Information processing method in game, electronic equipment and readable storage medium

By introducing conversion skills in the game and switching mechanism at the game stage, the problem of low human -computer interaction efficiency and long game time in existing games have been solved, and the game process is accelerated and the efficiency is improved.

CN119367752APending Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411345118.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2021-08-27
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

In existing games, the human-computer interaction between reasoning games and battle games is inefficient, and the game time for a single game is too long.

Method used

By introducing the conversion skills in the game, the virtual role conversion camp of the enemy camp is converted, and the control of the virtual pair switching of the virtual pair of virtual pair is promoted according to the process of the game to adjust the logic of the game operation.

Benefits of technology

The game process has been accelerated, the interaction efficiency of human -computer interaction is improved, and the waste of terminal processing resources and power resources will be reduced.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information processing method in a game, electronic equipment and a readable storage medium, and the information processing method comprises the steps: responding to a triggering operation for a basic skill control in a first game playing stage; controlling the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp; controlling the virtual game to enter a second game stage in response to the fact that the game process of the first game stage meets the game switching condition in the process of the first game stage; acquiring game adjustment parameters of the second game playing stage, and adjusting game running logic in the second game playing stage according to the game adjustment parameters. By means of the method and device, players can feel different role experiences in one virtual game, only confrontation and conversion of camps are involved in the scheme, elimination of the virtual roles is not involved, and the man-machine interaction efficiency can be improved.
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Description

Technical Field

[0001] The present application relates to the field of human-computer interaction technology, and in particular to an information processing method, an electronic device and a readable storage medium in a game. Background Art

[0002] With the continuous development of the game industry, the types of games are constantly expanding. Among them, reasoning games are loved by the majority of players for their unique charm. This type of game requires multiple players to participate in the interaction, and players from different camps conduct reasoning voting while completing designated tasks.

[0003] In addition to the above-mentioned reasoning voting game mode, multiple players can also play battle games, which are games in which multiple user accounts compete in the same scene. When multiple players control the corresponding virtual characters through terminal devices to enter the game, they are assigned to different camps and win the game by completing the game tasks specified by their respective camps or killing (eliminating) the virtual characters of the enemy camp.

[0004] Usually, in a game match, the game operation logic of the game match will not change, resulting in low efficiency of human-computer interaction and too long game time for a single game. Summary of the invention

[0005] In view of this, the purpose of the present application is to provide an information processing method, device, electronic device and readable storage medium in a game, which can make the virtual character of the enemy camp change camp by releasing conversion skills, and can control the virtual game to switch the game stage based on the advancement of the game process, so as to adjust the game operation logic in different game stages, which helps to speed up the game process and improve the efficiency of human-computer interaction.

[0006] In a first aspect, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of a virtual game, the virtual game includes a first game stage and a second game stage, the game includes a first camp and a second camp that is different from the first camp, the first camp performs a first game task in the virtual game, and the second camp performs a second game task in the virtual game, the information processing method includes: controlling multiple virtual characters participating in the virtual game to enter the first game stage, and determining a first virtual character belonging to the first camp and a second virtual character in the second camp from the multiple virtual characters, obtaining a first skill configuration parameter of the first camp to determine a basic skill of the first virtual character; displaying a game interface corresponding to the first virtual character in the graphical user interface of the terminal device controlling the first virtual character, the game interface including basic skill controls and a game screen, the game screen The surface includes a virtual scene screen within the field of view determined according to the visual range of the first virtual character and a virtual scene screen outside the field of view located outside the visual range, and the virtual scene screen within the field of view can display a second virtual character located within the visual range; during the first game stage, in response to a trigger operation on the basic skill control, the first virtual character is controlled to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp; during the first game stage, in response to the game process of the first game stage satisfying the first game switching condition, the virtual game is controlled to enter the second game stage; the game adjustment parameters of the second game stage are obtained, and the game operation logic in the second game stage is adjusted according to the game adjustment parameters, and the game adjustment parameters include at least one of the following: the second skill configuration parameters of the first virtual character in the first camp, the third skill configuration parameters of the second virtual character in the second camp, and the second game task progress control parameters.

[0007] Optionally, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage.

[0008] Optionally, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the first virtual character belonging to the first camp adds a second skill on the basis of the basic skills configured in the first game stage. At the same time, the second virtual character belonging to the second camp adds a third skill on the basis of the default skills configured in the first game stage. The virtual game settlement conditions in the second game stage add additional settlement conditions on the basis of the virtual game settlement conditions in the first game stage, and the additional settlement conditions include the second game task progress control parameters.

[0009] Optionally, the information processing method may also include: during the second game stage of the current virtual game, in response to the game progress of the second game stage satisfying the second game switching condition, controlling the current virtual game to enter the third game stage; wherein the virtual game settlement conditions of the third game stage are supplemented with additional settlement conditions based on the virtual game settlement conditions of the second game stage, and the additional settlement conditions include the second game task progress control parameters.

[0010] Optionally, in the third game stage, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage, and the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skill configured in the second game stage.

[0011] Optionally, the virtual game settlement conditions of the second game stage are the same as those of the first game stage, and the virtual game settlement conditions may include at least one of the following items: the number of virtual characters in the second camp is reduced to zero; the second game tasks performed by the second camp in the virtual game are all completed.

[0012] Optionally, the second game task progress control parameter may include the estimated task completion time of the second game task, the additional settlement condition may include the duration of the third game stage reaching the estimated task completion time, the second game task may include multiple virtual tasks, the estimated task completion time is determined based on the completion progress of the multiple virtual tasks, and the completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks completed jointly by all second virtual characters in the second camp in this virtual game.

[0013] Optionally, the estimated completion time of the task can be determined according to the completion progress of the multiple virtual tasks in the following manner: determine the unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks; determine the task set completion time corresponding to each unfinished virtual task; and determine the estimated completion time of the task according to the task set completion time corresponding to all the unfinished virtual tasks.

[0014] Optionally, the information processing method may also include: in the third game stage of this virtual game, displaying a time progress corresponding to the duration of the third game stage on the graphical user interface; when the time progress reaches the estimated task completion time, if there is a first virtual character in the second camp, it is determined that the second camp wins and the first camp loses; when the time progress reaches the estimated task completion time, or before the time progress reaches the estimated task completion time, if there is no second virtual character in the second camp, it is determined that the second camp loses and the first camp wins.

[0015] Optionally, the game process of the first game stage satisfying the first game switching condition may include the number of second virtual characters in the second camp being reduced to a first threshold; the game process of the second game stage satisfying the second game switching condition may include the number of second virtual characters in the second camp being reduced to a second threshold, wherein the second threshold is less than the first threshold.

[0016] Optionally, the information processing method may also include: after controlling the virtual game to enter the first game stage, displaying on the graphical user interface first stage prompt information used to characterize that the virtual game has entered the first game stage, and / or first player number prompt information used to indicate the number of virtual characters in the first camp and / or the second camp at the current moment.

[0017] Optionally, the information processing method may also include: after controlling the virtual game to enter the second game stage, displaying second stage prompt information on the graphical user interface to characterize the transition of the virtual game from the first game stage to the second game stage, and / or displaying second player number prompt information to indicate the number of virtual characters in the first camp and / or the second camp at the current moment.

[0018] Optionally, the information processing method may also include: after controlling the virtual game to enter the third game stage, displaying third stage prompt information on the graphical user interface to characterize the transition of the virtual game from the second game stage to the third game stage, and / or displaying third player number prompt information to indicate the number of virtual characters in the first camp and / or the second camp at the current moment.

[0019] Optionally, the third skill may include a clone skill, and the information processing method may also include: in response to a trigger operation of the second target second virtual character in the second camp on the clone skill control, determining the position of the second target second virtual character in the virtual scene; generating an avatar virtual character of the second target second virtual character at the position; controlling the second target second virtual character to move in the virtual scene, and making the avatar virtual character of the second target second virtual character exist in a preset manner in the virtual scene; during the duration of the clone skill, the avatar virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself.

