Guidance information display method and device in game and electronic equipment

By generating virtual objects consistent with the target virtual object attributes in the game and reproducing their behavior, combined with the graphical user interface to display prompt information, the problem of poor experience of players in levels and BOSS battles is solved, and the game experience and strategy assistance effect is improved .

CN119318806APending Publication Date: 2025-01-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411337734.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

In the game, players need to frequently switch game scenes and teaching content when trying to pass certain levels, resulting in poor game experience, especially when you need to understand the boss' moves and overcome hidden dangers, the existing technology cannot effectively assist players. Perceive and execute strategies.

Method used

By generating a controlled virtual object consistent with the target virtual object attributes, the game behavior of the target virtual object is reproduced in the game scene, and prompt information such as the occurrence time, behavior identification, number of executions and execution time of the behavior are displayed on the graphical user interface. , enabling players to challenge the behavior of virtual objects.

Benefits of technology

Improves the player's gaming experience, allowing players to pass levels more easily, especially BOSS battles, lowers the experience threshold, and provides real-time assistance to strategies and operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention provides a guide information display method and device in a game and electronic equipment, and the method comprises the steps: controlling a controlled virtual object to enter a game scene corresponding to a target game level, and generating a first virtual object in the game scene; the first virtual object corresponds to a target virtual object completing a target game level; controlling the first virtual object to reproduce a first game behavior executed by the target virtual object in the first game process in the game scene; and displaying the prompt information on the graphical user interface. According to the method, when a player challenges a certain game level, a virtual object can be generated in a corresponding game scene based on a target virtual object which completely or partially completes the game level, the process that the target virtual object completes the level is reproduced in the game scene, and meanwhile prompt information of behaviors in the process is displayed. Therefore, the player can follow the behavior of the virtual object and the prompt information to challenge the game level, and the game experience of the player is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device and electronic device for displaying guidance information in a game. Background Art

[0002] In the game, if the player wants to pass certain game levels, he needs to seize the opportunity and perform the corresponding game operations. This situation is a great test of the player's game strategy thinking and game operation ability. In order to help ordinary players pass the above levels, teaching texts or teaching videos for the levels are usually set. In the process of trying to pass the level, the player needs to switch from the game scene of the level to the teaching content to view the required game strategies and game operations. This method leads to a poor gaming experience for the player. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide a method, device and electronic device for displaying guidance information in a game, so that players can follow the behavior and prompt information of virtual objects that have passed the level, complete the challenge of the game level, and improve the player's gaming experience.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for displaying guidance information in a game, providing a graphical user interface through a terminal device; the method includes: controlling a controlled virtual object to enter a game scene corresponding to a target game level, and generating a first virtual object in the game scene; the first virtual object corresponds to the target virtual object; in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level; controlling the first virtual object to reproduce in the game scene a first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene; displaying prompt information in the graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution count and execution duration of at least part of the first game behavior.

[0005] In a second aspect, an embodiment of the present disclosure provides a guidance information device in a game, which provides a graphical user interface through a terminal device; the device includes: a virtual object generation module, which is used to control a controlled virtual object to enter a game scene corresponding to a target game level, and generate a first virtual object in the game scene; the first virtual object corresponds to the target virtual object; in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level; a game behavior reproduction module, which is used to control the first virtual object to reproduce in the game scene the first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene; a prompt information display module, which is used to display prompt information in the graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution number and execution duration of at least part of the first game behavior.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned method for displaying guidance information in the game.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned method for displaying guidance information in the game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The above-mentioned method, device and electronic device for displaying guidance information in a game control the controlled virtual object to enter the game scene corresponding to the target game level, generate a first virtual object in the game scene; the first virtual object corresponds to the target virtual object that completes the target game level; control the first virtual object to reproduce the first game behavior performed by the target virtual object in the first game process in the game scene; and display prompt information in the graphical user interface. When the player challenges a certain game level, the method can generate a virtual object in the corresponding game scene based on the target virtual object that has fully or partially completed the game level, and reproduce the process of the target virtual object completing the level in the game scene, while displaying prompt information of the behavior in the process, so that the player can follow the behavior and prompt information of the virtual object to challenge the game level, thereby improving the player's gaming experience.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a method for displaying guidance information in a game provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0021] Fig. 9 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0022] Fig.10 A schematic diagram of the structure of a guidance information device in a game provided by an embodiment of the present disclosure;

[0023] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0025] In some games, especially the current open world role-playing games (RPGs), there is no strategy guide function to record the player's combat behavior. In soul games, there is a similar function to record player behavior: the "bloodstain" function, that is, after the player dies, the behavior before death will be recorded, and the concept of "bloodstains on the ground" will be packaged to allow players to interact with it to see how they died.

[0026] The above function can only record the player's behavior before death, so that other players can be aware of the hidden dangers here, but it does not let other players feel how to defeat the hidden dangers, especially elite monsters and bosses (also known as "BOSS"). Players often check the strategy to observe other players' fighting styles and positions, and understand the BOSS's moves and timing. However, players need to frequently switch out of the game to check, which interrupts the experience.

[0027] Based on this, the embodiments of the present disclosure provide a method, device and electronic device for displaying guidance information in a game. This technology can be applied to game scenarios that require displaying virtual items.

[0028] In one embodiment of the present invention, the method for displaying guidance information in a game can be run on a local terminal device or a server. When the method for displaying guidance information in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the guidance information display method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] See also Figure 1 First, a method for displaying guidance information in a game provided by an embodiment of the present invention is introduced, and a graphical user interface is provided through a terminal device. The method comprises the following steps:

[0032] Step S102, controlling the controlled virtual object to enter the game scene corresponding to the target game level, generating a first virtual object in the game scene; the first virtual object corresponds to the target virtual object; in the first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level.

