Virtual character control method and device, storage medium and electronic equipment

By cross-regional transfer between game zone servers, the problem that virtual characters cannot be controlled during the server shutdown and maintenance of the zone server is solved, and the control efficiency of virtual characters is improved.

CN119318802APending Publication Date: 2025-01-17TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310877642.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-17
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

When the game area server is shut down and maintenance is maintained, the virtual character cannot be controlled, resulting in inefficient control. The existing technology has failed to effectively solve this problem.

Method used

By displaying the target virtual character in the first game area server and prompting the area server for maintenance information, responding to cross-region requests, transferring the target virtual character from the first game area server to the second game area server, and using cross-region methods to avoid the impact of shutdown maintenance. Control of virtual characters.

Benefits of technology

It is possible to control virtual characters during the district server shutdown and maintenance, improve the control efficiency of virtual characters, and avoid the problem of virtual characters being uncontrollable due to the district server shutdown and maintenance.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual character control method and device, a storage medium and electronic equipment. The method comprises the steps that a target virtual character located in a first game area server is obtained and displayed, the target virtual character is a game character in a target virtual game, and at least two game area servers associated with the target virtual game comprise the first game area server; the zone service maintenance information of the first game zone service is displayed, and the zone service maintenance information of the first game zone service is used for prompting that the first game zone service is about to stop service maintenance; the target virtual role is controlled to be transferred from the first game zone server to the second game zone server in response to a cross-zone request triggered by the second game zone server, the at least two game zone servers comprise the second game zone server, and the method can be applied to cloud technology scenes and relates to technologies such as cloud games. The technical problem that the control efficiency of the virtual character is low is solved.
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Description

Technical Field

[0001] The present application relates to the field of computers, and in particular to a control method, device, storage medium and electronic device for a virtual character. Background Art

[0002] When the game server is shut down for maintenance, the virtual character is usually unable to be controlled, which leads to the problem of low control efficiency of the virtual character. Therefore, there is a problem of low control efficiency of the virtual character.

[0003] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0004] The embodiments of the present application provide a method, device, storage medium and electronic device for controlling a virtual character, so as to at least solve the technical problem of low control efficiency of the virtual character.

[0005] According to one aspect of an embodiment of the present application, a method for controlling a virtual character is provided, comprising: displaying a target virtual character located in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server; displaying server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance; in response to a cross-zone request triggered on a second game server, controlling the target virtual character to transfer from the first game server to the second game server, wherein the at least two game servers include the second game server.

[0006] According to another aspect of an embodiment of the present application, a control device for a virtual character is also provided, including: a first display unit, used to display a target virtual character located in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server; a second display unit, used to display server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance; a first control unit, used to control the target virtual character to transfer from the first game server to the second game server in response to a cross-zone request triggered on the second game server, wherein the at least two game servers include the second game server.

[0007] As an optional solution, the above-mentioned first display unit includes: a first display module, used to display the above-mentioned target virtual character located in the first game area, wherein the above-mentioned first game area is a game area managed by the above-mentioned first game area server among at least two game areas associated with the above-mentioned target virtual game, and each game area in the above-mentioned at least two game areas is different from each other.

[0008] As an optional solution, the above-mentioned first control unit includes: a control module, used to control the above-mentioned target virtual character to move from the above-mentioned first game area to the second game area, wherein the above-mentioned second game area is a game area among the above-mentioned at least two game areas managed by the above-mentioned second game area server, and the above-mentioned second game area is different from the above-mentioned first game area.

[0009] As an optional solution, the above-mentioned device also includes: a second display module, used to display and / or play the escape prompt information of the above-mentioned first game area during the process of displaying the area maintenance information of the above-mentioned first game area, wherein the escape prompt information of the above-mentioned first game area is used to prompt the escape from the above-mentioned first game area.

[0010] As an optional solution, the above-mentioned second display module includes at least one of the following: a first display submodule, used to display the above-mentioned escape prompt information on the target display object in the above-mentioned first game area, wherein the above-mentioned target display object is a virtual object with communication and display functions in the above-mentioned target virtual game; a first playback submodule, used to play the escape prompt information of the above-mentioned first game area through the target broadcast object in the above-mentioned first game area, wherein the above-mentioned target broadcast object is a virtual object with communication and playback functions in the above-mentioned target virtual game; a second display submodule, used to display the above-mentioned escape prompt information on the above-mentioned first communication prop when the above-mentioned target virtual character carries a first communication prop, wherein the above-mentioned first communication prop is a virtual prop with communication and display functions in the above-mentioned target virtual game; a second playback submodule, used to play the above-mentioned escape prompt information through the above-mentioned second communication prop when the above-mentioned target virtual character carries a second communication prop, wherein the above-mentioned second communication prop is a virtual prop with communication and playback functions in the above-mentioned target virtual game.

[0011] As an optional solution, the above-mentioned device also includes: a third display module, which is used to display the virtual game task in which the above-mentioned target virtual character participates after the above-mentioned escape prompt information of the above-mentioned first game area is displayed and / or played; an escape module, which is used to allow the above-mentioned target virtual character to escape from the above-mentioned first game area after the above-mentioned escape prompt information of the above-mentioned first game area is displayed and / or played, if the above-mentioned target virtual character meets the task completion conditions of the above-mentioned virtual game task.

[0012] As an optional solution, the above-mentioned device also includes: a setting unit, which is used to set the cross-region permission between the above-mentioned first game area server and at least one target game area server to an allowed state after the area server maintenance information of the above-mentioned first game area server is displayed, wherein the above-mentioned at least one target game area server is a game area server among the above-mentioned at least two game areas servers that has not been shut down for maintenance or is not about to be shut down for maintenance; a second control unit, which is used to control the above-mentioned target virtual character to be transferred from the above-mentioned first game area server to the above-mentioned any game area server in response to a cross-region request triggered to any game area server of the above-mentioned at least one target game area server after the area server maintenance information of the above-mentioned first game area server is displayed, when the cross-region permission between the above-mentioned first game area server and the above-mentioned at least one target game area server is in the above-mentioned allowed state.

[0013] As an optional solution, the above-mentioned device also includes: a third control unit, which is used to control the target virtual character to transfer from the above-mentioned first game area server to any of the above-mentioned game areas server after the above-mentioned control of the target virtual character to transfer from the above-mentioned first game area server to any of the above-mentioned game areas server, and when the above-mentioned first game area server has ended the shutdown maintenance, control the above-mentioned target virtual character to transfer from any of the above-mentioned game areas server to the above-mentioned first game area server and set the cross-area permission between the above-mentioned first game area server and at least one target game area server to a prohibited state.

[0014] As an optional solution, the above-mentioned device also includes: a first acquisition unit, used to obtain the character ranking of the above-mentioned target virtual character in the above-mentioned first game area server before controlling the above-mentioned target virtual character to transfer from the above-mentioned first game area server to the above-mentioned second game area server in response to the cross-area request triggered on the second game area server; a cross-area unit, used to allow the above-mentioned target virtual character to trigger and respond to the corresponding cross-area request when the character ranking is less than or equal to a preset threshold before controlling the above-mentioned target virtual character to transfer from the above-mentioned first game area server to the above-mentioned second game area server in response to the cross-area request triggered on the second game area server, wherein the above-mentioned corresponding cross-area request includes the above-mentioned cross-area request triggered on the second game area server.