[0020] Optionally, the preset method may include any one of the following items: the avatar virtual character of the second target second virtual character remains motionless at the position; the avatar virtual character of the second target second virtual character moves in the virtual scene toward a first predetermined direction, and the first predetermined direction is determined in response to an operation performed on the graphical user interface to indicate the direction of movement of the avatar virtual character when the avatar additional skill control is triggered or after the avatar additional skill control is triggered; the avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

[0021] Optionally, the basic skills may include infection skills, and the information processing method may also include: in response to the infection skill control being triggered, controlling the target first virtual character to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp, and the target range is determined based on the location of the target first virtual character, and the target range is smaller than the visible range of the target first virtual character.

[0022] Optionally, the basic skill may also include a pounce skill, and the information processing method may also include: in response to the pounce skill control being triggered, controlling the target first virtual character to move in a second predetermined direction so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

[0023] Optionally, the second predetermined direction includes any one of the following items: a field of view direction of the target first virtual character; an aiming direction determined in response to an aiming operation.

[0024] Optionally, the visible range of the first virtual character may include a first field of view and a second field of view, the first field of view being a circular range centered on the target first virtual character's location and with a first predetermined length as a radius, the first field of view being configured with a first clarity, wherein the first clarity gradually decreases from the center to the outside, the second field of view being a fan-shaped range centered on the target first virtual character's location and with a second predetermined length as a radius, the second predetermined length being greater than the first predetermined length, the second field of view being configured with a second clarity, and the second clarity within the second field of view being maintained unchanged, and the moving distance of the target first virtual character in the second predetermined direction being greater than the second predetermined length.

[0025] Optionally, the step of controlling multiple virtual characters participating in the virtual game to enter the first game stage may include: at the beginning of the virtual game, all virtual characters participating in the virtual game belong to the second camp; after a predetermined time, in response to any virtual character among all the virtual characters participating in the virtual game being changed to belong to the first camp, controlling to enter the first game stage.

[0026] Optionally, the first virtual character belonging to the first camp and the second virtual character belonging to the second camp can be determined in one of the following ways: before entering the first game stage, the first virtual character belonging to the first camp and the second virtual character belonging to the second camp are determined according to the selection of character attributes participating in this virtual game; a virtual character is randomly selected from multiple virtual characters participating in this virtual game and determined as the first virtual character belonging to the first camp, and the other virtual characters among the multiple virtual characters except the randomly selected virtual character are determined as the second virtual character belonging to the second camp.

[0027] In a second aspect, an embodiment of the present application further provides an information processing device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of a current virtual game, wherein the current virtual game includes a first game stage and a second game stage, wherein the game includes a first camp and a second camp that is different from the first camp, wherein the first camp performs a first game task in the current virtual game, and the second camp performs a second game task in the current virtual game, wherein the information processing device includes: a first game control module, which controls multiple virtual characters participating in the current virtual game to enter the first game stage, and determines a first virtual character belonging to the first camp and a second virtual character in the second camp from the multiple virtual characters, and obtains a first skill configuration parameter of the first camp to determine the basic skills of the first virtual character; and a display control module, which displays a game interface corresponding to the first virtual character in the graphical user interface of the terminal device that controls the first virtual character, wherein the game interface includes basic skill controls and a game screen, wherein the game screen includes a first skill control parameter according to a first skill control parameter. The visual range of the first virtual character determines the virtual scene screen within the field of view and the virtual scene screen outside the field of view, and the virtual scene screen within the field of view can display the second virtual character within the visual range; a camp conversion module, during the first game stage, in response to the trigger operation on the basic skill control, controls the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp; a second game control module, during the first game stage, in response to the game process of the first game stage satisfying the first game switching condition, controls the current virtual game to enter the second game stage; a game operation control module, obtains the game adjustment parameters of the second game stage, and adjusts the game operation logic in the second game stage according to the game adjustment parameters, the game adjustment parameters including at least one of the following: the second skill configuration parameters of the first virtual character in the first camp, the third skill configuration parameters of the second virtual character in the second camp, and the second game task progress control parameters.

[0028] In a third aspect, an embodiment of the present application also provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the steps of the information processing method in the game as described above.

[0029] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the information processing method in the game as described above are executed.

[0030] An information processing method in a game proposed in an embodiment of the present application, during the first game stage, in response to a trigger operation on a basic skill control, controls the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the second camp; during the first game stage, in response to the game process of the first game stage satisfying the game switching condition, controls the current virtual game to enter the second game stage; obtains game adjustment parameters for the second game stage, and adjusts the game operation logic in the second game stage according to the game adjustment parameters.

[0031] The information processing method in the game provided by the present application can accelerate the efficiency of character camp conversion by releasing conversion skills to make the virtual character of the enemy camp change camp. In addition, the virtual game can also be controlled to switch the game stage based on the advancement of the game process, and the game operation logic in different game stages can be adjusted, which helps to speed up the game process, improve the efficiency of human-computer interaction, and thus reduce the waste of terminal processing resources and power resources.

[0032] In order to make the above-mentioned objects, features and advantages of the present application 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

[0033] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0034] Figure 1 A flowchart of the information processing method in the game provided in the embodiment of the present application;

[0035] Figure 2 A schematic diagram of an interface for entering the first game stage of this virtual game provided in an embodiment of the present application;

[0036] Figure 3 A schematic diagram of an interface for camp conversion of a target second virtual character provided in an embodiment of the present application;

[0037] Figure 4 A flowchart of the steps for releasing the avatar skills of the target second virtual character provided in an embodiment of the present application;

[0038] Figure 5 A schematic diagram of an interface for entering the second game phase of the virtual game provided in an embodiment of the present application;

[0039] Figure 6 A schematic diagram of the interface during the duration of the clone skill provided in the embodiment of the present application;

[0040] Figure 7 A flowchart of the steps for determining the estimated completion time of a task provided in an embodiment of the present application;

[0041] Figure 8 A schematic diagram of an interface for entering the third game stage of this virtual game provided in an embodiment of the present application;

[0042] Fig. 9 A schematic diagram of an interface showing a time progress corresponding to the duration of the third game stage provided in an embodiment of the present application;

[0043] Fig.10 A schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present application;

[0044] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0045] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme 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 a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[0046] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0047] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0048] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0049] First, the names involved in the embodiments of the present application are briefly introduced.

[0050] Virtual scene:

[0051] It is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control.

[0052] Virtual Objects:

[0053] Refers to movable objects and inactive objects in a virtual scene, and movable objects refer to dynamic objects that can be controlled in a virtual scene, such as virtual characters. Optionally, the dynamic object can be a virtual person, a virtual animal, a cartoon character, etc. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiment of the present application is not limited to this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0054] Player Characters:

[0055] Refers to a virtual character that can be controlled by the player and move around in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of the following different forms: a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

[0056] Game interface:

[0057] Refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0058] In one embodiment of the present application, the information processing method in the game can be run on a local terminal device or a server. When the information processing method in the game is run on the server, the information processing method in the game can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0059] 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 information processing method are completed on the cloud game server, and 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 performs 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.

[0060] 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.

[0061] With the continuous development of the game industry, the types of games are constantly expanding. Among them, reasoning games are loved by more and more players for their unique charm. In reasoning games, multiple players participating in the game join the same game together. After entering the game, different role attributes are assigned to the virtual characters controlled by different players, such as identity attributes. Different role attributes are assigned to determine different camps, so that players can win the game by performing tasks assigned by the game at different stages of the game. For example, multiple virtual characters with role attributes of A can "eliminate" virtual characters with role attributes of B during the game stage to win the game. For example, 10 people are usually required to participate in the same game. At the beginning of the game, the identity information (role attributes) of the virtual characters in the game are determined. For example, the identity information includes civilian identity and werewolf identity. The virtual character with a civilian identity wins the game by completing the assigned tasks during the game stage, or eliminates the virtual character with a werewolf identity in the current game to win the game; the virtual character with a werewolf identity wins the game by performing attack behaviors on other virtual characters without a werewolf identity during the game stage to eliminate the virtual character.

[0062] In the game stage of reasoning games, there are usually two game phases: action phase and discussion phase.