[0033] In actual applications, the player needs to operate the terminal device to generate a guidance trigger instruction for the target game level to control the controlled virtual object to enter the game field corresponding to the target game level, and at the same time generate a first virtual object in the game scene. Usually, after the controlled virtual object completes the pre-task of the target game level, or the level of the controlled virtual object reaches a specified level, the player can control the controlled virtual object to enter the target game level. At this time, the graphical user interface can display the control corresponding to the target game level, and the player can click the control to control the controlled virtual object to enter the target game level. Two options can be set for the control, one of which indicates that guidance is needed, and the other option indicates that no guidance is needed. When the player selects the option indicating that guidance is needed and triggers the above control, it can be considered that a guidance trigger instruction for the target game level has been generated.

[0034] In open world games, a target game level may be set at a certain location in the virtual game scene. Only when the player controls the controlled virtual object to reach the location can the controlled virtual object be further controlled to enter the target game level. For example, a virtual passage is displayed at the location, and the player controls the controlled virtual object to pass through the passage to enter the game scene corresponding to the target game level. Two stone tablet-shaped virtual objects can be displayed around the passage, one indicating that guidance is needed and the other indicating that guidance is not needed. When the player controls the controlled virtual object to interact with the stone tablet indicating that guidance is needed, and controls the controlled virtual object to pass through the passage, it can be considered that a guidance trigger instruction for the target game level is generated.

[0035] The player can also first choose to watch a video of the target virtual object passing the target game level, and then generate a guidance trigger instruction for the target game level through interactive operations during or after watching the video. There are many specific ways, which are not limited here.

[0036] After the player generates the guidance trigger instruction of the target game level through certain operations, it is necessary to control the controlled virtual object to enter the game scene corresponding to the target game level, and generate a first virtual object in the game scene. The first virtual object can be a virtual object obtained by copying the target virtual object, and its attribute parameters are consistent with the target virtual object, and the image can be consistent or inconsistent. The first virtual object can also be a virtual image generated based on the target virtual object, which is usually called an afterimage.

[0037] The target virtual object can be a controlled virtual object controlled by other players, or a virtual object controlled by the game system through artificial intelligence technology, which is not limited here. The target virtual object usually performs multiple game behaviors in the first game process. The game behavior performed by the target virtual object can be one or more of moving behavior, prop picking behavior, attacking behavior, healing behavior, etc. Similar to the type of game behavior, the timing of executing the game behavior is usually also very important, which is usually recorded in the relevant data of the first game process, which can be recorded in the form of video or in the form of game data. Among them, the above-mentioned game data usually records the type of game behavior, execution time, etc.

[0038] Step S104, controlling the first virtual object to reproduce in the game scene a first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene.

[0039] When the first virtual object is an object with the same attributes as the target virtual object, the first virtual object can be controlled to execute the game behavior executed by the target virtual object in the first game process, that is, the first game behavior, according to the game data corresponding to the first game process. In specific implementation, it is necessary to determine the game behavior that the first virtual object needs to execute, as well as the start time and end time of the game behavior based on the game data. For example, when the target virtual object moves to the northeast from the beginning to the 10th second of the first game process; then the first virtual object moves to the northeast when the controlled virtual object enters the target game level from the beginning to the 10th second.

[0040] It is worth noting that, in order not to affect the game behavior of the controlled virtual object in the target game level, the first game behavior performed by the first virtual object has no effect on the virtual objects in the game scene. For example, when there are other virtual objects in the game scene, when the first virtual object performs an attack behavior on a certain virtual object, the attack behavior will not have an attack effect on the virtual object, so as to ensure the fairness of the game.

[0041] When the first virtual object can also be a virtual image generated based on the target virtual object, it is usually possible to synchronize the first game process and the start time of the controlled virtual object entering the target game level, and determine the real-time action of the first virtual object based on the video data of the first game process, so as to reproduce the first game behavior performed by the target virtual object in the first game process with the real-time action of the first virtual object.

[0042] Step S106, displaying prompt information on the graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution times and execution duration of at least part of the first game behavior.

[0043] The above prompt information can be displayed at a specified position of the graphical user interface, such as the lower part of the graphical user interface, such as Figure 2 In order to facilitate the player's line of sight to follow the first virtual object, a prompt message may also be displayed at a designated position of the first virtual object, such as Figure 3 When the first virtual object moves, the prompt information may move along with the first virtual object.

[0044] The above occurrence time can indicate how long it will take for the first game behavior to occur, such as releasing the first skill after 10 seconds. The above behavior identifier can be a behavior name, behavior icon, etc., which can be set according to needs and is not limited here. The above execution times usually indicate the number of times the same first game behavior is executed in succession, and is usually not the total execution times during the entire clearance process. The above execution duration usually indicates the duration of the currently executed first game behavior, and can be in the form of a countdown, for example, it can show the duration of the first game behavior that needs to be executed next.

[0045] The above-mentioned method for displaying guidance information in a game controls the controlled virtual object to enter the game scene corresponding to the target game level, generates a first virtual object in the game scene; the first virtual object corresponds to the target virtual object that completes the target game level; controls the first virtual object to reproduce the first game behavior performed by the target virtual object in the first game process in the game scene; and displays prompt information in a graphical user interface. This method can generate a virtual object in the corresponding game scene based on the target virtual object that has fully or partially completed the game level when the player challenges a certain game level, and reproduces the process of the target virtual object completing the level in the game scene, while displaying prompt information of the behavior in the process, so that the player can follow the behavior and prompt information of the virtual object to challenge the game level, thereby improving the player's gaming experience.

[0046] The following embodiment provides a specific method of controlling a controlled virtual object to enter a game scene corresponding to a target game level and generating a first virtual object in the game scene.

[0047] In open world games, players usually need to control a controlled virtual object to reach a target scene position corresponding to a target game level in the game scene. In response to the controlled virtual object reaching the target scene position, a first control is displayed in the graphical user interface; in response to a trigger operation on the first control, a first game process is determined. The game system can only save one game process for the target game level, in which case the level clearance process to be saved is determined as the first game process.

[0048] The game system can also save multiple game processes for the target game level. In response to the trigger operation of the first control, the first game process needs to be determined from the multiple game processes. Specifically, in response to the trigger operation of the first control, multiple options can be displayed in the graphical user interface, each option corresponding to a game process. The player can select an option by clicking or long pressing, and the option selected by the player is called the "first option". In response to the selection operation of the first option among the multiple options, the clearance process corresponding to the first option is determined as the first game process.