[0015] As an optional solution, the above-mentioned device also includes: a second acquisition unit, which is used to obtain change information of the above-mentioned target virtual character after controlling the above-mentioned target virtual character to transfer from the above-mentioned first game area server to the above-mentioned second game area server, and synchronize the above-mentioned first game area server with the above-mentioned second game area server using the above-mentioned change information, wherein the above-mentioned change information is used to indicate the change difference between the target virtual character before transferring to the above-mentioned second game area server and the target virtual character after transferring back to the above-mentioned first game area server.

[0016] As an optional solution, the above-mentioned device also includes: a first data transfer unit, which is used to transfer the target character data of the above-mentioned target virtual character from the above-mentioned first game area server to the above-mentioned second game area server during the process of controlling the above-mentioned target virtual character to be transferred from the above-mentioned first game area server to the above-mentioned second game area server; a second data transfer unit, which is used to transfer the above-mentioned target character data from the above-mentioned second game area server to the above-mentioned first game area server after the above-mentioned control of the above-mentioned target virtual character is transferred from the above-mentioned first game area server to the above-mentioned second game area server. When controlling the above-mentioned target virtual character to be transferred from the above-mentioned second game area server back to the above-mentioned first game area server, the above-mentioned device also includes: transferring the above-mentioned target character data from the above-mentioned second game area server to the above-mentioned first game area server.

[0017] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual character as described above.

[0018] According to another aspect of the embodiments of the present application, there is also provided an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the virtual character control method through the computer program.

[0019] In an embodiment of the present application, a target virtual character located in a first game server is displayed, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server; server maintenance information of the first game server is displayed, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance; in response to a cross-region request triggered on a second game server, the target virtual character is controlled to be transferred from the first game server to the second game server, wherein the at least two game servers include the second game server. By means of a cross-region method, when the original game server (the first game server) is about to be shut down for maintenance, the (target) virtual character is controlled to be transferred to another game server (the second game server), so that the control of the virtual character is not affected by the shutdown and maintenance of the original game server, thereby achieving the purpose of avoiding the problem of the virtual character being uncontrollable due to the shutdown and maintenance of the game server, thereby achieving the technical effect of improving the control efficiency of the virtual character, and thus solving the technical problem of low control efficiency of the virtual character. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0021] Figure 1 is a schematic diagram of an application environment of an optional virtual character control method according to an embodiment of the present application;

[0022] Figure 2 is a schematic diagram of a process of an optional method for controlling a virtual character according to an embodiment of the present application;

[0023] Figure 3 is a schematic diagram of an optional method for controlling a virtual character according to an embodiment of the present application;

[0024] Figure 4 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0025] Figure 5 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0026] Figure 6 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0027] Figure 7 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0028] Figure 8 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0029] Fig. 9 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0030] Fig.10 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0031] Fig.11 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0032] Fig.12 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0033] Fig.13 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0034] Fig.14 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0035] Fig.15 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0036] Fig.16 is a schematic diagram of an optional control device for a virtual character according to an embodiment of the present application;

[0037] Fig.17 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0038] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present application.

[0039] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0040] For ease of understanding, the following terms are explained:

[0041] Cloud technology refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.

[0042] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, which can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The backend services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the rapid development and application of the Internet industry, in the future, each item may have its own identification mark, which needs to be transmitted to the backend system for logical processing. Data of different levels will be processed separately. All kinds of industry data need strong system backing support, which can only be achieved through cloud computing.

[0043] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the player's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the player's game terminal over the network. The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

[0044] According to one aspect of the embodiments of the present application, a method for controlling a virtual character is provided. Optionally, as an optional implementation, the method for controlling a virtual character may be applied to, but is not limited to, Figure 1 In the environment shown, the environment may include, but is not limited to, a user device 102 and a server 112 . The user device 102 may include, but is not limited to, a display 104 , a processor 106 , and a memory 108 . The server 112 includes a database 114 and a processing engine 116 .

[0045] The specific process can be as follows:

[0046] Steps S102 to S110-1, displaying the target virtual character in game server 1 and the server maintenance information of game server 1 through the display 104 of the user device 102; then using the processor 106 of the user device 102 to obtain the cross-zone request triggered for game server 2, and controlling the target virtual character to transfer from game server 1 to game server 2;

[0047] Steps S110 - 2 to S112 , sending the cross-zone request to the server 112 via the network 110 ;

[0048] Step S114, the server 112 obtains the target rendering data from the database 114 through the processing engine 116;

[0049] Steps S116-S120, sending the target rendering data to the user device 102 via the network 110, the user device 102 uses the target rendering data via the processor 106, and displays the target virtual character located in the game server 2 on the display 104, and stores the above target rendering data in the memory 108.

[0050] remove Figure 1 In addition to the examples shown, the above steps can be completed independently by the user device or the server, or by the user device and the server in collaboration, such as the user device 102 executing the above steps S114, thereby reducing the processing pressure of the server 112. The user device 102 includes but is not limited to handheld devices (such as mobile phones), laptops, tablet computers, desktop computers, vehicle-mounted devices, smart TVs, etc., and the present application does not limit the specific implementation of the user device 102. The server 112 can be a single server or a server cluster consisting of multiple servers, or a cloud server.

[0051] Optionally, as an optional implementation, as Figure 2 As shown, the control method of the virtual character can be executed by an electronic device, such as Figure 1 The user device or server shown in the figure comprises:

[0052] S202, displaying a target virtual character in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server;

[0053] S204, displaying the server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance;

[0054] S206: In response to the cross-zone request triggered on the second game zone and server, control the target virtual character to transfer from the first game zone and server to the second game zone and server, wherein the at least two game zones and servers include the second game zone and server.

[0055] Optionally, in this embodiment, the above-mentioned virtual character control method can be but is not limited to application in a multiplayer online virtual game scene, which uses multiple independent or dependent game servers, and the virtual character can be transferred between the multiple game servers. Then, when the current game area is about to be shut down for maintenance, the player can choose to control the virtual character to transfer to other game servers that have not been shut down for maintenance, so as to avoid the problem of the virtual character being uncontrollable due to the game server being shut down for maintenance.

[0056] Optionally, in this embodiment, the game zone can refer to, but is not limited to, in a multiplayer online game, in order to provide a better network experience and player interaction, players are assigned to different servers to play games. Each server is usually referred to as a (game) zone, and the zones can be divided according to factors such as region, language, and game version. Different zones may have different rules, gameplay, and community atmosphere. Players can choose to enter a specific zone to interact with other players in the game.

[0057] Optionally, in this embodiment, the data between game servers can be independent or non-independent. In an independent server, the player's game data, character progress, and interactive activities are all carried out in the server, which is completely independent of other servers. In a non-independent server, multiple servers may share certain data or functions, such as cross-server battles and cross-server competitions. Alternatively, multiple servers are each responsible for managing part of the operating data corresponding to the target virtual game;

[0058] To further illustrate, optionally Figure 3 As shown, the target scene 302 corresponding to the target virtual game is divided into 6 sub-scenes (such as Figure 3 In the figure, each of the at least two game servers associated with the target virtual game can manage the above-mentioned different sub-scenes separately without limitation. For example, the at least two game servers associated with the target virtual game include game server 1, game server 2, game server 3, game server 4, game server 5, and game server 6, wherein game server 1 is used to manage the game data corresponding to scene 1, game server 2 is used to manage the game data corresponding to scene 2, game server 3 is used to manage the game data corresponding to scene 3, game server 4 is used to manage the game data corresponding to scene 4, game server 5 is used to manage the game data corresponding to scene 5, and game server 6 is used to manage the game data corresponding to scene 6.