[0063] In the action phase, one or more game tasks are usually assigned. In an optional embodiment, one or more corresponding game tasks are assigned to each virtual character, and the player controls the corresponding virtual character to move in the game scene and perform the corresponding game tasks to complete the game. In an optional embodiment, a common game task is determined for the virtual characters with the same role attributes in the current game; in the action phase, the virtual characters participating in the current game can freely move to different areas in the game scene in the virtual scene of the action phase to complete the assigned game tasks. The current game includes a first camp and a second camp that is opposite to the first camp, that is, the first camp and the second camp are in different camps, and the virtual characters in the current game include virtual characters with first role attributes and virtual characters with second role attributes. The first virtual character belonging to the first camp has the first role attribute, and the second virtual character belonging to the second camp has the second role attribute. In an optional embodiment, when the first virtual character with the first role attribute moves to the preset range of the second virtual character with the second role attribute in the virtual scene, it can respond to the attack instruction and attack the second virtual character with the second role attribute to eliminate the second virtual character with the second role attribute.

[0064] In the discussion phase, a discussion function is provided for the virtual characters representing the players. The behavior of the virtual characters in the action phase is displayed through the discussion function to decide whether to eliminate a specific virtual character in the current game match.

[0065] by For example, the game game includes two stages, namely the action stage and the discussion stage. In the action stage, multiple virtual characters in the game game move freely in the virtual scene, and other virtual characters that appear within the preset range can be seen in the game screen displayed from the perspective of the virtual character. The virtual character with a civilian identity moves in the virtual scene to complete the assigned game task, and the virtual character with a werewolf identity destroys the task that the virtual character with a civilian identity has completed in the virtual scene, or can perform the assigned specific game task. At the same time, the virtual character with a werewolf identity can also attack the virtual character with a civilian identity in the action stage to eliminate the virtual character. When the game game stage enters the discussion stage from the action stage, the players discuss through the corresponding virtual characters to try to determine the virtual character with the werewolf identity based on the game behavior in the action stage, and determine the discussion results by voting. According to the discussion results, it is determined whether there is a virtual character that needs to be eliminated. If there is, the corresponding virtual character will be eliminated according to the discussion results. If not, there is no virtual character that needs to be eliminated in the current discussion stage. Among them, in the discussion stage, the discussion can be conducted by voice, text, or other methods. During the game, it is necessary to analyze the identity information of other players based on their behavioral information (which may also include text information and voice information input by other players) to avoid players with suspicious identities during the game, thereby preventing being attacked and eliminated by players with suspicious identities.

[0066] It should be understood that in the reasoning game, in addition to the above-mentioned reasoning mode divided into the action phase and the discussion phase, there is also a competition mode. When the player selects the reasoning mode, the current game can be controlled to play according to the game operation logic of the above-mentioned action phase and discussion phase. When the player selects the competition mode, the game can be played according to the game operation logic of the competition mode.

[0067] Based on this, an embodiment of the present application provides an information processing method in a game, which can control multiple virtual characters participating in this virtual game to fight in a competitive mode.

[0068] An implementation environment is provided in one embodiment of the present application, and the implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the information processing method in the game provided by the present application, and the game server is a server end for executing the information processing method in the game provided by the present application. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

[0069] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0070] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0071] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual characters in the graphical user interface according to the synchronization data sent by the server.

[0072] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device may have the same character attributes or different character attributes.

[0073] It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0074] See also Figure 1 , Figure 1 This is a flow chart of an information processing method in a game provided by an embodiment of the present application. Figure 1 As shown in , the embodiment of the present application provides a graphical user interface through a terminal device, and the graphical user interface includes a virtual scene of this virtual game. The information processing method in the game includes:

[0075] S101, controlling multiple virtual characters participating in the virtual game to enter the first game stage, and determining a first virtual character belonging to a first camp and a second virtual character in a second camp from the multiple virtual characters, and obtaining a first skill configuration parameter of the first camp to determine the basic skill of the first virtual character.

[0076] S102: Displaying a game interface corresponding to the first virtual character in a graphical user interface of a terminal device that controls the first virtual character.

[0077] S103. During the first game stage, in response to a trigger operation on a basic skill control, the first virtual character is controlled to change the camp of a first target second virtual character hit by the basic skill from the second camp to the first camp.

[0078] S104. During the first game phase, in response to the game progress of the first game phase satisfying the first game switching condition, control the current virtual game to enter the second game phase.

[0079] S105: Obtain game adjustment parameters of the second game stage, and adjust the game operation logic in the second game stage according to the game adjustment parameters.

[0080] The terminal device involved in the embodiment of the present application mainly refers to an intelligent device for providing a graphical user interface and controlling a virtual character. The terminal device may be the local terminal device mentioned above, or it may be a client device in the cloud interaction system mentioned above. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a digital television, and a game console. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application may be a network-connected game application or a stand-alone game application.

[0081] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons or menu options on the screen using input devices such as a mouse, keyboard, and game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a terminal device to select commands, start programs, or perform other tasks.

[0082] In addition to the movable virtual characters described above, the virtual scenes described above may also optionally include other immovable virtual objects, such as the sky, land, ocean, buildings, forests, mission props, etc., and are not limited thereto. As an example, in common reasoning games, virtual characters, maps, rooms, and buildings are usually included.

[0083] The following describes the above exemplary steps provided in the embodiment of the present application by taking the above method applied to a terminal device as an example.

[0084] In step S101, in response to a trigger operation for starting the virtual game, multiple virtual characters participating in the virtual game are controlled to enter the virtual game. At this time, the graphical user interface provided by the terminal device includes a virtual scene of the virtual game.

[0085] In an embodiment of the present application, the virtual scene of this virtual game may include the above-mentioned virtual scene corresponding to the competitive mode of the reasoning game. For example, the virtual scene in the competitive mode may be the same as the virtual scene in the action phase in the reasoning mode. The virtual characters controlled by each player can move freely in the virtual scene of this virtual game. For example, the activities of the virtual characters in the virtual scene may include but are not limited to at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages. Here, the virtual characters active in the virtual scene include not only the virtual characters controlled by each player, but also other virtual characters controlled by non-players.

[0086] The multiple virtual characters participating in this virtual game can be the virtual characters in the game of the account logged into the game client on the terminal device, that is, the virtual characters controlled by the player corresponding to the account, but the possibility that the virtual characters are controlled by other applications or artificial intelligence modules is not ruled out.

[0087] In the embodiment of the present application, the game includes a first camp and a second camp that is opposed to the first camp, that is, the first camp and the second camp are in different camps. Exemplarily, the camps to which the multiple virtual characters participating in this virtual game belong can be determined in the following manner.

[0088] In the first case, the camps to which the multiple virtual characters belong can be determined based on the choices of the players participating in the virtual game.

[0089] For example, when entering or after entering the virtual game, each player participating in the virtual game needs to select the role attributes for the virtual character being controlled in the virtual game through the terminal device.

[0090] That is to say, before entering the first game stage, the role attributes of each virtual character in this virtual game can be determined based on the selection of the role attributes participating in this virtual game, and the camp to which each virtual character belongs can be determined based on the selected role attributes.

[0091] After the character attributes of each virtual character are determined according to the player's selection, a first virtual character having a first character attribute may be assigned to the first camp, and a second virtual character having a second character attribute may be assigned to the first camp.

[0092] For example, in the embodiment of the present application, there are two camps, and each camp has different character attributes. Based on this, when entering this virtual game, each player can select one character attribute from the pre-set first character attribute and the second character attribute as the identity of the controlled virtual character in this virtual game.

[0093] In the second case, the camps to which multiple virtual characters belong can be randomly assigned.

[0094] For example, multiple virtual characters participating in this virtual game may be randomly assigned to two camps, wherein a first virtual character assigned to the first camp has a first character attribute, and a second virtual character assigned to the second camp has a second character attribute.

[0095] In a preferred embodiment, the number of first virtual characters initially assigned to the first camp is 1, that is, a virtual character can be randomly selected from multiple virtual characters participating in this virtual game and determined as the first virtual character belonging to the first camp, and the other virtual characters among the multiple virtual characters except the randomly selected virtual character can be determined as the second virtual characters belonging to the second camp.

[0096] Similarly, for the first case above, only one player may be allowed to select the first character attribute for the controlled virtual character through the terminal device. For example, the player may refer to the first player who selects the first character attribute.

[0097] Through the above method, multiple virtual characters are divided into first virtual characters belonging to the first camp and second virtual characters belonging to the second camp, and the first camp performs the first game task in this virtual game, and the second camp performs the second game task in this virtual game.