[0049] After the player selects the first game process, the second control and the third control corresponding to the first game process can be displayed on the graphical user interface. Among them, the second control is used to select the first game process to guide the controlled virtual object in the process of passing the target game level. In response to the trigger operation for the second control, the controlled virtual object is controlled to enter the game scene corresponding to the target game level, and the first virtual object is generated in the game scene. The third control is used to watch the first game process without allowing the controlled virtual object to enter the target game level. In response to the trigger operation for the third control, a second virtual object corresponding to the target virtual object is generated in the game scene, and the second virtual object is controlled to reproduce the game behavior performed by the target virtual object in the first game process in the game scene. The second virtual object is similar to the first virtual object, and can be a virtual object with properties consistent with the target virtual object, or it can be only a virtual image of the target virtual object.

[0050] In the process of generating virtual images, afterimage generation technology can be used. Afterimage effect is a dynamic special effect, usually used for dynamic objects such as characters, weapons, special skills in games. It produces a kind of afterimage or delayed visual effect by leaving a track or tail on the trajectory of the object. These afterimages can be transparent, luminous or have a specific texture, so that the object leaves a gorgeous and dynamic trace during the movement.

[0051] The afterimage generation technology includes many aspects. For example, the particle system provided by the game engine can be used to easily achieve the afterimage effect. By adjusting the life cycle, speed, color and other properties of the particles, various styles of afterimage effects can be created. Shader programming can also be used to more flexibly control the appearance and behavior of the afterimage effect. By calculating the motion trajectory of the object in the Shader and drawing the afterimage according to the trajectory information when drawing each frame, a highly personalized afterimage effect can be achieved. Further using the post-processing effect technology, the image can be processed during the rendering process, including blurring, mixing, color correction and other operations. By superimposing the afterimage texture on the object's motion trajectory and appropriately adjusting the transparency and blending mode, a realistic afterimage effect can be achieved. The above-mentioned first virtual object and the third virtual object can both be generated by the above-mentioned afterimage generation technology.

[0052] The target game level usually includes a designated virtual object, which is usually a virtual object generated by the game system, and is an NPC character. The designated virtual object may not be in the same camp as the controlled virtual object, that is, it is the attack target of the controlled virtual object, or it may be in the same camp as the controlled virtual object, and the controlled virtual object needs to cooperate with the designated virtual object to pass the level. The target game level may include both of the above-mentioned designated virtual objects, or may include only one of them, which is not limited here.

[0053] When the target game level includes a designated virtual object, while generating the second virtual object in the game scene, it is also necessary to generate a third virtual object corresponding to the designated virtual object. In order to distinguish between the two, the display formats of the second virtual object and the third virtual object are usually different. For example, the second virtual object can be displayed luminously, and the third virtual object can be displayed translucently. The third virtual object is generated in a similar way to the second virtual object. It can be a virtual object with the same properties as the designated virtual object, or it can be a virtual image of the designated virtual object. While controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene, it is also necessary to control the third virtual object to reproduce the game behavior performed by the designated virtual object in the first game process in the game scene, so that the player can understand the clearance process more accurately.

[0054] In order to make the player understand the current clearance progress, a progress bar control corresponding to the first game process can be displayed in the graphical user interface, such as Figure 4 As shown. Players can set the clearance progress by dragging the slider on the progress bar control and other operations. In response to the setting operation of the progress bar control, the target moment in the first game process is determined, and the second virtual object is controlled to reproduce the game behavior starting from the target moment. For example, if the progress bar control is dragged to the position of 50% of the progress, the first game process is a total of 50s, then the target moment is the 25th second. The total time of the first game process and the clearance time corresponding to the current progress can also be directly displayed on the progress bar control. At this time, the progress bar control is similar to the video playback time control.

[0055] There are usually multiple types of moments in the first game process, which are referred to as the first type of moments for the convenience of writing. At the first type of moment, the target virtual object or the specified virtual object usually starts to perform specified game behaviors, such as attack behaviors, or releases specified game skills (such as "big moves"), and the two may also perform more important game behaviors at the first type of moment at the same time. At the first type of moment, the state of the target virtual object or the specified virtual object usually changes, such as the shield of the specified virtual object is broken, etc., and the states of the two may also change at the second type of moment at the same time, which is not limited here. The first type of moment can usually be determined based on the game data of the first game process, and the game data can be parsed to determine the game behavior and state change in the clearance process. And the required game behavior or the moment when the required state change occurs is determined as the first type of moment.

[0056] In order to make players understand the game behaviors or status changes that occur at each important moment, a prompt mark can be displayed in the progress bar control at the position corresponding to the first type of moment. For the convenience of writing, it is called the "second prompt mark". The second prompt mark is used to indicate the specified game behavior performed by the target virtual object and / or the specified virtual object, or the change of the state of the target virtual object and / or the specified virtual object. Figure 4 As shown, the first mark, the second mark and the third mark displayed on the progress bar control represent the above-mentioned second prompt mark.

[0057] When the player chooses to guide the controlled virtual object through a certain game process, a virtual image of the target virtual object can be generated in the game scene based on the afterimage generation technology. In order to enable the player to distinguish the first virtual object from the controlled virtual object, the display formats of the two are different. The controlled virtual object is usually displayed normally, and the first virtual object is usually displayed in a semi-transparent state, a luminous state, etc., which is not limited here.

[0058] The following embodiment provides a specific method of controlling a first virtual object to reproduce a first game behavior in a first game process in a game scene.

[0059] When the first virtual object is a virtual image of a target virtual object generated based on the afterimage generation technology, it is necessary to control the first virtual object to reproduce the first game behavior in the first game process in the game scene based on the video data of the first game process and the afterimage generation technology. In specific implementation, it is usually necessary to determine the real-time image and real-time position of the first virtual object based on the video data, so as to display the corresponding real-time image in the real-time position.