[0059] Optionally, in this embodiment, the target virtual character is a game character in the target virtual game, wherein the game character can be understood as, but not limited to, a virtual entity manipulated and operated by the player in the (target virtual) game, and the player can control the movement, behavior, skill release and other operations of the (virtual) character through a keyboard, mouse, handle or other input device. In addition, the virtual character is usually the main actor in the game, and the player can interact with other players or the game world to complete tasks, fight enemies, explore the world, etc. Depending on the game type and settings, players may play different types of virtual characters. In addition, the game character can also be understood as, but not limited to, a virtual image corresponding to the game account used by the player, and the game account is associated with various types of game data. When the game character is transferred to other game servers, it can also be understood that the game data associated with the game account is synchronized to the other game servers to ensure that the player can smoothly run the target virtual game in other game servers.

[0060] Optionally, in this embodiment, the zone server maintenance information of the first game zone server is used to prompt that the first game zone server will be shut down for maintenance, wherein the shutdown maintenance plays a very important role in ensuring the stability of the game, fixing problems, updating content, data security and game fairness. For example, the zone server maintenance can optimize and adjust the performance of the server to ensure that the game provides a smooth gaming experience under a stable operating state; through maintenance, the cache can be cleaned up, the database can be optimized, and vulnerabilities can be repaired in time to improve the operating efficiency of the server; the zone server maintenance can also optimize and adjust the performance of the server to ensure that the game provides a smooth gaming experience under a stable operating state; through maintenance, the cache can be cleaned up, the database can be optimized, and vulnerabilities can be repaired in time to improve the operating efficiency of the server; maintenance also helps to strengthen the security of the server, prevent hacker intrusions and malicious attacks, and protect the security of player accounts and game data; zone server maintenance can also be used to adjust the game balance, correct overly strong or weak characters and props, etc., to ensure the fairness of the game, so that players can enjoy a better competitive experience.

[0061] But at the same time, when the service is shut down for maintenance, players cannot control their virtual characters in the server area that is shut down for maintenance, which may cause players to suffer losses. That is, the related art does not balance or take into account the relationship between service shutdown and maintenance and player benefits. In this embodiment, in order to balance the relationship between service shutdown and maintenance and player benefits, before the server is shut down for maintenance, server maintenance information is sent to players as a reminder. However, previous reminders have all reminded that the current server area will be shut down for maintenance, and clearly informed that the player's virtual character cannot be controlled temporarily during the maintenance. This is still an act that damages the player's benefits. In this embodiment, in addition to reminding the current server area that maintenance is about to be shut down, players can also be informed that they can continue to control their virtual characters in other servers that have not or will not be shut down for maintenance by transferring servers. In this way, it can be ensured that players can control their virtual characters to continue the operation of the target virtual game without affecting the shutdown for maintenance.

[0062] Optionally, in this embodiment, the cross-zone request triggered to the second game server may be, but is not limited to, actively triggered or passively triggered, wherein the active trigger may be, but is not limited to, triggered by actively controlling the target virtual character, or triggered by actively performing a selection operation on the target virtual button or option; and the passive trigger may be, but is not limited to, automatically transferring the target virtual character to other game servers after displaying the server maintenance information of the first game server and before the first game server is shut down for maintenance.

[0063] It should be noted that the transfer between game servers usually requires a large cost, especially between independent game servers, so the transfer operation between game servers needs to be restricted. However, in this embodiment, the transfer permission between game servers can be temporarily opened in the specific case that the game server is about to be shut down for maintenance, but it is not limited to, so as to control the transfer cost between game servers within a reasonable range. For game servers that are not independent of each other, the transfer between game servers can be opened at any time, but it is not limited to, so that players can freely choose whether to stay in the current game server or transfer to a new game server, which provides players with a higher degree of freedom, and through this higher degree of freedom, players can control virtual characters to a greater extent.

[0064] To further illustrate, the optional Figure 4As shown, a target virtual character 406 located in server 1 (first game server) is displayed, wherein the target virtual character 406 is a game character in a target virtual game, and at least two game servers 402 (such as server 1, server 2, server 3, server 4, etc.) associated with the target virtual game include server 1 (first game server); server maintenance information 404 of server 1 (first game server) is displayed, wherein the server maintenance information of server 1 (first game server) is used to prompt that server 1 (first game server) will be shut down for maintenance; in response to a cross-server request triggered on server 2 (second game server), the target virtual character 406 is controlled to transfer from server 1 (first game server) to server 2 (second game server), wherein at least two game servers 402 include server 2 (second game server).

[0065] Through the embodiments provided by the present application, a target virtual character located in a first game server is displayed, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server; server maintenance information of the first game server is displayed, wherein the server maintenance information of the first game server is used to prompt that the first game server is about to be shut down for maintenance; in response to a cross-region request triggered on a second game server, the target virtual character is controlled to be transferred from the first game server to the second game server, wherein at least two game servers include the second game server. By means of a cross-region method, when the original game server (the first game server) is about to be shut down for maintenance, the (target) virtual character is controlled to be transferred to another game server (the second game server), so that the control of the virtual character is not affected by the shutdown and maintenance of the original game server, thereby achieving the purpose of avoiding the problem of the virtual character being uncontrollable due to the shutdown and maintenance of the game server, thereby achieving the technical effect of improving the control efficiency of the virtual character.

[0066] As an optional solution, displaying the target virtual character in the first game zone server includes:

[0067] The target virtual character in the first game area is displayed, wherein the first game area is a game area managed by the first game area server of at least two game areas associated with the target virtual game, and each of the at least two game areas is different from each other.

[0068] Optionally, in this embodiment, the data between game servers may be interrelated rather than independent, and multiple servers may share certain data or functions, or multiple servers may each be responsible for managing part of the operating data corresponding to the target virtual game.

[0069] It should be noted that in order to improve the operating efficiency of the target virtual game, multiple game servers are used to perform zone management on the various game areas associated with the target virtual game, wherein the data objects managed by the game servers may include but are not limited to scene data of the game area, game data occurring in the game area, character data of virtual characters in the game area, NPC data of non-player characters (NPC) in the game area, etc.

[0070] To further illustrate, optionally Figure 3 As shown, the target scene 302 corresponding to the target virtual game is divided into 6 sub-scenes (such as Figure 3 In the figure, each of the at least two game servers associated with the target virtual game can manage the above-mentioned different sub-scenes separately without limitation. For example, the at least two game servers associated with the target virtual game include game server 1, game server 2, game server 3, game server 4, game server 5, and game server 6, wherein game server 1 is used to manage the game data corresponding to scene 1, game server 2 is used to manage the game data corresponding to scene 2, game server 3 is used to manage the game data corresponding to scene 3, game server 4 is used to manage the game data corresponding to scene 4, game server 5 is used to manage the game data corresponding to scene 5, and game server 6 is used to manage the game data corresponding to scene 6.

[0071] Through the embodiments provided by the present application, a target virtual character located in a first game area is displayed, wherein the first game area is a game area managed by a first game server among at least two game areas associated with a target virtual game, and each game area in at least two game areas is different from each other, thereby achieving the purpose of using multiple game servers to perform partition management on each game area associated with the target virtual game, thereby realizing the technical effect of improving the operating efficiency of the target virtual game.