[0098] In this virtual game, the first virtual character belonging to the first camp is configured with basic skills. The basic skills are acquired after the virtual character is divided into the first camp. After determining the camp to which each virtual character belongs, the first skill configuration parameters of the first camp can be obtained to determine the basic skills of the first virtual character.

[0099] In this virtual game, the second virtual character belonging to the second camp is configured with a default skill, which is acquired after the virtual character is assigned to the second camp. After determining the camp to which each virtual character belongs, the fifth skill configuration parameter of the second camp can be obtained to determine the default skill of the second virtual character.

[0100] This virtual game includes at least a first game stage and a second game stage. After entering this virtual game, multiple virtual characters participating in this virtual game are controlled to enter the first game stage.

[0101] In one case, after entering this virtual game, multiple virtual characters are directly controlled to enter the first game stage.

[0102] At this time, since the corresponding role attributes have been determined for each virtual character, multiple virtual characters can be directly controlled to enter the first game stage with their respective role attributes.

[0103] In another case, in response to the first camp in this virtual game being divided, multiple virtual characters can be controlled to enter the first game stage.

[0104] For example, at the beginning of this virtual game, all virtual characters participating in this virtual game belong to the second camp. After a predetermined time, in response to any virtual character among all virtual characters participating in this virtual game being changed to belong to the first camp, control enters the first game stage.

[0105] In this case, when entering the first game stage, the number of first virtual characters belonging to the first camp is 1, and the other virtual characters among the multiple virtual characters participating in this virtual game all belong to the second camp. It should be understood that the present application is not limited thereto, and those skilled in the art can adjust the number of virtual characters in each camp when entering the first game stage according to needs.

[0106] Figure 2 A schematic diagram of the interface for entering the first game stage of this virtual game provided in an embodiment of the present application.

[0107] like Figure 2 As shown, after controlling the multiple virtual characters participating in the virtual game to enter the first game stage, an interface 10 of the first game stage can be displayed in the graphical user interface.

[0108] In a preferred embodiment, after controlling the virtual game to enter the first game stage, the first stage prompt information used to characterize that the virtual game has entered the first game stage can be displayed on the graphical user interface. For example, the first stage prompt information can be displayed in the form of a pop-up window in interface 10.

[0109] And / or, in the embodiment of the present application, first player quantity prompt information indicating the number of virtual characters in the first camp and / or the second camp at the current moment may also be displayed on the graphical user interface.

[0110] by Figure 2 Taking the shown example, the first player quantity prompt information 111 is displayed in the interface 10 of the first game stage. Assume that the total number of virtual characters participating in this virtual game is 10, where 11 is the first character identifier for representing the first virtual character belonging to the first camp, 12 is the second character identifier for representing the second virtual character belonging to the second camp, and the number 1 displayed on the left side of the first character identifier 11 represents the number of virtual characters in the first camp at the current moment, and the number 9 displayed on the right side of the second character identifier 12 represents the number of virtual characters in the first camp at the current moment.

[0111] here, Figure 2 The interface 10 shown may be a game interface corresponding to the first virtual character displayed in the graphical user interface of the terminal device that controls the first virtual character. In this example, the game interface is displayed from a third-person perspective. At this time, the virtual scene of this virtual game and the first virtual character 13 located in the virtual scene are displayed in the game interface.

[0112] It should be understood that the game interface corresponding to the second virtual character displayed in the graphical user interface of the terminal device controlling the second virtual character also displays the above-mentioned first stage prompt information and / or the first player number prompt information, and only the parameters such as the appearance, clothing, and field of view of the displayed virtual character are different from those of the first virtual character. In addition, the game interface can also be displayed in a first-person perspective, and this application does not limit this.

[0113] In step S102, the game interface corresponding to the first virtual character includes basic skill controls and a game screen. Exemplarily, the game screen includes an in-field virtual scene screen determined according to the visible range of the first virtual character and an out-of-field virtual scene screen located outside the visible range, and the in-field virtual scene screen can display a second virtual character located within the visible range.

[0114] Here, the visible range may refer to the field of view of the first virtual character. For example, the virtual scene images within the field of view and the virtual scene images outside the field of view may be displayed differently in the game screen. For example, the different displays may be made by adjusting the display color, transparency and / or clarity.

[0115] For example, the visual range of the first virtual character may include but is not limited to a first visual range and a second visual range. Figure 2 Taking the example shown as an example, the first field of view 14 of the first virtual character 13 is a circular range with the position of the first virtual character 13 as the center and the first predetermined length as the radius, and the second field of view 15 of the first virtual character 13 is a fan-shaped range with the position of the first virtual character 13 as the center and the second predetermined length as the radius. Preferably, the second predetermined length is greater than the first predetermined length.

[0116] As an example, the first field of view is configured with a first clarity, wherein the first clarity gradually decreases from the location of the first virtual character 13 to the outside, and the second field of view is configured with a second clarity, which is higher than the first clarity, and the second clarity within the second field of view remains unchanged.

[0117] During the first game stage, the first virtual character can be controlled to move in the virtual scene in response to a movement operation on the first virtual character. The movement operation in the embodiment of the present application is issued by the game player to the terminal device, and the movement operation is used to control the first virtual character to move in the virtual scene of this virtual game displayed in the graphical user interface. The terminal device responds to the movement operation and can control the first virtual character to move in the virtual scene. As the first virtual character moves, the position of the first virtual character in the virtual scene will change accordingly, that is, the terminal device responds to the movement operation and can also control the virtual scene range displayed in the graphical user interface to change accordingly according to the movement of the first virtual character.

[0118] Exemplarily, the process of controlling the first virtual character to move in the virtual scene may include: controlling the first virtual character to move in the virtual scene in response to a drag operation on the first virtual character; or, controlling the first virtual character to move to a selected position in response to a position selection operation performed in the virtual scene. As an example, the movement operation may include but is not limited to: on a computer, clicking on the first virtual character with the left mouse button and not releasing it, and dragging the mouse to change the position of the first virtual character in the virtual scene; or on a mobile terminal, long pressing the first virtual character with a finger and not releasing it, and changing the position of the first virtual character in the virtual scene by sliding the finger on the graphical user interface.

[0119] Furthermore, the range of the virtual scene changes accordingly with the movement of the first virtual character, and the changed virtual scene may include the second virtual character (here, the first virtual scene before the change may also include the second virtual character).

[0120] When the second virtual character in the second camp is within the visible range of the first virtual character, the second virtual character within the visible range is displayed in the virtual scene screen within the field of view; when the second virtual character in the second camp is outside the visible range of the first virtual character, the second virtual character outside the visible range is not displayed in the virtual scene screen outside the field of view.

[0121] Here, the second virtual character is a virtual character controlled by other players in this virtual game. Similarly, the terminal devices of other players respond to their movement operations and can also control the second virtual character to move in the virtual scene. As the second virtual character moves, the position of the second virtual character in the virtual scene will also change accordingly. The game interface corresponding to the second virtual character is displayed in the graphical user interface of the terminal device controlling the second virtual character, and the game interface at least includes a default skill control and a game screen.

[0122] In step S103, the basic skill control displayed in the game interface is a control for triggering the basic skill of the first virtual character, and the triggering operation for the basic skill control is sent by the game player to the terminal device, and the triggering operation is used to release the basic skill in the virtual scene. As an example, the triggering operation can be a click operation on an icon, button or block diagram representing the basic skill on the game interface, or a drag operation on the basic skill control performed on the game interface.

[0123] In an embodiment of the present application, the basic skill possessed by the first virtual character is a camp conversion skill used to control the second virtual character to switch camps. The basic skill has an effective range. When the basic skill is released in response to a trigger operation, the second virtual character within the effective range of the basic skill is hit, and the second virtual character outside the effective range of the basic skill is not hit. The camp of the second virtual character hit by the basic skill is changed from the second camp to the first camp.

[0124] After the second virtual character's camp is changed from the second camp to the first camp, the skills and game interface of the second virtual character also change accordingly, and are adjusted to the skills of the first virtual character, and the display content of its game interface is consistent with other first virtual characters.

[0125] For example, the basic skills of the first target second virtual character can be updated according to the first skill configuration parameters of the first camp, and then the game interface corresponding to the first target second virtual character can be updated in the graphical user interface of the terminal device controlling the first target second virtual character.

[0126] Exemplarily, basic skills may include but are not limited to infection skills and / or attack skills. The infection skills and attack skills are introduced below respectively.