[0060] The following embodiment provides a specific method for displaying prompt information on a graphical user interface.

[0061] When the prompt information is displayed in the graphical user interface, it is usually necessary to determine the occurrence position of the first game behavior in the game scene, and display the prompt information in the display position corresponding to the occurrence position in the graphical user interface. When the first game behavior includes multiple, the corresponding occurrence positions are usually also multiple, and the prompt information of multiple first game behaviors can be displayed at each occurrence position at the same time, and after a first game behavior ends, the prompt information of the game behavior is canceled.

[0062] When the controlled virtual object enters the target game level, timing can be started to determine the duration of the controlled virtual object in the target game level. When the first virtual object is about to perform a first game behavior, the prompt information corresponding to the first game behavior can be displayed. Specifically, the target duration between the occurrence time of the first game behavior and the start time of the first game process is determined. For example, if the first game behavior occurs 10s after the start time, the target duration is 10s. In response to the difference between the target duration and the timing duration being less than or equal to a preset duration threshold, a prompt information is displayed in the graphical user interface. For example, the above-mentioned duration threshold can be 5s. When the timing duration is 5s, the difference between the target duration and the timing duration is 5s. At this time, it is necessary to display the prompt information in the graphical user interface.

[0063] The prompt information may include a countdown element, where the countdown element is used to indicate the difference between the target duration and the timing duration, so as to prompt how long it will take for the first virtual object to specify the first game behavior.

[0064] Similar to when the player watches the first game process, a progress bar indicator corresponding to the first game process can be displayed on the graphical user interface. Both the progress bar indicator and the progress bar control can indicate the current duration corresponding to the progress of the clearance process. However, the time when the controlled virtual object enters the target game level cannot be changed, so the progress bar indicator cannot be set.

[0065] Assume that the target game level includes a designated virtual object. Similar to the first game process, the first game process has a plurality of first-type moments. At the first-type moments, the first virtual object and / or the designated virtual object performs a designated game behavior, or the state of the first virtual object and / or the designated virtual object changes.

[0066] A first prompt mark may be displayed at a position corresponding to the first type of moment in the progress bar mark. The first prompt mark is used to indicate the specified game behavior performed by the first virtual object and / or the specified virtual object, or the change of the state of the first virtual object and / or the specified virtual object. When the player views the progress bar mark, he can understand the time when some important game behaviors are generated and the time when important states change, so as to better respond.

[0067] When the controlled virtual object completes the clearance process of the target game level, comparison information can be generated based on the clearance process and the first game process, and the comparison information can be displayed on the graphical user interface. The comparison information is used to indicate the difference in time between the clearance process and the first game process, and can also display the difference in the number of enemy virtual objects defeated by the controlled virtual object and the target virtual object.

[0068] When the controlled virtual object completes the clearance process of the target game level, a fourth control may be displayed; the fourth control is used to confirm whether to save the clearance process. The player may trigger the control to respond to the trigger operation of the third control and save the relevant data of the clearance process.

[0069] The present disclosure also provides another method for displaying guidance information in a game. Figure 1 In this method, players can learn and watch other players' videos of defeating BOSS and BOSS's attack habits to make it easier and faster for them to get started with BOSS battles. In addition, players can use videos of players and BOSS's attack prompts at key time points to assist players in BOSS battles in real time, thus lowering the experience threshold.

[0070] In the specific implementation, the control corresponding to the "Strong Enemy Battle Afterimage Sign" function (equivalent to the above-mentioned "first control") can be set before the BOSS level (equivalent to the above-mentioned "target game level"), such as Figure 5 As shown in the figure, players can interact with it when approaching, and the battle afterimage ranking will pop up.

[0071] The above-mentioned battle afterimage refers to the battle process recorded in the form of afterimage (similar to holographic projection) after the player defeats the powerful enemy (equivalent to the above-mentioned "first game process"). Each saved afterimage is ranked according to its battle time, and A, B, and C can be highlighted, such as Figure 6 After moving the selection box to select a player's afterimage, the scene will display the afterimage video playback of the player and the BOSS. In the specific implementation, the player's afterimage (equivalent to the above-mentioned "first virtual object") can be displayed as a white shadow, and the BOSS can be displayed as a red shadow. Figure 7 In the example, the player's afterimage is light gray and the BOSS's afterimage is dark gray.

[0072] like Figure 7 As shown, the timeline of the afterimage video is displayed at the bottom of the main interface (equivalent to the above-mentioned "progress bar control"), on which the key battle points of the afterimage battle are marked: BOSS attack points (red light skills and yellow light skills), player toughness reduction / shield breaking points.

[0073] You can also fast forward, pause, and rewind the progress bar to study the player's operations or learn the boss's attack habits.

[0074] Players can select the afterimage video for guidance. After guidance, the afterimage video and its operation instructions and move prompts at key time points will appear in the scene, such as Figure 8 As shown, players can follow the afterimage operation to fight.

[0075] After the tutorial is finished, the player's time will be displayed and compared with the time taken by the afterimage. Fig. 9 As shown, players can [Like] or [Replay] the afterimage video.

[0076] After the player defeats the BOSS, a defeat announcement will pop up, and the player will be prompted whether to save the afterimage to the "Strong Enemy Battle Afterimage Sign" of the BOSS level (if the player enters the ranking during use, the ranking will be displayed).

[0077] This method records the player's victory over the BOSS through a timeline, allowing the player to view the recorded afterimage playback, and can choose the afterimage to guide the battle, helping open world RPG players to learn and observe other players' victory over the BOSS and the BOSS's move habits, so that they can get started with the BOSS battle more easily and quickly, and through the move prompts at key time points in the video, it can assist players in the BOSS battle in real time, lowering the experience threshold. In addition, the ranking and like functions also provide a certain degree of sociality and topicality for the game.