[0072] As an optional solution, controlling the target virtual character to transfer from the first game server to the second game server includes:

[0073] The target virtual character is controlled to move from the first game area to the second game area, wherein the second game area is a game area managed by a second game area server among the at least two game areas, and the second game area is different from the first game area.

[0074] It should be noted that in order to improve the operating efficiency of the target virtual game, multiple game servers are used to partition the game areas associated with the target virtual game. During the transfer process between game servers, the target virtual character can be controlled to move from the first game area to the second game area.

[0075] To further illustrate, the optional Figure 5 As shown, the target virtual character 502 is controlled to move from the first game area 504 to the second game area 506, wherein the first game area 504 is a game area managed by the first game server 508, and the second game area 506 is a game area managed by the second game server 510.

[0076] Through the embodiments provided in the present application, the target virtual character is controlled to move from the first game area to the second game area, wherein the second game area is a game area managed by the second game area server among at least two game areas, and the second game area is different from the first game area, thereby achieving the purpose of using multiple game areas servers to perform partition management on each game area associated with the target virtual game, thereby achieving the technical effect of improving the operating efficiency of the target virtual game.

[0077] As an optional solution, in the process of displaying the zone server maintenance information of the first game zone server, the method further includes:

[0078] The escape prompt information of the first game area is displayed and / or played, wherein the escape prompt information of the first game area is used to prompt the escape from the first game area.

[0079] It should be noted that the server maintenance information is used to prompt that the game server will be shut down for maintenance, but for players with high immersion requirements, the server maintenance information is separated from the game scene itself, which reduces the authenticity of the game experience and leads to a decline in user experience. Furthermore, in this embodiment, the server maintenance information can be packaged as escape prompt information, but is not limited to it, wherein the escape prompt information is used to prompt the escape of the game area (corresponding to the game server that will be shut down for maintenance), and the escape prompt information is consistent with the game scene itself, which improves the authenticity of the game experience, thereby improving the user experience.

[0080] Through the embodiments provided in the present application, the escape prompt information of the first game area is displayed and / or played, wherein the escape prompt information of the first game area is used to prompt the escape from the first game area, thereby achieving the purpose of improving the authenticity of the game experience, thereby realizing the technical effect of improving the user experience.

[0081] As an optional solution, displaying and / or playing the escape prompt information of the first game area includes at least one of the following:

[0082] Displaying escape prompt information on a target display object in the first game area, wherein the target display object is a virtual object having communication and display functions in the target virtual game;

[0083] Playing the escape prompt information of the first game area through the target broadcast object in the first game area, wherein the target broadcast object is a virtual object with communication and playback functions in the target virtual game;

[0084] In the case where the target virtual character carries a first communication prop, an escape prompt message is displayed on the first communication prop, wherein the first communication prop is a virtual prop with communication and display functions in the target virtual game;

[0085] In the case where the target virtual character carries the second communication prop, the escape prompt information is played through the second communication prop, wherein the second communication prop is a virtual prop with communication and playback functions in the target virtual game.

[0086] Optionally, in this embodiment, the target display object is a virtual object with communication and display functions in the target virtual game, such as a billboard, notice board, display screen, etc. of virtual resources; the target broadcast object is a virtual object with communication and playback functions in the target virtual game, such as a virtual speaker, virtual speakers, etc.; the first communication prop is a virtual prop with communication and display functions in the target virtual game, such as a virtual communication device; the second communication prop is a virtual prop with communication and playback functions in the target virtual game, such as a virtual radio, etc.

[0087] It should be noted that, in order to improve the authenticity of the game, the display and / or playback of the escape prompt information of the first game area may, but is not limited to, comply with the physical laws of the real world, such as displaying the escape prompt information on the target display object in the first game area, or playing the escape prompt information of the first game area through the target broadcast object in the first game area, and thus the target virtual object can only obtain the escape prompt information after approaching the target display object or the target broadcast object; for example, when the target virtual character carries a first communication prop, the escape prompt information is displayed on the first communication prop, or when the target virtual character carries a second communication prop, the escape prompt information is played through the second communication prop, and thus the target virtual object can only obtain the escape prompt information when it holds the corresponding communication prop.

[0088] To further illustrate, the optional Figure 6 As shown, an escape prompt message 604 is displayed on the target display object 602 in the first game area, and the escape prompt message 604 can be, but is not limited to, when the distance between the target virtual character 606 and the target display object 602 is less than or equal to a first preset threshold and obstacles between the target virtual character 606 and the target display object 602 do not block the sight of the target virtual character 606, the escape prompt message 604 on the target display object 602 will be displayed on the client managed by the target virtual character 606.

[0089] To further illustrate, the optional Figure 7 As shown, in the case where the target virtual character 702 carries the second communication prop 704, the target virtual character 702 can obtain the escape prompt information through the sound played by the second communication prop.

[0090] Through the embodiments provided by the present application, escape prompt information is displayed on a target display object in the first game area, wherein the target display object is a virtual object with communication and display functions in the target virtual game; escape prompt information of the first game area is played through a target broadcast object in the first game area, wherein the target broadcast object is a virtual object with communication and playback functions in the target virtual game; in a case where the target virtual character carries a first communication prop, escape prompt information is displayed on the first communication prop, wherein the first communication prop is a virtual prop with communication and display functions in the target virtual game; in a case where the target virtual character carries a second communication prop, escape prompt information is played through the second communication prop, wherein the second communication prop is a virtual prop with communication and playback functions in the target virtual game, thereby achieving the purpose of displaying and / or playing the escape prompt information of the first game area in accordance with the physical laws in the real world, thereby achieving the technical effect of improving the authenticity of the game.

[0091] As an optional solution, after displaying and / or playing the escape prompt information of the first game area, the method further includes:

[0092] S1-1, displays the virtual game task in which the target virtual character participates;

[0093] S1-2, when the target virtual character meets the task completion condition of the virtual game task, allowing the target virtual character to escape from the first game area.

[0094] Optionally, in this embodiment, the virtual game mission may be but is not limited to specific goals or challenges that players complete in the game. These missions may be part of the game plot, or they may be additional content, activities or achievements. The mission completion conditions of the virtual game mission may vary, but are not limited to, according to the nature and objectives of the mission, such as a mission requiring the player to collect a certain number or a specific type of items. This may involve searching, purchasing, manufacturing or looting from enemies in the game world; another example is a mission requiring the player to defeat a certain number or a specific type of enemies. This usually occurs in a battle scene, where the player needs to use props, skills or strategies to defeat the enemy; another example is a mission requiring the player to explore a specific place or area. This may involve finding hidden paths, unlocking portals, solving puzzles or exploring unknown areas;

[0095] Another example is that a quest requires the player to achieve a specific goal. This can be reaching a certain level, gaining a certain amount of experience points, completing a challenge, or unlocking new content; a quest chain is a sequence of multiple quests, and the completion of one quest may unlock the next quest; another example is that completing the entire quest chain is one of the requirements of the quest; a quest requires the player to deliver a specific item or information to an NPC or a specific location. The player needs to find the target in the game world and successfully deliver the items or information required for the quest; a quest requires the player to participate in a specific activity, such as fishing, planting, alchemy, etc. Completing the activity may require certain skills or resources.

