises: The first target virtual competitive character is determined from the target virtual competitive characters according to the fifth virtual item used by the first camp.
20. The method according to claim 19, characterized in that The first camp is configured with N fifth virtual items, where N is a positive integer not less than 2, and the first game stage includes N character attribute update rounds corresponding to the N fifth virtual items one by one; The step of determining the first target virtual competitive character from the target virtual competitive characters according to the fifth virtual item used by the first camp includes: In each character attribute update round, according to the fifth virtual item corresponding to the current character attribute update round, a first target virtual competitive character in the current character attribute update round is determined from the target virtual competitive characters; The step of responding to the first preset instruction and selecting at least one target virtual card from the plurality of candidate virtual cards to form a virtual card combination includes: In each character attribute update round, in response to a first preset instruction, at least one target virtual card is selected from the plurality of candidate virtual cards to form a virtual card combination for the current character attribute update round; The updating of the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination includes: In each character attribute update round, the character attributes of the first target virtual competitive character in the current character attribute update round are updated according to the card attributes of the target virtual cards in the virtual card combination in the current character attribute update round.
21. The method according to claim 19, characterized in that The step of determining the first target virtual competitive character from the target virtual competitive characters according to the fifth virtual item used by the first camp includes at least one of the following: If the first camp uses the fifth virtual item of the first type, randomly determining a first target virtual competitive character from all the target virtual competitive characters; If the first camp uses the fifth virtual item of the second type, randomly determining a first target virtual competitive character from some of the target virtual competitive characters; If the first camp uses the fifth virtual item of the third type, all of the target virtual competitive characters are used as first target virtual competitive characters.
22. The method according to claim 19, characterized in that The updating of the character attributes of the first target virtual competitive character among the target virtual competitive characters according to the card attributes of the target virtual card in the virtual card combination includes: The character attributes of a first target virtual competitive character among the target virtual competitive characters are updated according to the card attributes of the target virtual card in the virtual card combination and the fifth virtual item used by the first camp.
23. The method according to claim 19, characterized in that The game game includes one or more rounds, each of which includes one or more small rounds, and each small round includes the first game stage and the second game stage; the method further includes: At the beginning of each round, a fifth virtual item for use in the current round is obtained for the first camp.
24. The method according to claim 23, characterized in that The step of obtaining a fifth virtual item for the first camp to be used in the current round includes at least one of the following steps: Obtain a fifth virtual item of a fixed type for the first camp; A plurality of candidate types of fifth virtual items are provided, and in response to a selection instruction for the plurality of candidate types of fifth virtual items, a fifth virtual item of a specified type is obtained for the first camp from the plurality of candidate types of fifth virtual items.
25. The method according to claim 1, characterized in that The virtual competitive character is configured with character attributes corresponding to a plurality of levels; and the character attributes of a first target virtual competitive character among the target virtual competitive characters are updated according to the card attributes of the target virtual card in the virtual card combination, including: The level of the first target virtual competitive character is updated according to the card attributes of the target virtual card in the virtual card combination, and the character attributes corresponding to the updated level are used as the current character attributes of the first target virtual competitive character.
26. The method according to claim 1, characterized in that Before selecting at least one target virtual card from the plurality of candidate virtual cards in response to the first preset instruction to form a virtual card combination, the method further includes: In response to the eleventh preset instruction, the designated candidate virtual cards are discarded according to the eleventh preset instruction, and the same number of virtual cards are drawn from the first virtual card set according to the number of the discarded candidate virtual cards to supplement the candidate virtual cards.
27. The method according to claim 1, characterized in that The method further comprises: determining settlement data of the second game stage according to a game behavior result corresponding to the game behavior, and updating a second preset attribute of the first camp according to the settlement data; When the second preset attribute of the first camp reaches the failure determination threshold, it is determined that the first camp has failed in the game.
28. A game processing device, characterized in that: The device comprises: The first game screen display processing module is configured to display a first game screen corresponding to a first camp controlled by a terminal device in a first game stage through a graphical user interface; the first game screen includes a plurality of candidate virtual cards drawn from a first virtual card set; the first virtual card set includes a plurality of virtual cards, and the virtual cards are configured with card attributes; the first camp includes one or more target virtual competitive characters selected from a first virtual competitive character set; the first virtual competitive character set includes a plurality of virtual competitive characters, and the virtual competitive characters are configured with character attributes; A virtual card selection processing module is configured to select at least one target virtual card from the plurality of candidate virtual cards in response to a first preset instruction to form a virtual card combination; A character attribute update processing module, configured to update the character attribute of a first target virtual competitive character among the target virtual competitive characters according to the card attribute of the target virtual card in the virtual card combination; A second game screen display processing module is configured to display a second game screen corresponding to the first camp in the second game stage through the graphical user interface; the second game screen includes the target virtual competitive character; The game behavior control processing module is configured to control the target virtual competitive character to perform game behaviors based on current character attributes and virtual competitive characters in a second camp; the first camp and the second camp are different game camps.
29. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 27 is implemented.
30. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 27 by executing the executable instructions.