[0078] For the above method embodiments, see Fig.10 The device for guiding information in a game provides a graphical user interface through a terminal device. The device includes:

[0079] A virtual object generation module 1002 is used to control the controlled virtual object to enter a game scene corresponding to a target game level, and generate a first virtual object in the game scene; the first virtual object corresponds to the target virtual object; in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level;

[0080] The game behavior reproduction module 1004 is used to control the first virtual object to reproduce the first game behavior performed by the target virtual object in the first game process in the game scene; the first game behavior has no effect on the virtual object in the game scene;

[0081] The prompt information display module 1006 is used to display prompt information on the graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution number and execution duration of at least part of the first game behavior.

[0082] The above-mentioned guidance information display device in a game controls the controlled virtual object to enter the game scene corresponding to the target game level, generates a first virtual object in the game scene; the first virtual object corresponds to the target virtual object that completes the target game level; controls the first virtual object to reproduce the first game behavior performed by the target virtual object in the first game process in the game scene; and displays prompt information in the graphical user interface. When the player challenges a certain game level, the method can generate a virtual object in the corresponding game scene based on the target virtual object that has completed the game level in whole or in part, and reproduce the process of the target virtual object completing the level in the game scene, while displaying prompt information of the behavior in the process, so that the player can follow the behavior and prompt information of the virtual object to challenge the game level, thereby improving the player's gaming experience.

[0083] The virtual object generation module is also used to generate a virtual image of the target virtual object in the game scene.

[0084] The display formats of the first virtual object and the controlled virtual object are different.

[0085] The above-mentioned first virtual object is a virtual image of the target virtual object generated based on the afterimage generation technology; the game behavior reproduction module is also used to: based on the video data of the first game process, control the first virtual object to reproduce the first game behavior in the first game process in the game scene.

[0086] The prompt information display module is also used to: determine the occurrence position of the first game behavior in the game scene; and display the prompt information in the display position corresponding to the occurrence position in the graphical user interface.

[0087] The above-mentioned device also includes: a timing module, which is used to start timing in response to the controlled virtual object entering the target game level; the above-mentioned prompt information display module is also used to: determine the target duration between the occurrence time of the first game behavior and the start time of the first game process; in response to the difference between the target duration and the timing duration being less than or equal to a preset duration threshold, display a prompt information on the graphical user interface.

[0088] The above prompt information includes a countdown element; the countdown element is used to indicate the difference between the target duration and the timing duration.

[0089] The above-mentioned device also includes: a progress bar indicator display module, which is used to display a progress bar indicator corresponding to the first game process on the graphical user interface; the progress bar indicator is used to indicate the progress of the first game process corresponding to the timing duration.

[0090] The target game level includes a designated virtual object; the first game process has multiple first-type moments; at the first-type moment, the first virtual object and / or the designated virtual object executes a designated game behavior, or the state of the first virtual object and / or the designated virtual object changes; the device further includes: a first identification display module, used to display a first prompt identification at a position corresponding to the first-type moment in the progress bar identification; the first prompt identification is used to indicate the designated game behavior executed by the first virtual object and / or the designated virtual object, or the change in the state of the first virtual object and / or the designated virtual object.

[0091] The above-mentioned virtual object generation module is also used to: in response to the controlled virtual object reaching the target scene position corresponding to the target game level in the game scene, display a first control in the graphical user interface; in response to the trigger operation on the first control, control the controlled virtual object to enter the game scene corresponding to the target game level, and generate a first virtual object in the game scene.

[0092] The above-mentioned first control corresponds to multiple game processes; the above-mentioned virtual object generation module is also used to: determine the first game process from multiple game processes in response to the trigger operation of the first control; control the controlled virtual object to enter the game scene corresponding to the target game level, and generate the first virtual object in the game scene.

[0093] The above-mentioned device also includes: a control display module, which is used to display a second control and a third control corresponding to the first game process on a graphical user interface; a second virtual object generation module, which is used to respond to a trigger operation on the third control, generate a second virtual object corresponding to the target virtual object in the game scene, and control the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene; the above-mentioned virtual object generation module is also used to: respond to a trigger operation on the second control, control the controlled virtual object to enter the game scene corresponding to the target game level, and generate the first virtual object in the game scene.

[0094] The above-mentioned virtual object generation module is also used to: respond to a trigger operation on the first control, display multiple options; each option corresponds to a game process corresponding to a target game level; respond to a selection operation on the first option among the multiple options, and determine the clearance process corresponding to the first option as the first game process.

[0095] The above-mentioned target game level includes a designated virtual object; the second virtual object generation module is also used to: respond to a trigger operation on a third control, generate a second virtual object corresponding to the target virtual object and a third virtual object corresponding to the designated virtual object in the game scene; the display formats of the second virtual object and the third virtual object are different; control the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene, and control the third virtual object to reproduce the game behavior performed by the designated virtual object in the first game process in the game scene.

[0096] The above-mentioned device also includes: a progress bar control display module, which is used to display a progress bar control corresponding to the first game process on a graphical user interface; a target time determination module, which is used to respond to a setting operation for the progress bar control and determine the target time in the first game process; and a behavior reproduction module, which is used to control the second virtual object to reproduce the game behavior starting from the target time.

[0097] The above-mentioned device also includes: a comparison information generation module, which is used to generate comparison information in response to the controlled virtual object ending the current game process corresponding to the target game level, based on the current game process and the first game process, and display the comparison information on a graphical user interface; the comparison information is used to indicate the time difference between the current game process and the first game process.

[0098] The above-mentioned device also includes: a fourth control generation module, which is used to display the fourth control in response to the controlled virtual object ending the current game process corresponding to the target game level; and a data saving module, which is used to respond to the trigger operation of the fourth control and save the relevant data of the current game process.

[0099] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned method for displaying guidance information in the game, for example:

[0100] Controlling a controlled virtual object to enter a game scene corresponding to a target game level, generating a first virtual object in the game scene; the first virtual object corresponds to the target virtual object; in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level; controlling the first virtual object to reproduce in the game scene a first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene; displaying prompt information on a graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution count and execution duration of at least part of the first game behavior.