[0127] In the case where the basic skill is an infection skill, an infection skill control may be displayed in the game interface corresponding to the first virtual character. In response to the infection skill control being triggered, the target first virtual character is controlled to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp.

[0128] Here, the target first virtual character may refer to the first virtual character that triggers the infection skill control, the target range may refer to the effective range of the basic skill, and the target range may be determined based on the location of the target first virtual character. Exemplarily, the target range may be a circular range with the location of the target first virtual character as the center and a third predetermined length as the radius. It should be understood that the present application is not limited thereto, and the target range may also be other shapes.

[0129] In an optional example, the target range may be smaller than the visual range of the target first virtual character. Taking the case where the visual range includes the first visual range and the second visual range as an example, the target range may be smaller than the first visual range of the target first virtual character, that is, the third predetermined length is smaller than the first predetermined length, that is, the target first virtual character may release the infection skill for the second virtual character in the virtual scene outside the visual range, so as to control the hit second virtual character to switch camps.

[0130] In the case where the basic skill is a pounce skill, a pounce skill control may be displayed in the game interface corresponding to the first virtual character. In response to the pounce skill control being triggered, the target first virtual character is controlled to move in a second predetermined direction, so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

[0131] In one example, the second predetermined direction may be a field of view direction of the target first virtual character.

[0132] At this time, in response to the pounce skill control being triggered, the target first virtual character is controlled to move in the direction of its field of view. Here, the field of view of the first virtual character may refer to the direction of its face. For the case where the second field of view of the first virtual character is a fan-shaped range, optionally, the second field of view of the first virtual character may also be in the direction of its field of view. In this case, the moving distance of the target first virtual character in the second predetermined direction may be greater than the second predetermined length, that is, the target first virtual character may release the pounce skill to the second virtual character in the virtual scene screen outside the field of view that is outside the visible range, so as to control the hit second virtual character to switch camps.

[0133] In another example, the second predetermined direction may be an aiming direction determined in response to an aiming operation.

[0134] Before responding to the pounce skill control being triggered, while responding to the pounce skill control being triggered, or after responding to the pounce skill control being triggered, an aiming operation for determining an aiming direction may also be received. As an example, the aiming operation may include a selection operation on a target position in a virtual scene, and a connection direction from the position of the target first virtual character to the target position is determined as the aiming direction.

[0135] Figure 3 A schematic diagram of an interface for camp conversion of a target second virtual character provided in an embodiment of the present application.

[0136] here, Figure 3The interface shown may be a game interface corresponding to the first virtual character displayed in the graphical user interface of the terminal device controlling the first virtual character, and the virtual scene of the current virtual game and the first virtual character 13 located in the virtual scene are displayed in the game interface. In addition, the infection skill control 17 and the attack skill control 18 are also displayed in the game interface.

[0137] During the first game stage, when there is a first target second virtual character hit by a basic skill released by the first virtual character, camp conversion prompt information is displayed in the interface 20 to prompt that the camp to which the first target second virtual character belongs has changed.

[0138] It should be understood that the above-mentioned camp conversion prompt information may also be displayed in the game interface corresponding to the second virtual character displayed in the graphical user interface of the terminal device that controls the second virtual character.

[0139] In step S104, the game process of the first game stage satisfies the first game switching condition, which may include but is not limited to the number of second virtual characters in the second camp being reduced to a first threshold.

[0140] During the first game stage, the first virtual character can control the second virtual character that is hit to switch camps by releasing basic skills. As the game progresses in the first game stage, the number of first virtual characters in the first camp continues to increase, and the number of second virtual characters in the second camp continues to decrease. When the number of second virtual characters in the second camp decreases to a first threshold, the first game switching condition is triggered, and this virtual game is controlled to enter the second game stage.

[0141] In step S105, the game operation logic of the second game stage of this virtual game is different from the game operation logic of the first game stage, and the game process is accelerated by adjusting the game operation logic of the second game stage.

[0142] In the embodiment of the present application, the game operation logic in the second game phase can be adjusted according to the game adjustment parameters of the second game phase. As an example, the game adjustment parameters of the second game phase may include but are not limited to at least one of the following: the second skill configuration parameter of the first virtual character in the first camp, the third skill configuration parameter of the second virtual character in the second camp, and the second game task progress control parameter.

[0143] In the first case, the camp attributes of the first camp are strengthened in the second stage of the game.

[0144] As described above, in the first game stage, the first virtual character in the first camp has basic skills, and in the second game stage, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage.

[0145] In this case, when entering the second game stage, the second skill configuration parameters of the first virtual character in the first camp can be obtained to strengthen the camp attributes of the first camp by adding skills to the first virtual character in the first camp.

[0146] In addition to the above-mentioned method of adding skills, the camp attributes of the first camp can also be strengthened by improving the skill attribute value of the original skill of the first virtual character. For example, in the first game stage, the first virtual character can be controlled to move in the virtual scene, that is, the first virtual character has a movement skill, and in the second game stage, the skill attribute value of the movement skill can be improved, illustratively, the movement speed and / or movement distance can be improved.

[0147] In the second case, the camp attributes of the second camp are strengthened in the second stage of the game.

[0148] As described above, in the first game stage, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage.

[0149] In this case, when entering the second game stage, the third skill configuration parameters of the second virtual character in the second camp can be obtained to strengthen the camp attributes of the second camp by adding skills to the second virtual character in the second camp.

[0150] In addition to the above-mentioned method of increasing skills, the camp attributes of the second camp can also be strengthened by increasing the skill attribute value of the second virtual character. For example, in the first game stage, the second virtual character has a preset field of view, and in the second game stage, the skill attribute value of the field of view can be increased. For example, the preset field of view can be expanded.

[0151] In a preferred example, the third skill may include but is not limited to the clone skill, as shown below. Figure 4 Let's introduce the process of releasing the clone skill of the target second virtual character.

[0152] Figure 4 A flowchart of the steps for releasing avatar skills of the target second virtual character provided in an embodiment of the present application.

[0153] S301. In response to a triggering operation of a second target second virtual character in a second camp on an avatar skill control, determine a position of the second target second virtual character in a virtual scene.

[0154] In this step, a game interface corresponding to the second target second virtual character is displayed in a graphical user interface of a terminal device that controls the second target second virtual character, and the game interface includes skill controls of the avatar skills and a game screen.

[0155] The triggering operation for the clone skill control is sent by the game player to the terminal device. As an example, the triggering operation may include but is not limited to a click operation or a long press operation for the clone skill control. The present application is not limited thereto, and the operation for triggering the clone skill may also be a pre-set sliding operation, a combination operation of at least one physical button, etc.

[0156] S302: Generate an avatar virtual character of the second target second virtual character at the position where the second target second virtual character is located in the virtual scene.

[0157] Here, the avatar virtual character can be generated at the location of the second virtual corner of the second target, or at another location a certain distance away from the location of the second virtual corner of the second target. The number of generated avatar virtual characters can be one or more, and this application does not limit this.

[0158] S303: Control the second target second virtual character to move in the virtual scene, and make the avatar virtual character of the second target second virtual character exist in the virtual scene in a preset manner.

[0159] In this step, the second target second virtual character can be controlled to move in the virtual scene in response to the movement operation on the second target second virtual character. The movement operation is sent by the game player to the terminal device, and as the second target second virtual character moves, the position of the second target second virtual character in the virtual scene will change accordingly, that is, the terminal device responds to the movement operation and can also control the game interface corresponding to the second target second virtual character displayed in the graphical user interface to change accordingly according to the movement of the second target second virtual character.

[0160] In a preferred embodiment, during the duration of the clone skill, the clone virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself, that is, the second target second virtual character is hidden.

[0161] Exemplarily, the existence of the avatar virtual character in the virtual scene may include any of the following.

[0162] In the first way, the avatar virtual character of the second target second virtual character remains motionless at the generated position.

[0163] After the avatar virtual character of the second target second virtual character is generated at the position where the second target second virtual character is located in the virtual scene, the avatar virtual character remains motionless at the position, and the second target second virtual character can move in the virtual scene.

[0164] In a second manner, the avatar virtual character of the second target second virtual character moves toward a first predetermined direction in the virtual scene.