[0096] Optionally, in this embodiment, to further increase the sense of escape, the virtual game task may be but is not limited to a competition-type game task, and the task completion condition of the virtual game task may be but is not limited to being ranked in the top N in the competition, where N is a natural number.

[0097] It should be noted that, in order to improve the fun of the game, the escape behavior can be packaged with virtual game tasks but is not limited to it. At the same time, the target virtual character is allowed to escape from the first game area only if it meets the task completion conditions of the virtual game task, which also limits the number of transfer areas and servers, further reducing the pressure on the server.

[0098] Through the embodiments provided in the present application, a virtual game task in which a target virtual character participates is displayed; when the target virtual character meets the task completion conditions of the virtual game task, the target virtual character is allowed to escape from the first game area, thereby achieving the purpose of packaging the escape behavior with the virtual game task, thereby realizing the technical effect of improving the fun of the game.

[0099] As an optional solution, after displaying the server maintenance information of the first game server, the method further includes:

[0100] S2-1, setting the cross-zone permission between the first game zone and at least one target game zone to an allowed state, wherein the at least one target game zone is a game zone that is not shut down for maintenance or is not about to be shut down for maintenance among the at least two game zones;

[0101] S2-2, when the cross-zone permission between the first game zone and at least one target game zone is in an allowed state, in response to a cross-zone request triggered on any game zone of at least one target game zone, control the target virtual character to be transferred from the first game zone to any game zone.

[0102] Optionally, in this embodiment, the data between game servers can be independent or not. In an independent server, the game data, character progress and interactive activities of the player are all carried out in the server, which is completely independent of other servers.

[0103] It should be noted that cross-region operations between independent game servers usually require a certain cost. For example, although some games provide cross-region functions that allow players to transfer their characters from one server or region to another, such functions usually require meeting certain restrictions and conditions, such as paying certain resource fees.

[0104] However, in this embodiment, the upcoming game server maintenance is used as the opportunity to open cross-zone permissions between game servers, which can control the amount of data of cross-zone characters. At the same time, the server maintenance itself will have some negative impact on players, and in order to reduce the negative impact, players are provided with cross-zone permissions that can reduce the negative impact for a limited time, which can improve user experience within a reasonable range.

[0105] Through the embodiments provided by the present application, the cross-region permission between the first game server and at least one target game server is set to an allowed state, wherein the at least one target game server is a game server among the at least two game servers that has not been shut down for maintenance or is not about to be shut down for maintenance; when the cross-region permission between the first game server and at least one target game server is in an allowed state, in response to a cross-region request triggered on any one of the at least one target game servers, the target virtual character is controlled to be transferred from the first game server to any one of the game servers, thereby achieving the purpose of controlling the amount of data for cross-region operations, thereby realizing the technical effect of improving user experience within a reasonable range.

[0106] As an optional solution, after controlling the target virtual character to transfer from the first game server to any game server, the method further includes:

[0107] When the first game server has finished the maintenance, the target virtual character is controlled to be transferred from any game server to the first game server, and the cross-zone permission between the first game server and at least one target game server is set to a prohibited state.

[0108] It should be noted that in order to improve the balance of the virtual game, when the first game server has ended its maintenance, the target virtual character can be manually or automatically controlled to be transferred from any game server to the first game server, and the cross-region permissions between the first game server and at least one target game server can be set to prohibited.

[0109] To further illustrate, for example, when the first game server has been shut down for maintenance, the target virtual character can choose to stay in the second game server or transfer back to the first game server, but after the cross-region permission between the first game server and at least one target game server is set to a prohibited state, the target virtual character can only temporarily stay in the second game server. Considering that virtual characters in different game servers will increase the difficulty of managing game data, when the first game server has been shut down for maintenance, the target virtual character is forced to transfer from any game server to the first game server, and the cross-region permission between the first game server and at least one target game server is set to a prohibited state, so as to maintain the healthy management of game data by multiple game servers.

[0110] Through the embodiments provided in the present application, when the first game server has ended its service shutdown for maintenance, the target virtual character is controlled to be transferred from any game server to the first game server, and the cross-zone permissions between the first game server and at least one target game server are set to a prohibited state, thereby achieving the purpose of maintaining the healthy level of management of game data by multiple game servers, thereby realizing the technical effect of improving the balance of virtual games.

[0111] As an optional solution, before controlling the target virtual character to transfer from the first game zone server to the second game zone server in response to the cross-zone request triggered on the second game zone server, the method further includes:

[0112] 3-1, obtain the character ranking of the target virtual character in the first game server;

[0113] 3-2. When the character ranking is less than or equal to a preset threshold, the target virtual character is allowed to trigger and respond to a corresponding cross-zone request, wherein the corresponding cross-zone request includes a cross-zone request triggered to a second game zone server.

[0114] Optionally, in this embodiment, the character ranking may refer to, but is not limited to, ranking the virtual characters according to the achievements, battle records or other evaluation indicators obtained by the player controlling the virtual characters in the game. These rankings may reflect the strength, skill level or performance of the virtual characters in the game.

[0115] It should be noted that, considering the high cost of cross-region operations between independent servers, in order to control the amount of cross-region data and improve the rationality of cross-region operations, the virtual characters allowed to cross-region will be restricted through character ranking. For example, the target virtual character will only be allowed to trigger and respond to the corresponding cross-region request when the character ranking is less than or equal to the preset threshold.

[0116] Through the embodiments provided in the present application, the character ranking of the target virtual character in the first game zone is obtained; when the character ranking is less than or equal to a preset threshold, the target virtual character is allowed to trigger and respond to the corresponding cross-zone request, wherein the corresponding cross-zone request includes a cross-zone request triggered to the second game zone, thereby achieving the purpose of controlling the amount of cross-zone data, thereby realizing the technical effect of improving the rationality of cross-zone operations.

[0117] As an optional solution, after controlling the target virtual character to transfer from the first game server to the second game server, the method further includes:

[0118] When controlling the target virtual character to transfer from the second game server back to the first game server, the change information of the target virtual character is obtained, and the first game server and the second game server are synchronized using the change information, wherein the change information is used to indicate the difference in changes between the target virtual character before transferring to the second game server and after transferring back to the first game server.

[0119] Optionally, in this embodiment, in games in different game servers, the game data of the players is usually stored in databases on each server or region. Each server or region has its own independent game data, including character information, props and equipment, game progress, etc.

[0120] It should be noted that in order to improve the user's gaming experience, when players switch between different game servers, this embodiment can, but is not limited to, provide a corresponding mechanism to manage the transfer or synchronization of game data. For example, in some games that support cross-server functions, players can choose to synchronize character data from one server or region to another server or region. In this embodiment, the other server or region will also record the data changes of the virtual character, and when the virtual character is transferred back to the previous server or region, the data changes will be synchronized to the previous server or region to ensure that the player's income in different servers can be synchronized, and the income will not be damaged due to cross-server.

[0121] Through the embodiments provided by the present application, when controlling the target virtual character to transfer from the second game server back to the first game server, the change information of the target virtual character is obtained, and the first game server and the second game server are synchronized using the change information, wherein the change information is used to indicate the difference in changes between the target virtual character before transferring to the second game server and the target virtual character after transferring back to the first game server, thereby achieving the purpose of ensuring that the player's income in different servers can be synchronized without suffering loss of income due to cross-regional operation, thereby realizing the technical effect of improving the user's gaming experience.