[0101] The above method can generate a virtual object in the corresponding game scene based on the target virtual object that has fully or partially completed the game level when the player is challenging a certain game level, and reproduce the process of the target virtual object completing the level in the game scene, while displaying prompt information of the behavior in the process, so that the player can follow the behavior and prompt information of the virtual object to challenge the game level, thereby improving the player's gaming experience.

[0102] Optionally, the first virtual object is a virtual image of a target virtual object; and the step of generating the first virtual object in a game scene includes: generating a virtual image of the target virtual object in the game scene.

[0103] Optionally, the display formats of the first virtual object and the controlled virtual object are different.

[0104] Optionally, the first virtual object is a virtual image of a target virtual object generated based on afterimage generation technology; the step of controlling the first virtual object to reproduce the first game behavior in the first game process in the game scene includes: based on the video data of the first game process, controlling the first virtual object to reproduce the first game behavior in the first game process in the game scene.

[0105] Optionally, the step of displaying the prompt information in the graphical user interface includes: determining the occurrence position of the first game behavior in the game scene; and displaying the prompt information in a display position corresponding to the occurrence position in the graphical user interface.

[0106] Optionally, the above method also includes: in response to the controlled virtual object entering the target game level, starting the timing; the step of displaying prompt information on the graphical user interface includes: determining the target duration between the occurrence time of the first game behavior and the start time of the first game process; in response to the difference between the target duration and the timing duration being less than or equal to a preset duration threshold, displaying the prompt information on the graphical user interface.

[0107] Optionally, the prompt information includes a countdown element; the countdown element is used to indicate the difference between the target duration and the timing duration.

[0108] Optionally, the above method also includes: displaying a progress bar icon corresponding to the first game process on the graphical user interface; the progress bar icon is used to indicate the progress of the first game process corresponding to the timing duration.

[0109] Optionally, the target game level includes a designated virtual object; the first game process has multiple first type moments; at the first type moment, the first virtual object and / or the designated virtual object executes a designated game behavior, or the state of the first virtual object and / or the designated virtual object changes; the method further includes: displaying a first prompt identifier at a position corresponding to the first type moment in the progress bar identifier; the first prompt identifier is used to indicate the designated game behavior executed by the first virtual object and / or the designated virtual object, or the change in the state of the first virtual object and / or the designated virtual object.

[0110] Optionally, the above-mentioned step of controlling the controlled virtual object to enter the game scene corresponding to the target game level and generating the first virtual object in the game scene includes: in response to the controlled virtual object reaching the target scene position corresponding to the target game level in the game scene, displaying a first control in the graphical user interface; in response to a trigger operation on the first control, controlling the controlled virtual object to enter the game scene corresponding to the target game level, and generating the first virtual object in the game scene.

[0111] Optionally, the above-mentioned first control corresponds to multiple game processes; in response to a trigger operation on the first control, the controlled virtual object is controlled to enter a game scene corresponding to a target game level, and the step of generating a first virtual object in the game scene includes: in response to a trigger operation on the first control, determining a first game process from multiple game processes; controlling the controlled virtual object to enter a game scene corresponding to the target game level, and generating a first virtual object in the game scene.

[0112] Optionally, after determining the first game process from multiple game processes, the method also includes: displaying a second control and a third control corresponding to the first game process on a graphical user interface; responding to a trigger operation on the third control, generating a second virtual object corresponding to the target virtual object in the game scene, and controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene; controlling the controlled virtual object to enter the game scene corresponding to the target game level, and generating the first virtual object in the game scene, includes: responding to a trigger operation on the second control, controlling the controlled virtual object to enter the game scene corresponding to the target game level, and generating the first virtual object in the game scene.

[0113] Optionally, the step of determining the first game process in response to a trigger operation on the first control includes: displaying multiple options in response to the trigger operation on the first control; each option corresponds to a game process corresponding to a target game level; in response to a selection operation on the first option among the multiple options, determining the clearance process corresponding to the first option as the first game process.

[0114] Optionally, the target game level includes a designated virtual object; in response to a trigger operation on a third control, a second virtual object corresponding to the target virtual object is generated in a game scene, and the steps of controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene include: in response to a trigger operation on a third control, a second virtual object corresponding to the target virtual object and a third virtual object corresponding to the designated virtual object are generated in the game scene; the display formats of the second virtual object and the third virtual object are different; the second virtual object is controlled to reproduce the game behavior performed by the target virtual object in the first game process in the game scene, and the third virtual object is controlled to reproduce the game behavior performed by the designated virtual object in the first game process in the game scene.

[0115] Optionally, the above method also includes: displaying a progress bar control corresponding to the first game process on a graphical user interface; determining a target moment in the first game process in response to a setting operation on the progress bar control; and controlling the second virtual object to reproduce the game behavior starting from the target moment.

[0116] Optionally, the above method also includes: in response to the controlled virtual object ending the current game process corresponding to the target game level, generating comparison information based on the current game process and the first game process, and displaying the comparison information on a graphical user interface; the comparison information is used to indicate the time difference between the current game process and the first game process.

[0117] Optionally, the method further includes: in response to the controlled virtual object ending the current game process corresponding to the target game level, displaying a fourth control; and in response to a trigger operation on the fourth control, saving relevant data of the current game process.

[0118] See also Fig.11 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the guidance information display method in the above-mentioned game.

[0119] Further, Fig.11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0120] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0121] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0122] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the guidance information display method in the above game.

[0123] The embodiments of the present disclosure provide a method, device and electronic device for displaying guidance information in a game, including a computer-readable storage medium storing program codes, wherein the program codes include instructions that can be used to execute the methods described in the foregoing method embodiments, for example:

[0124] Controlling a controlled virtual object to enter a game scene corresponding to a target game level, generating a first virtual object in the game scene; the first virtual object corresponds to the target virtual object; in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level; controlling the first virtual object to reproduce in the game scene a first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene; displaying prompt information on a graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution count and execution duration of at least part of the first game behavior.

[0125] The above method can generate a virtual object in the corresponding game scene based on the target virtual object that has fully or partially completed the game level when the player is challenging a certain game level, and reproduce the process of the target virtual object completing the level in the game scene, while displaying prompt information of the behavior in the process, so that the player can follow the behavior and prompt information of the virtual object to challenge the game level, thereby improving the player's gaming experience.