[0165] Exemplarily, the first predetermined direction is determined in response to an operation performed on the graphical user interface to indicate the moving direction of the avatar virtual character when the avatar additional skill control is triggered or after the avatar additional skill control is triggered.

[0166] For example, when the avatar additional skill control is triggered or after the avatar additional skill control is triggered, an operation for indicating the moving direction of the avatar virtual character is received. As an example, the operation may include a selection operation on a target position in a virtual scene, and the connection direction from the position of the second target second virtual character to the target position is determined as a first predetermined direction.

[0167] In a third manner, the avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

[0168] It should be understood that in addition to the above-mentioned methods of strengthening the camp attributes of a certain camp, the purpose of strengthening the camp attributes of a certain camp can also be achieved by weakening the camp attributes of another camp. Exemplary methods of weakening the camp attributes of the second camp may include but are not limited to reducing the number of skills and reducing the skill attribute values ​​of skills.

[0169] In the third case, the settlement conditions of the virtual game in the second game stage are adjusted.

[0170] For example, the virtual game settlement conditions of the second game stage are added with additional settlement conditions based on the virtual game settlement conditions of the first game stage. Here, the additional settlement conditions include the second game task progress control parameters.

[0171] In an embodiment of the present application, the first camp performs the first game task in this virtual game, that is, all the first virtual characters in the first camp can jointly complete the first game task in this virtual game, the second camp performs the second game task in this virtual game, and all the second virtual characters in the second camp can jointly complete the second game task in this virtual game. The above-mentioned second game task progress may refer to the progress completed jointly by all the second virtual characters in the second camp in this virtual game, and the additional settlement conditions are determined according to the second game task progress control parameters.

[0172] It should be understood that any one of the above three methods can be selected to adjust the game operation logic in the second game stage, any two of the above three methods can be selected to adjust the game operation logic in the second game stage, or the above three methods can be selected to adjust the game operation logic in the second game stage. When two or more methods are selected for adjustment, the execution order between each method is not prioritized, and those skilled in the art can set it according to actual needs.

[0173] Figure 5 A schematic diagram of the interface for entering the second game stage of the virtual game provided in an embodiment of the present application.

[0174] like Figure 5 As shown, after controlling the multiple virtual characters participating in the virtual game to enter the second game stage, an interface 20 of the second game stage can be displayed in the graphical user interface.

[0175] In a preferred embodiment, after controlling the virtual game to enter the second game stage, the second stage prompt information used to characterize the transition of the virtual game from the first game stage to the second game stage is displayed on the graphical user interface. For example, the second stage prompt information can be displayed in the form of a pop-up window in the interface 20.

[0176] And / or, in the embodiment of the present application, second player quantity prompt information indicating the number of virtual characters in the first camp and / or the second camp at the current moment may also be displayed on the graphical user interface.

[0177] by Figure 5 Taking the example shown, the second player number prompt information 222 is displayed in the interface 20 of the second game stage. Assume that the total number of virtual characters participating in this virtual game is 10, where 11 is the first character identifier for representing the first virtual character belonging to the first camp, 12 is the second character identifier for representing the second virtual character belonging to the second camp, and the number 8 displayed on the left side of the first character identifier 11 represents the number of virtual characters in the first camp at the current moment, and the number 2 displayed on the right side of the second character identifier 12 represents the number of virtual characters in the second camp at the current moment.

[0178] here, Figure 5 The interface 20 shown may be a game interface corresponding to the second virtual character displayed in a graphical user interface of a terminal device controlling the second virtual character. In this example, the game interface is displayed from a third-person perspective. At this time, the virtual scene of the current virtual game and the second virtual character 21 located in the virtual scene are displayed in the game interface. In addition, a clone skill control 22 is also displayed in the game interface.

[0179] In an embodiment of the present application, camp prompt information indicating that the camp attributes of the first camp are strengthened and / or the camp attributes of the second camp are strengthened is also displayed on the interface of the second game stage.

[0180] by Figure 5 Taking the example shown, assuming that the game operation logic of the second game stage is adjusted in the second game stage by adding a third skill (such as a clone skill) to the second virtual character of the second camp, at this time, the camp prompt information 223 is also displayed in the interface 20 of the second game stage to prompt that the camp attribute of the second camp is strengthened.

[0181] Figure 6 This is a schematic diagram of the interface during the duration of the clone skill provided in an embodiment of the present application.

[0182] Figure 6 The figure shows a game interface corresponding to the second virtual character displayed in the graphical user interface of the terminal device that controls the second virtual character. The virtual scene of the current virtual game and the second virtual character 21 located in the virtual scene are displayed in the game interface. In response to the trigger operation of the avatar skill control, an avatar virtual character 23 is generated in the virtual scene.

[0183] In this case, the second virtual character 21 can be controlled to move in the virtual scene, and the avatar virtual character 23 can exist in the virtual scene in a preset manner. During the duration of the avatar skill, the avatar virtual character 23 of the second virtual character is visible to all virtual characters participating in the virtual game, and the second virtual character is only visible to itself, that is, the second virtual character 21 is in a stealth state.

[0184] In a preferred embodiment, this virtual game may include three game stages, namely, a first game stage, a second game stage, and a third game stage.

[0185] In the first game stage, the first virtual character belonging to the first camp is configured with basic skills, and the second virtual character belonging to the second camp is configured with default skills.

[0186] During the first game phase, in response to the game process of the first game phase satisfying the first game switching condition, the current virtual game is controlled to enter the second game phase.

[0187] In the second game phase, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game phase.

[0188] During the second game phase of the virtual game, in response to the game process of the second game phase satisfying the second game switching condition, the virtual game is controlled to enter the third game phase. Exemplarily, the game process of the second game phase satisfying the second game switching condition may include the number of second virtual characters in the second camp being reduced to a second threshold.

[0189] During the second game phase, the first virtual character can control the hit second virtual character to switch camps by releasing basic skills. As the game progresses in the second game phase, the number of first virtual characters in the first camp continues to increase, and the number of second virtual characters in the second camp continues to decrease. When the number of second virtual characters in the second camp decreases to a second threshold, the second game switching condition is triggered to control the virtual game to enter the second game phase. As an example, the second threshold is less than the first threshold. In an optional example, the second threshold is 1 and the first threshold is 2. The above-listed values ​​are only examples, and this application does not limit this.

[0190] In the third game stage, the virtual game settlement conditions of the third game stage are supplemented with additional settlement conditions based on the virtual game settlement conditions of the second game stage. Here, the additional settlement conditions include the second game task progress control parameters.

[0191] In an optional example, in the third game stage, in addition to adding additional settlement conditions, the camp attributes of the first camp and / or the second camp may be enhanced. For example, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage, and the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skills configured in the second game stage.

[0192] The virtual game settlement conditions of the second game stage are the same as those of the first game stage. Exemplarily, the virtual game settlement conditions may include but are not limited to at least one of the following items: the number of virtual characters in the second camp is reduced to zero; all second game tasks performed by the second camp in this virtual game are completed.

[0193] In a preferred example, the second game task progress control parameter may include the estimated task completion time of the second game task. In this case, the additional settlement condition may include the duration of the third game stage reaching the estimated task completion time.

[0194] The second game task in the embodiment of the present application may include multiple virtual tasks, and the estimated completion time of the task can be determined according to the completion progress of the multiple virtual tasks.

[0195] Refer to the following Figure 7 This article introduces the process of determining the estimated completion time of a task based on the completion progress of multiple virtual tasks.

[0196] Figure 7 A flowchart of the steps for determining the estimated completion time of a task provided in an embodiment of the present application.

[0197] like Figure 7 As shown, S201, determining unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks.

[0198] In this step, the completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks being completed jointly by all the second virtual characters in the second camp in this virtual game.

[0199] S202: Determine the task setting completion time corresponding to each unfinished virtual task.

[0200] In an embodiment of the present application, a task setting completion time may be set in advance for each virtual task in the second game task. Here, a corresponding task setting completion time may be set for each virtual task in various ways.

[0201] For example, for each virtual task, the corresponding task set completion time can be set according to the difficulty level of the virtual task. The higher the difficulty level of the virtual task, the longer the corresponding task set completion time, and the lower the difficulty level of the virtual task, the shorter the corresponding task set completion time. In addition, the task set completion time corresponding to each virtual task can also be set to the same duration.