[0122] As an optional solution, in the process of controlling the target virtual character to transfer from the first game server to the second game server, the method further includes: transferring the target character data of the target virtual character from the first game server to the second game server;

[0123] After controlling the target virtual character to transfer from the first game server to the second game server, the method further includes: when controlling the target virtual character to transfer from the second game server back to the first game server, transferring the target character data from the second game server to the first game server.

[0124] Optionally, in this embodiment, the target character data may be, but is not limited to, game data associated with the target virtual character in the target virtual game, and is used to record and manage various elements of the target virtual character in the target virtual game to realize the functions and interactivity of the target virtual character in the target virtual game, such as virtual character status, virtual character progress, virtual character items, virtual character tasks, virtual character achievements, etc. These data.

[0125] It should be noted that since the target virtual game is provided with multiple game servers, if each game server records and manages the same game data, the data volume of the target virtual game will be greatly increased, and the difficulty of running the target virtual game will naturally increase. In this embodiment, the target character data of the target virtual character is set to be transferred to the game server where the target virtual character is located for recording and management, so that each game server does not need to record and manage each target character data, thereby reducing the data volume of the target virtual game, and naturally reducing the difficulty of running the target virtual game.

[0126] Optionally, in order to avoid the loss of target character data due to frequent transfer of target character data, in this embodiment, the original target character data can be temporarily retained to promptly deal with the impact of target character data loss on the operation of the target virtual game.

[0127] To further illustrate, optionally, when the target character data of the target virtual character is transferred from the first game server to the second game server, the target character data can be synchronously retained in the first game server, and a retention period can be preset. When the retention period is reached, the target character data retained in the first game server is deleted, thereby taking into account timely responding to the impact of the loss of target character data on the operation of the target virtual game, and reducing the amount of data of the target virtual game.

[0128] Through the embodiments provided by the present application, the target character data of the target virtual character is transferred from the first game area server to the second game area server; when the target virtual character is controlled to be transferred from the second game area server back to the first game area server, the target character data is transferred from the second game area server to the first game area server, thereby achieving the technical purpose of reducing the data amount of the target virtual game, thereby achieving the technical effect of reducing the difficulty of running the target virtual game.

[0129] As an optional solution, for ease of understanding, the above-mentioned virtual character control method is applied to an open game scene that can be moved across regions, wherein the open game that can be moved across regions can be, but is not limited to, a cloud game (a game mode in which the server renders the game screen and the user client only displays it). Specifically, this embodiment proposes a method for performing regional server maintenance in an open game world that can be moved across regions. In this game world, maintenance is different from traditional server maintenance, and the maintenance process itself will also become part of the player's gaming experience.

[0130] Optionally, in this embodiment, the zones and servers are not independent, such as Figure 8 As shown, when some servers are under maintenance, a server maintenance notification will be delivered, and players can control the virtual characters to freely transfer between servers. When the original server is under maintenance, players can also transfer to other servers that are not under maintenance to play games until the original server maintenance is over. Players can freely choose to stay in the current server or transfer back to the original server. Therefore, this embodiment can make server maintenance a part of the player's game experience, allowing players to continue playing games when the server is down.

[0131] It should be noted that players can still experience the game in other servers during the server maintenance period. Even the attribute benefits accumulated in other servers can be brought back to the original server later.

[0132] To further illustrate, the optional Fig. 9 As shown, first determine the server that needs maintenance, issue a maintenance event in the server to be maintained, and display the maintenance information on the notice screen of the server to be maintained. Further, the characters in the server will be informed of the server to be (shutdown) for maintenance by directly receiving the maintenance event or walking to the screen, that is, the players in the server will know the maintenance event. Further, the player can choose to control the character to move to other servers until the server maintenance is completed, and the player can control the character to move back to the server.

[0133] Among them, optionally, after determining the area and server that needs maintenance, it is necessary to send a maintenance event to all computing units in the area and server at a certain time point before the maintenance officially starts, wherein the maintenance event carries the maintenance time point information, and the computing unit can be but is not limited to a hardware or software entity used to process various computing tasks in the game, such as a central processing unit (CPU), a graphics processing unit (GPU), etc. In addition, the computing unit can choose to generate another directional event and assign it to a screen-like element for display. At the same time, the computing unit can also directly perform diffusion event operations, allowing this event to be immediately operated on all elements in the computing unit.

[0134] If adopted Fig.10 The maintenance information is notified in the display screen element manner as shown. The advantage is that the maintenance information will always remain on the display screen element for viewing. The disadvantage is that the player must control the character to walk in front of the display screen element to see the maintenance information.

[0135] If adopted Fig.11 The diffusion event calculation method shown in the figure is used for notification, which can be presented on each player's respective text panel, and then the player can see the maintenance information on the game screen area of ​​the terminal, which displays the message record attribute in the virtual character's what component, which can be expanded and displayed or folded and not displayed according to the player's operation. Specifically, players in the calculation unit can receive information no matter where they are at this time. But at the same time, its disadvantage is that if the character element chooses to ignore the event calculation because of low energy, the information cannot be sent to the character. Or although it is sent to the character when the notification event calculation is performed, the player does not pay attention to the information displayed on the terminal screen at this time, and will also miss this information. Of course, the above-mentioned players did not pay attention to the fact that it can be compensated by changing the behavior of the character, such as changing the character's what component after the event calculation, and the player can observe this information from the what component, wherein the what component can be used but not limited to display the expression content of the event or element.

[0136] It should be noted that this embodiment leaves the choice to the user, and game maintenance is no longer a helpless move to freeze player operations. Instead, it can bring about player migration and interaction between players, and promote players to explore the game world of this embodiment.

[0137] To further illustrate, the optional Fig.12As shown in the figure, if the server where the virtual character is located is in a downtime maintenance state, the player can no longer connect to the server to control the character elements. After receiving the maintenance information, the player can choose to move the character to another server. Transferring to another server can prevent the character from being unavailable along with the server during the maintenance period, and continue to operate the character in other servers. Alternatively, the player can choose to ignore the maintenance information, keep the character in the server, and accept the reality that the character cannot be operated during the maintenance period.

[0138] Optionally, in this embodiment, the maintenance transfer zone can be made into an escape mode, and only players who meet certain conditions or rank high have the opportunity to escape from the zone to be maintained. In this way, the playability of the game world is greatly improved. Or this mode is adopted when it is necessary to restrict players from crossing regions to reduce server pressure in this embodiment. At this time, the maintenance information becomes a competition description, which can also be seen by players in the above-mentioned display screen element method and / or diffusion event calculation method. In addition, when issuing the competition description, the zone also needs to transform the venue props elements related to this competition in the zone. Further, the player can control the character to complete the task or win according to the competition description. When the task conditions are met or the victory is achieved, the player can also obtain the completion information in a similar form to the above, and then the zone can be crossed.

[0139] Optionally, in this embodiment, how the player connects to the game world through the user terminal, local cloud node, and scheduling server, such as Fig.13 As shown, the game operation end sends a maintenance command to the designated server, and this maintenance command generates a maintenance event in the server, which will eventually cause changes in the character elements or notice screen elements. The world scene with maintenance information is rendered on the rendering server, and the user observes it on the terminal screen. The user sends a crossover request, and the character eventually receives the crossover event and moves to other servers. After moving to other servers, the user sees the character's screen in the new server. Server 1 will then be shut down for maintenance, which will not affect the players' experience of the game in other servers.