[0126] Optionally, the first virtual object is a virtual image of a target virtual object; and the step of generating the first virtual object in a game scene includes: generating a virtual image of the target virtual object in the game scene.

[0127] Optionally, the display formats of the first virtual object and the controlled virtual object are different.

[0128] Optionally, the first virtual object is a virtual image of a target virtual object generated based on afterimage generation technology; the step of controlling the first virtual object to reproduce the first game behavior in the first game process in the game scene includes: based on the video data of the first game process, controlling the first virtual object to reproduce the first game behavior in the first game process in the game scene.

[0129] Optionally, the step of displaying the prompt information in the graphical user interface includes: determining the occurrence position of the first game behavior in the game scene; and displaying the prompt information in a display position corresponding to the occurrence position in the graphical user interface.

[0130] Optionally, the above method also includes: in response to the controlled virtual object entering the target game level, starting the timing; the step of displaying prompt information on the graphical user interface includes: determining the target duration between the occurrence time of the first game behavior and the start time of the first game process; in response to the difference between the target duration and the timing duration being less than or equal to a preset duration threshold, displaying the prompt information on the graphical user interface.

[0131] Optionally, the prompt information includes a countdown element; the countdown element is used to indicate the difference between the target duration and the timing duration.

[0132] Optionally, the above method also includes: displaying a progress bar icon corresponding to the first game process on the graphical user interface; the progress bar icon is used to indicate the progress of the first game process corresponding to the timing duration.

[0133] Optionally, the target game level includes a designated virtual object; the first game process has multiple first type moments; at the first type moment, the first virtual object and / or the designated virtual object executes a designated game behavior, or the state of the first virtual object and / or the designated virtual object changes; the method further includes: displaying a first prompt identifier at a position corresponding to the first type moment in the progress bar identifier; the first prompt identifier is used to indicate the designated game behavior executed by the first virtual object and / or the designated virtual object, or the change in the state of the first virtual object and / or the designated virtual object.

[0134] Optionally, the above-mentioned step of controlling the controlled virtual object to enter the game scene corresponding to the target game level and generating the first virtual object in the game scene includes: in response to the controlled virtual object reaching the target scene position corresponding to the target game level in the game scene, displaying a first control in the graphical user interface; in response to a trigger operation on the first control, controlling the controlled virtual object to enter the game scene corresponding to the target game level, and generating the first virtual object in the game scene.

[0135] Optionally, the above-mentioned first control corresponds to multiple game processes; in response to a trigger operation on the first control, the controlled virtual object is controlled to enter a game scene corresponding to a target game level, and the step of generating a first virtual object in the game scene includes: in response to a trigger operation on the first control, determining a first game process from multiple game processes; controlling the controlled virtual object to enter a game scene corresponding to the target game level, and generating a first virtual object in the game scene.

[0136] Optionally, after determining the first game process from multiple game processes, the method also includes: displaying a second control and a third control corresponding to the first game process on a graphical user interface; responding to a trigger operation on the third control, generating a second virtual object corresponding to the target virtual object in the game scene, and controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene; controlling the controlled virtual object to enter the game scene corresponding to the target game level, and generating the first virtual object in the game scene, includes: responding to a trigger operation on the second control, controlling the controlled virtual object to enter the game scene corresponding to the target game level, and generating the first virtual object in the game scene.

[0137] Optionally, the step of determining the first game process in response to a trigger operation on the first control includes: displaying multiple options in response to the trigger operation on the first control; each option corresponds to a game process corresponding to a target game level; in response to a selection operation on the first option among the multiple options, determining the clearance process corresponding to the first option as the first game process.

[0138] Optionally, the target game level includes a designated virtual object; in response to a trigger operation on a third control, a second virtual object corresponding to the target virtual object is generated in a game scene, and the steps of controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene include: in response to a trigger operation on a third control, a second virtual object corresponding to the target virtual object and a third virtual object corresponding to the designated virtual object are generated in the game scene; the display formats of the second virtual object and the third virtual object are different; the second virtual object is controlled to reproduce the game behavior performed by the target virtual object in the first game process in the game scene, and the third virtual object is controlled to reproduce the game behavior performed by the designated virtual object in the first game process in the game scene.

[0139] Optionally, the above method also includes: displaying a progress bar control corresponding to the first game process on a graphical user interface; determining a target moment in the first game process in response to a setting operation on the progress bar control; and controlling the second virtual object to reproduce the game behavior starting from the target moment.

[0140] Optionally, the above method also includes: in response to the controlled virtual object ending the current game process corresponding to the target game level, generating comparison information based on the current game process and the first game process, and displaying the comparison information on a graphical user interface; the comparison information is used to indicate the time difference between the current game process and the first game process.

[0141] Optionally, the method further includes: in response to the controlled virtual object ending the current game process corresponding to the target game level, displaying a fourth control; and in response to a trigger operation on the fourth control, saving relevant data of the current game process.

[0142] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0143] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0144] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.

[0145] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0146] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A method for displaying guidance information in a game, characterized in that: Providing a graphical user interface through a terminal device; the method comprises: Controlling the controlled virtual object to enter a game scene corresponding to a target game level, generating a first virtual object in the game scene; the first virtual object corresponds to a target virtual object; in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level; Controlling the first virtual object to reproduce in the game scene a first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene; Prompt information is displayed on the graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution number and execution duration of at least part of the first game behavior.

2. The method according to claim 1, characterized in that: The first virtual object is a virtual image of the target virtual object; The step of generating a first virtual object in the game scene comprises: A virtual image of the target virtual object is generated in the game scene.

3. The method according to claim 2, characterized in that The display format of the first virtual object is different from that of the controlled virtual object.

4. The method according to claim 1, characterized in that The first virtual object is a virtual image of the target virtual object generated based on the afterimage generation technology; The step of controlling the first virtual object to reproduce the first game behavior in the first game process in the game scene includes: Based on the video recording data of the first game process, the first virtual object is controlled to reproduce the first game behavior in the first game process in the game scene.