[0202] S203: Determine the estimated task completion time according to the task setting completion time corresponding to all unfinished virtual tasks.

[0203] In this step, the sum of the task set completion times corresponding to all unfinished virtual tasks may be determined as the task estimated completion time.

[0204] Figure 8 A schematic diagram of the interface for entering the third game stage of this virtual game provided in an embodiment of the present application.

[0205] like Figure 8 As shown, after controlling the multiple virtual characters participating in the virtual game to enter the third game stage, an interface 30 of the third game stage can be displayed in the graphical user interface.

[0206] In a preferred embodiment, after controlling the virtual game to enter the third game stage, the third stage prompt information used to characterize the transition of the virtual game from the second game stage to the third game stage is displayed on the graphical user interface. For example, the third stage prompt information 332 can be displayed in the form of a pop-up window in the interface 30.

[0207] And / or, in the embodiment of the present application, third player quantity prompt information indicating the number of virtual characters in the first camp and / or the second camp at the current moment may also be displayed on the graphical user interface.

[0208] by Figure 8 Taking the figure as an example, the interface 30 of the third game stage displays the third player quantity prompt information 331, assuming that the total number of virtual characters participating in this virtual game is 10, where 11 is the first character identifier for representing the first virtual character belonging to the first camp, 12 is the second character identifier for representing the second virtual character belonging to the second camp, the number 9 displayed on the left side of the first character identifier 11 represents the number of virtual characters in the first camp at the current moment, and the number 1 displayed on the right side of the second character identifier 12 represents the number of virtual characters in the second camp at the current moment.

[0209] here, Figure 8 The interface 30 shown may be a game interface corresponding to the first virtual character displayed in a graphical user interface of a terminal device controlling the first virtual character. In this example, the game interface is displayed from a third-person perspective. At this time, the game interface displays the virtual scene of the current virtual game and the first virtual character 13 in the virtual scene. In addition, the game interface also displays a clone skill control 22.

[0210] Fig. 9 A schematic diagram of an interface showing the time progress corresponding to the duration of the third game stage provided in an embodiment of the present application.

[0211] like Fig. 9 As shown, in the third game phase of this virtual game, a time progress 444 corresponding to the duration of the third game phase is displayed on the graphical user interface. The start time of the time progress 444 is the time of entering the third game phase, and the end time of the time progress 444 is the estimated completion time of the task.

[0212] When the time progress reaches the estimated completion time of the task, if the first virtual character exists in the second camp, the second camp is determined to be the winner and the first camp is the loser; when the time progress reaches the estimated completion time of the task, or before the time progress reaches the estimated completion time of the task, if the second virtual character does not exist in the second camp, the second camp is determined to be the loser and the first camp is the winner.

[0213] The information processing method in the game of the present application helps to shorten the time of a single game match and reduce the demand for processing resources of the terminal and server occupied by the game match.

[0214] In addition, by prompting players at different stages of the game, players can be prompted to switch between stages to reduce the probability of erroneous operations.

[0215] In the information processing method in the game of the present application, the changes in the number of virtual characters in the two camps can also be continuously displayed on the graphical user interface during the virtual game, so that players can determine in advance whether to enter the next game stage, which helps assist players in formulating game strategies and layouts.

[0216] Based on the same inventive concept, the embodiments of the present application also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the above-mentioned game in the embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0217] See also Fig.10 , Fig.10 This is a schematic diagram of the structure of the information processing device in the game provided by the embodiment of the present application, such as Fig.10 As shown in , a graphical user interface is provided by a terminal device, and the graphical user interface includes a virtual scene of this virtual game. The information display device 100 includes:

[0218] The first game control module 101 controls multiple virtual characters participating in this virtual game to enter the first game stage, and determines a first virtual character belonging to a first camp and a second virtual character in a second camp from the multiple virtual characters, and obtains a first skill configuration parameter of the first camp to determine the basic skills of the first virtual character.

[0219] The display control module 102 displays a game interface corresponding to the first virtual character in the graphical user interface of the terminal device that controls the first virtual character. The game interface includes basic skill controls and a game screen. The game screen includes a virtual scene screen within the field of view determined according to the visible range of the first virtual character and a virtual scene screen outside the field of view that is outside the visible range. The virtual scene screen within the field of view can display a second virtual character within the visible range.

[0220] During the first game phase, the camp conversion module 103 controls the first virtual character to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp in response to a trigger operation on the basic skill control.

[0221] During the first game phase, the second game control module 104 controls the current virtual game to enter the second game phase in response to the game process of the first game phase satisfying the first game switching condition.

[0222] The game operation control module 105 obtains the game adjustment parameters of the second game stage, and adjusts the game operation logic in the second game stage according to the game adjustment parameters. Exemplarily, the adjustment parameters include at least one of the following: the second skill configuration parameter of the first virtual character in the first camp, the third skill configuration parameter of the second virtual character in the second camp, and the second game task progress control parameter.

[0223] In one case, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage.

[0224] In another case, the second virtual character belonging to the second camp is configured with default skills in the first game stage. In the second game stage, the first virtual character belonging to the first camp adds a second skill on the basis of the basic skills configured in the first game stage. At the same time, the second virtual character belonging to the second camp adds a third skill on the basis of the default skills configured in the first game stage. The virtual game settlement conditions in the second game stage add additional settlement conditions on the basis of the virtual game settlement conditions in the first game stage, and the additional settlement conditions include the second game task progress control parameters.

[0225] In an optional embodiment, the above-mentioned information processing device may also include a third game control module (not shown in the figure). During the second game stage of this virtual game, the third game control module controls the current virtual game to enter the third game stage in response to the game progress of the second game stage satisfying the second game switching condition.

[0226] The virtual game settlement conditions of the third game stage are additionally provided based on the virtual game settlement conditions of the second game stage, and the additional settlement conditions include the second game task progress control parameters.

[0227] In an optional example, in the third game stage, in addition to adding additional settlement conditions, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage, and the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skill configured in the second game stage.

[0228] For example, the virtual game settlement conditions of the second game stage are the same as those of the first game stage, and the virtual game settlement conditions may include at least one of the following items: the number of virtual characters in the second camp is reduced to zero; the second game tasks performed by the second camp in the virtual game are all completed.

[0229] The second game task progress control parameter may include the estimated task completion time of the second game task, and the additional settlement condition may include that the duration of the third game stage reaches the estimated task completion time. Here, the second game task may include multiple virtual tasks, and the estimated task completion time may be determined based on the completion progress of the multiple virtual tasks, and the completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks being completed by all the second virtual characters in the second camp in this virtual game.

[0230] Exemplarily, the third game control module can determine the estimated task completion time according to the completion progress of multiple virtual tasks in the following manner: determine the unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks; determine the task set completion time corresponding to each unfinished virtual task; determine the estimated task completion time according to the task set completion time corresponding to all the unfinished virtual tasks.

[0231] In a preferred example, in the third game stage of this virtual game, the display control module 102 displays the time progress corresponding to the duration of the third game stage on the graphical user interface; when the time progress reaches the estimated completion time of the task, if there is a first virtual character in the second camp, it is determined that the second camp wins and the first camp loses; when the time progress reaches the estimated completion time of the task, or before the time progress reaches the estimated completion time of the task, if there is no second virtual character in the second camp, it is determined that the second camp loses and the first camp wins.

[0232] Optionally, the game process of the first game stage satisfies the first game switching condition, which may include that the number of the second virtual characters in the second camp is reduced to a first threshold, and the game process of the second game stage satisfies the second game switching condition, which may include that the number of the second virtual characters in the second camp is reduced to a second threshold, wherein the second threshold is less than the first threshold. That is, in the embodiment of the present application, the switching of the game stage can be controlled based on the change in the number of the second virtual characters in the second camp (such as a gradual decrease), but the present application is not limited thereto, and the switching of the game stage can also be controlled based on the change in the number of the first virtual characters in the first camp (such as a gradual increase).