[0140] The detailed technical implementation method for sending maintenance information can be but is not limited to based on Fig.13 The scenario shown, continues with Fig.14As shown in the figure, the maintenance command from the operator generates a maintenance event on the zone server, and the zone server distributes the maintenance event to the internal computing unit. The computing unit receives the maintenance event, and the event participates in the calculation. The result of the calculation is the change of information on the bulletin board and the change of the what component of the virtual character. The world picture with the maintenance information is sent to the rendering server. If the virtual character moves near the display screen, the maintenance information on the display screen can be seen in the game screen. At the same time, if the player sends a request to the rendering server to display a text panel, the rendering server will add a panel image showing the virtual character message record to the game screen sent to the player.

[0141] Furthermore, the process when players cross servers is as follows Fig.15 As shown in the figure, the player sends a command to cross the game world through the rendering server, and these commands are finally converted into events and sent to the character controlled by the player. After receiving the event, the character performs an action, which is converted into a crossing event and crosses according to the set crossing route. The event finally lands in a certain area according to the result of the crossing operation and is restored to the character element. The scheduling server reassigns the rendering server to the user terminal according to the result of the crossing, and the user sees the picture of the character in the new area. Once the virtual character's crossing is completed, the downtime maintenance of the original area will not affect the player's continued experience of the game.

[0142] Through the embodiments provided in this application, the maintenance process is made a part of the game experience, and players can continue to experience the game without being affected by maintenance after crossing regions and servers.

[0143] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0144] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0145] According to another aspect of the embodiments of the present application, a virtual character control device for implementing the above virtual character control method is also provided. Fig.16 As shown, the device comprises:

[0146] A first display unit 1602 is used to display a target virtual character in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server;

[0147] The second display unit 1604 is used to display the server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance;

[0148] The first control unit 1606 is used to control the target virtual character to transfer from the first game server to the second game server in response to the cross-zone request triggered to the second game server, wherein the at least two game servers include the second game server.

[0149] For specific embodiments, reference may be made to the examples shown in the control device for the virtual character described above, which will not be described in detail in this example.

[0150] As an optional solution, the first display unit 1602 includes:

[0151] The first display module is used to display the target virtual character located in the first game area, wherein the first game area is a game area managed by the first game area server of at least two game areas associated with the target virtual game, and each of the at least two game areas is different from each other.

[0152] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0153] As an optional solution, the first control unit 1606 includes:

[0154] The control module is used to control the target virtual character to move from the first game area to the second game area, wherein the second game area is a game area managed by the second game area server among the at least two game areas, and the second game area is different from the first game area.

[0155] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0156] As an optional solution, the device also includes:

[0157] The second display module is used to display and / or play the escape prompt information of the first game area during the process of displaying the area maintenance information of the first game area, wherein the escape prompt information of the first game area is used to prompt the escape from the first game area.

[0158] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0159] As an optional solution, the second display module includes at least one of the following:

[0160] A first display submodule, configured to display escape prompt information on a target display object in the first game area, wherein the target display object is a virtual object having communication and display functions in a target virtual game;

[0161] A first playing submodule is used to play the escape prompt information of the first game area through a target broadcast object in the first game area, wherein the target broadcast object is a virtual object with communication and playing functions in the target virtual game;

[0162] A second display submodule is used to display escape prompt information on the first communication prop when the target virtual character carries the first communication prop, wherein the first communication prop is a virtual prop with communication and display functions in the target virtual game;

[0163] The second playing submodule is used to play the escape prompt information through the second communication prop when the target virtual character carries the second communication prop, wherein the second communication prop is a virtual prop with communication and playing functions in the target virtual game.

[0164] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0165] As an optional solution, the device also includes:

[0166] A third display module is used to display the virtual game task in which the target virtual character participates after displaying and / or playing the escape prompt information of the first game area;

[0167] The escape module is used to allow the target virtual character to escape from the first game area after displaying and / or playing the escape prompt information of the first game area and when the target virtual character meets the task completion condition of the virtual game task.

[0168] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0169] As an optional solution, the device also includes:

[0170] A setting unit is used to set the cross-region permission between the first game server and at least one target game server to an allowed state after displaying the server maintenance information of the first game server, wherein the at least one target game server is a game server that has not been shut down for maintenance or is not about to be shut down for maintenance among the at least two game servers;

[0171] The second control unit is used to control the target virtual character to be transferred from the first game server to any game server in response to a cross-zone request triggered to any game server in at least one target game server after displaying the zone maintenance information of the first game server and when the cross-zone permission between the first game server and at least one target game server is in an allowed state.

[0172] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0173] As an optional solution, the device also includes:

[0174] The third control unit is used to control the target virtual character to transfer from any game area server to the first game area server after the first game area server has been shut down for maintenance, and to set the cross-area permissions between the first game area server and at least one target game area server to a prohibited state.

[0175] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0176] As an optional solution, the device also includes:

[0177] A first acquisition unit is used to acquire a character ranking of the target virtual character in the first game server before controlling the target virtual character to transfer from the first game server to the second game server in response to a cross-zone request triggered on the second game server;

[0178] The cross-zone unit is used to control the target virtual character to transfer from the first game area server to the second game area server in response to the cross-zone request triggered on the second game area server, and allow the target virtual character to trigger and respond to the corresponding cross-zone request when the character ranking is less than or equal to a preset threshold, wherein the corresponding cross-zone request includes the cross-zone request triggered on the second game area server.

[0179] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0180] As an optional solution, the device also includes:

[0181] The second acquisition unit is used to acquire change information of the target virtual character after controlling the target virtual character to transfer from the first game area server to the second game area server, and to synchronize the first game area server with the second game area server using the change information, wherein the change information is used to indicate the difference in changes between the target virtual character before transferring to the second game area server and after transferring back to the first game area server.

[0182] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0183] As an optional solution, the device also includes:

[0184] The first data transfer unit is used for controlling the target virtual character to transfer from the first game zone server to the second game zone server. The device also includes: transferring the target character data of the target virtual character from the first game zone server to the second game zone server;

[0185] The second data transfer unit is used to transfer the target character data from the second game server to the first game server after controlling the target virtual character to be transferred from the first game server to the second game server. The device also includes: when controlling the target virtual character to be transferred from the second game server back to the first game server, transferring the target character data from the second game server to the first game server.

[0186] For specific embodiments, reference may be made to the examples shown in the above-mentioned method for controlling a virtual character, which will not be described in detail in this example.

[0187] According to another aspect of the embodiment of the present application, an electronic device for implementing the above-mentioned virtual character control method is also provided. The electronic device can be but is not limited to Figure 1 The user device 102 or the server 112 shown in FIG. 1 is used as an example to illustrate the electronic device as the user device 102. Fig.17 As shown, the electronic device includes a memory 1702 and a processor 1704. The memory 1702 stores a computer program, and the processor 1704 is configured to execute the steps in any of the above method embodiments through the computer program.

[0188] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0189] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0190] S1, displaying a target virtual character in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server;

[0191] S2, displaying the server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance;

[0192] S3, in response to the cross-zone request triggered on the second game zone server, controlling the target virtual character to transfer from the first game zone server to the second game zone server, wherein the at least two game zones servers include the second game zone server.

[0193] Alternatively, a person skilled in the art may understand that: Fig.17 The structure shown is for illustration only. Fig.17 The structure of the electronic device is not limited. Fig.17 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.17 Different configurations are shown.