5. The method according to claim 1, characterized in that The step of displaying prompt information on the graphical user interface includes: Determining the occurrence position of the first game behavior in the game scene; Prompt information is displayed in a display position corresponding to the occurrence position in the graphical user interface.

6. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual object entering the target game level, starting a timer; The step of displaying prompt information on the graphical user interface includes: Determining a target duration between the occurrence time of the first game behavior and the start time of the first game process; In response to the difference between the target duration and the timing duration being less than or equal to a preset duration threshold, a prompt message is displayed on the graphical user interface.

7. The method according to claim 6, characterized in that The prompt information includes a countdown element; the countdown element is used to indicate the difference between the target duration and the timing duration.

8. The method according to claim 6, characterized in that The method further comprises: A progress bar indicator corresponding to the first game process is displayed on the graphical user interface; the progress bar indicator is used to indicate the progress of the first game process corresponding to the timing duration.

9. The method according to claim 8, characterized in that The target game level includes a designated virtual object; the first game process has a plurality of first-type moments; at the first-type moments, the first virtual object and / or the designated virtual object performs a designated game behavior, or the state of the first virtual object and / or the designated virtual object changes; The method further comprises: Displaying a first prompt mark at a position corresponding to the first type of time in the progress bar mark; The first prompt identifier is used to indicate the specified game behavior performed by the first virtual object and / or the specified virtual object, or the change in the state of the first virtual object and / or the specified virtual object.

10. The method according to claim 1, characterized in that The step of controlling the controlled virtual object to enter the game scene corresponding to the target game level and generating a first virtual object in the game scene comprises: In response to the controlled virtual object reaching a target scene position corresponding to the target game level in the game scene, displaying a first control in the graphical user interface; In response to a trigger operation on the first control, the controlled virtual object is controlled to enter a game scene corresponding to the target game level, and a first virtual object is generated in the game scene.

11. The method according to claim 10, characterized in that The first control corresponds to a plurality of game processes; In response to a trigger operation on the first control, the step of controlling the controlled virtual object to enter a game scene corresponding to the target game level, and generating a first virtual object in the game scene includes: In response to a trigger operation on the first control, determining a first game process from the plurality of game processes; The controlled virtual object is controlled to enter a game scene corresponding to the target game level, and the first virtual object is generated in the game scene.

12. The method according to claim 11, characterized in that After determining the first game process from the plurality of game processes, the method further includes: Displaying a second control and a third control corresponding to the first game process on the graphical user interface; In response to a trigger operation on the third control, generating a second virtual object corresponding to the target virtual object in the game scene, and controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene; The step of controlling the controlled virtual object to enter the game scene corresponding to the target game level and generating the first virtual object in the game scene comprises: In response to a trigger operation on the second control, the controlled virtual object is controlled to enter the game scene corresponding to the target game level, and the first virtual object is generated in the game scene.

13. The method according to claim 11, characterized in that In response to a trigger operation on the first control, the step of determining a first game process includes: In response to the triggering operation on the first control, a plurality of options are displayed; each option corresponds to a game process corresponding to the target game level; In response to a selection operation on a first option among the multiple options, a clearance process corresponding to the first option is determined as a first game process.

14. The method according to claim 12, characterized in that The target game level includes a designated virtual object; In response to a trigger operation on the third control, a second virtual object corresponding to the target virtual object is generated in the game scene, and the step of controlling the second virtual object to reproduce the game behavior performed by the target virtual object in the first game process in the game scene includes: In response to a trigger operation on the third control, generating a second virtual object corresponding to the target virtual object and a third virtual object corresponding to the designated virtual object in the game scene; the second virtual object and the third virtual object have different display formats; The second virtual object is controlled to reproduce the game behavior performed by the target virtual object in the first game process in the game scene, and the third virtual object is controlled to reproduce the game behavior performed by the designated virtual object in the first game process in the game scene.

15. The method according to claim 12, characterized in that The method further comprises: Displaying a progress bar control corresponding to the first game process on the graphical user interface; In response to a setting operation on the progress bar control, determining a target time in the first game process; The second virtual object is controlled to reproduce the game behavior starting from the target moment.

16. The method according to claim 15, characterized in that The target game level includes a designated virtual object; the first game process has a plurality of first-type moments; at the first-type moments, the target virtual object and / or the designated virtual object performs a designated game behavior, or the state of the target virtual object and / or the designated virtual object changes; The method further comprises: A second prompt mark is displayed at a position corresponding to the first type of moment in the progress bar control; the second prompt mark is used to indicate the specified game behavior performed by the target virtual object and / or the specified virtual object, or the change in the state of the target virtual object and / or the specified virtual object.

17. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual object ending the current game process corresponding to the target game level, comparison information is generated based on the current game process and the first game process, and the comparison information is displayed on the graphical user interface; the comparison information is used to indicate the difference in time between the current game process and the first game process.

18. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual object ending the current game process corresponding to the target game level, displaying a fourth control; In response to the triggering operation on the fourth control, relevant data of the current game process is saved.

19. A device for displaying guidance information in a game, characterized in that: Providing a graphical user interface through a terminal device; the device comprises: A virtual object generation module, configured to control a controlled virtual object to enter a game scene corresponding to a target game level, and generate a first virtual object in the game scene; the first virtual object corresponds to a target virtual object; and in a first game process corresponding to the target game level, the target virtual object triggers at least part of the game events of the target game level; a game behavior reproduction module, used to control the first virtual object to reproduce in the game scene the first game behavior performed by the target virtual object in the first game process; the first game behavior has no effect on the virtual object in the game scene; A prompt information display module is used to display prompt information on the graphical user interface; the prompt information includes at least one of the following: the occurrence time, behavior identifier, execution number and execution duration of at least part of the first game behavior.

20. An electronic device, characterized in that: It includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the guidance information display method in the game described in any one of claims 1-18.

21. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the method for displaying guidance information in a game as described in any one of claims 1-18.