[0194] Among them, the memory 1702 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual character in the embodiment of the present application. The processor 1704 executes various functional applications and data processing by running the software programs and modules stored in the memory 1702, that is, realizing the control method of the virtual character mentioned above. The memory 1702 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1702 may further include a memory remotely arranged relative to the processor 1704, and these remote memories may be connected to the electronic device via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1702 can be specifically, but not limited to, used to store information such as target virtual characters, zone and service maintenance information, and cross-zone requests. As an example, such as Fig.17 As shown, the memory 1702 may include, but is not limited to, the first display unit 1602, the second display unit 1604, and the first control unit 1606 in the control device of the virtual character. In addition, it may also include, but is not limited to, other module units in the control device of the virtual character, which will not be repeated in this example.

[0195] Optionally, the transmission device 1706 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 1706 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1706 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0196] In addition, the electronic device also includes: a display 1708 for displaying information such as the target virtual character, zone and service maintenance information, and cross-zone requests; and a connection bus 1710 for connecting the various module components in the electronic device.

[0197] In other embodiments, the user device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, a peer-to-peer network may be formed between the nodes, and any form of computing device, such as a server, user device, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0198] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.

[0199] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0200] It should be noted that the computer system of the electronic device is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0201] The computer system includes a central processing unit (CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) or the program loaded from the storage part to the random access memory (RAM). In the random access memory, various programs and data required for system operation are also stored. The central processing unit, the read-only memory and the random access memory are connected to each other through a bus. The input / output interface (I / O interface) is also connected to the bus.

[0202] The following components are connected to the input / output interface: an input part including a keyboard, a mouse, etc.; an output part including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker; a storage part including a hard disk, etc.; and a communication part including a network interface card such as a local area network card, a modem, etc. The communication part performs communication processing via a network such as the Internet. A drive is also connected to the input / output interface as needed. Removable media, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., are installed on the drive as needed so that the computer program read therefrom is installed into the storage part as needed.

[0203] In particular, according to an embodiment of the present application, the process described in each method flow chart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions defined in the system of the present application are executed.

[0204] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above-mentioned various optional implementations.

[0205] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0206] S1, displaying a target virtual character in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server;

[0207] S2, displaying the server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance;

[0208] S3, in response to the cross-zone request triggered on the second game zone server, controlling the target virtual character to transfer from the first game zone server to the second game zone server, wherein the at least two game zones servers include the second game zone server.

[0209] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the electronic device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0210] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0211] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application.

[0212] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0213] In the several embodiments provided in the present application, it should be understood that the disclosed user equipment can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0214] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0215] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0216] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for controlling a virtual character, characterized in that: include: Displaying a target virtual character in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server; Displaying the server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance; In response to a cross-zone request triggered on a second game server, the target virtual character is controlled to transfer from the first game server to the second game server, wherein the at least two game servers include the second game server.

2. The method according to claim 1, characterized in that The displaying of the target virtual character located in the first game zone server includes: The target virtual character is displayed in a first game area, wherein the first game area is a game area managed by the first game area server in at least two game areas associated with the target virtual game, and each of the at least two game areas is different from each other.

3. The method according to claim 2, characterized in that The controlling the target virtual character to transfer from the first game server to the second game server includes: The target virtual character is controlled to move from the first game area to a second game area, wherein the second game area is a game area among the at least two game areas that is managed by the second game area server, and the second game area is different from the first game area.

4. The method according to claim 2, characterized in that: In the process of displaying the zone server maintenance information of the first game zone server, the method further includes: Display and / or play the escape prompt information of the first game area, wherein the escape prompt information of the first game area is used to prompt the escape from the first game area.

5. The method according to claim 4, characterized in that The displaying and / or playing the escape prompt information of the first game area includes at least one of the following: Displaying the escape prompt information on a target display object in the first game area, wherein the target display object is a virtual object having communication and display functions in the target virtual game; Playing the escape prompt information of the first game area through the target broadcast object in the first game area, wherein the target broadcast object is a virtual object in the target virtual game having communication and playback functions; In the case where the target virtual character carries a first communication prop, displaying the escape prompt information on the first communication prop, wherein the first communication prop is a virtual prop with communication and display functions in the target virtual game; In the case where the target virtual character carries a second communication prop, the escape prompt information is played through the second communication prop, wherein the second communication prop is a virtual prop with communication and playback functions in the target virtual game.

6. The method according to claim 4, characterized in that After displaying and / or playing the escape prompt information of the first game area, the method further includes: Displaying a virtual game task in which the target virtual character participates; In a case where the target virtual character meets a task completion condition of the virtual game task, the target virtual character is allowed to escape from the first game area.

7. The method according to claim 1, characterized in that After displaying the server maintenance information of the first game server, the method further includes: Setting the cross-zone permission between the first game zone and at least one target game zone to an allowed state, wherein the at least one target game zone is a game zone among the at least two game zones that is not shut down for maintenance or is not about to be shut down for maintenance; When the cross-zone permission between the first game zone server and the at least one target game zone server is in the allowed state, in response to a cross-zone request triggered on any one of the at least one target game zone servers, the target virtual character is controlled to be transferred from the first game zone server to the any one of the at least one target game zone servers.

8. The method according to claim 7, characterized in that After controlling the target virtual character to transfer from the first game server to any one of the game servers, the method further includes: When the first game server has finished the maintenance, the target virtual character is controlled to be transferred from any game server to the first game server, and the cross-zone permission between the first game server and at least one target game server is set to a prohibited state.

9. The method according to any one of claims 1 to 8, characterized in that Before controlling the target virtual character to transfer from the first game zone server to the second game zone server in response to the cross-zone request triggered on the second game zone server, the method further includes: Obtaining a character ranking of the target virtual character in the first game server; In the case that the character ranking is less than or equal to a preset threshold, the target virtual character is allowed to trigger and respond to a corresponding cross-zone request, wherein the corresponding cross-zone request includes the cross-zone request triggered to the second game zone server.

10. The method according to any one of claims 1 to 8, characterized in that After controlling the target virtual character to transfer from the first game server to the second game server, the method further includes: When controlling the target virtual character to transfer from the second game area server back to the first game area server, obtaining change information of the target virtual character, and using the change information to synchronize the first game area server with the second game area server, wherein the change information is used to indicate the difference in changes between the target virtual character before transferring to the second game area server and after transferring back to the first game area server.

11. The method according to any one of claims 1 to 8, characterized in that In the process of controlling the target virtual character to transfer from the first game server to the second game server, the method further includes: transferring target character data of the target virtual character from the first game server to the second game server; After controlling the target virtual character to transfer from the first game server to the second game server, the method further includes: transferring the target character data from the second game server to the first game server when controlling the target virtual character to transfer from the second game server back to the first game server.

12. A control device for a virtual character, characterized in that: include: A first display unit, configured to display a target virtual character in a first game server, wherein the target virtual character is a game character in a target virtual game, and at least two game servers associated with the target virtual game include the first game server; A second display unit is used to display the server maintenance information of the first game server, wherein the server maintenance information of the first game server is used to prompt that the first game server will be shut down for maintenance; The first control unit is used to control the target virtual character to transfer from the first game zone server to the second game zone server in response to a cross-zone request triggered to the second game zone server, wherein the at least two game zones servers include the second game zone server.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program executes the method described in any one of claims 1 to 11 when executed by an electronic device.

14. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 11 are implemented.

15. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 11 through the computer program.