[0233] In a preferred example, after controlling the virtual game to enter the first game stage, the display control module 102 displays the first stage prompt information for indicating that the virtual game has entered the first game stage on the graphical user interface, and / or the first player number prompt information for indicating the number of virtual characters in the first camp and / or the second camp at the current moment. In addition, after controlling the virtual game to enter the second game stage, the display control module 102 displays the second stage prompt information for indicating that the virtual game has been converted from the first game stage to the second game stage on the graphical user interface, and / or displays the second player number prompt information for indicating the number of virtual characters in the first camp and / or the second camp at the current moment. In addition, after controlling the virtual game to enter the third game stage, the display control module 102 displays the third stage prompt information for indicating that the virtual game has been converted from the second game stage to the third game stage on the graphical user interface, and / or displays the third player number prompt information for indicating the number of virtual characters in the first camp and / or the second camp at the current moment.

[0234] Exemplarily, the third skill may include a clone skill, and the above-mentioned information processing device may further include a clone skill control module (not shown in the figure), which performs the following processing: in response to the trigger operation of the second target second virtual character in the second camp on the clone skill control, determine the position of the second target second virtual character in the virtual scene; generate a clone virtual character of the second target second virtual character at the position; control the second target second virtual character to move in the virtual scene, and make the clone virtual character of the second target second virtual character exist in the virtual scene in a preset manner. Wherein, during the duration of the clone skill, the clone virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself.

[0235] As an example, the preset method may include any of the following items: the avatar virtual character of the second target second virtual character remains motionless at the said position; the avatar virtual character of the second target second virtual character moves in a first predetermined direction in the virtual scene, and the first predetermined direction is determined in response to an operation performed on the graphical user interface to indicate the direction of movement of the avatar virtual character when the avatar additional skill control is triggered or after the avatar additional skill control is triggered; the avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

[0236] Exemplarily, the basic skills may include infection skills, and the above-mentioned information processing device may further include an infection skill control module (not shown in the figure), which performs the following processing: in response to the infection skill control being triggered, the target first virtual character is controlled to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp. Here, the target range is determined based on the location of the target first virtual character, and the target range is smaller than the visual range of the target first virtual character.

[0237] Exemplarily, the basic skills may also include a pounce skill, and the above-mentioned information processing device may also include a pounce skill control module (not shown in the figure), which performs the following processing: in response to the pounce skill control being triggered, the target first virtual character is controlled to move in a second predetermined direction, so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

[0238] As an example, the second predetermined direction may include any one of the following items: a field of view direction of the target first virtual character; an aiming direction determined in response to an aiming operation.

[0239] In a preferred example, the visible range of the first virtual character includes a first field of view and a second field of view, the first field of view is a circular range with the target first virtual character's location as the center and a first predetermined length as the radius, the first field of view is configured with a first clarity, wherein the first clarity gradually decreases from the center to the outside, the second field of view is a fan-shaped range with the target first virtual character's location as the center and a second predetermined length as the radius, the second predetermined length is greater than the first predetermined length, the second field of view is configured with a second clarity, and the second clarity within the second field of view remains unchanged, and the moving distance of the target first virtual character in the second predetermined direction is greater than the second predetermined length.

[0240] In an optional example, the first game control module 101 controls the multiple virtual characters participating in the virtual game to enter the first game stage in the following manner: at the beginning of the virtual game, all virtual characters participating in the virtual game belong to the second camp; after a predetermined time, in response to any virtual character among all the virtual characters participating in the virtual game being changed to belong to the first camp, control is performed to enter the first game stage.

[0241] In an optional example, the first game control module 101 can determine the first virtual character belonging to the first camp and the second virtual character belonging to the second camp in one of the following ways: before entering the first game stage, determine the first virtual character belonging to the first camp and the second virtual character belonging to the second camp based on the selection of character attributes participating in this virtual game; randomly select a virtual character from multiple virtual characters participating in this virtual game and determine it as the first virtual character belonging to the first camp, and determine the other virtual characters among the multiple virtual characters except the randomly selected virtual character as the second virtual character belonging to the second camp.

[0242] See also Fig.11 , Fig.11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Fig.11 As shown in , the electronic device 200 includes a processor 210 , a memory 220 and a bus 230 .

[0243] The memory 220 stores machine-readable instructions executable by the processor 210. When the electronic device 200 is running, the processor 210 communicates with the memory 220 via the bus 230. When the machine-readable instructions are executed by the processor 210, the above-mentioned Figures 1 to 9 The steps of the information processing method in the game in the method embodiment shown, the specific implementation method can be found in the method embodiment, and will not be repeated here.

[0244] The present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figures 1 to 9 The steps of the information processing method in the game in the method embodiment shown, the specific implementation method can be found in the method embodiment, and will not be repeated here.

[0245] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0246] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely 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 communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0247] 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.

[0248] 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.

[0249] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for 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 application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0250] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, 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 application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: A graphical user interface is provided by a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual game, and the information processing method includes: Controlling multiple virtual characters participating in the virtual game to enter a first game stage, the multiple virtual characters include a first virtual character belonging to a first camp and a second virtual character belonging to a second camp, wherein the first camp is different from the second camp, the first virtual character is configured with a basic skill of the first virtual character determined according to a first skill configuration parameter of the first camp, and the second virtual character is configured with a default skill of the second virtual character determined according to a fifth skill configuration parameter of the second camp; Controlling a first virtual character of the first camp to complete a first game task, and controlling a second virtual character of the second camp to complete a second game task; During the first game phase, in response to the game process of the first game phase satisfying a first game switching condition, controlling the current virtual game to enter a second game phase from the first game phase, wherein the game operation logic of the second game phase is different from the game operation logic of the first game phase; Obtain game adjustment parameters for the second game stage, and adjust the game operation logic in the second game stage according to the game adjustment parameters, wherein the game adjustment parameters include at least one of the following: a second skill configuration parameter of the first virtual character for adjusting the camp attributes of the first camp, a third skill configuration parameter of the second virtual character for adjusting the camp attributes of the second camp, a second game task progress control parameter for adjusting the virtual game settlement conditions in the second game stage, a skill configuration parameter of the configured skills of the first virtual character for adjusting the camp attributes of the first camp, and a skill configuration parameter of the configured skills of the second virtual character for adjusting the camp attributes of the second camp.

2. The information processing method according to claim 1, characterized in that: The method further comprises: A game interface corresponding to the first virtual character is displayed in a graphical user interface of a terminal device that controls the first virtual character, wherein the game interface includes basic skill controls and a game screen, and the game screen includes an in-field virtual scene screen determined according to the visual range of the first virtual character and an out-of-field virtual scene screen located outside the visual range, and the in-field virtual scene screen can display a second virtual character located within the visual range.

3. The information processing method according to claim 2, characterized in that: The method further comprises: During the first game stage, in response to a trigger operation on the basic skill control, the first virtual character is controlled to change the camp of the first target second virtual character hit by the basic skill from the second camp to the first camp.

4. The information processing method according to claim 1, characterized in that: In the second game stage, a third skill is added to the second virtual character according to the third skill configuration parameters.

5. The information processing method according to claim 1, characterized in that: In the second game stage, adding a second skill to the first virtual character according to the second skill configuration parameter; In the second game stage, a third skill is added to the second virtual character according to the third skill configuration parameters. The virtual game settlement conditions of the second game stage are additionally provided with settlement conditions based on the virtual game settlement conditions of the first game stage, and the additional settlement conditions include the second game task progress control parameters.

6. The information processing method according to claim 1, characterized in that: The information processing method further includes: During the second game phase of the current virtual game, in response to the game process of the second game phase satisfying the second game switching condition, controlling the current virtual game to enter the third game phase; Among them, the virtual game settlement conditions of the third game stage add additional settlement conditions on the basis of the virtual game settlement conditions of the second game stage, and the additional settlement conditions include the second game task progress control parameters.

7. The information processing method according to claim 6, characterized in that: In the third game stage, the first virtual character belonging to the first camp adds a second skill based on the basic skills configured in the first game stage. At the same time, the second virtual character belonging to the second camp adds a third skill based on the default skills configured in the first game stage, or adds a fourth skill based on the default skills and the third skill configured in the second game stage.

8. The information processing method according to claim 6, characterized in that: The virtual game settlement conditions of the second game stage are the same as the virtual game settlement conditions of the first game stage, and the virtual game settlement conditions include at least one of the following items: The number of avatars in the second camp is reduced to zero; The second camp completed all the second game tasks in this virtual game.

9. The information processing method according to claim 6, characterized in that: The second game task progress control parameter includes the estimated completion time of the second game task. The additional settlement conditions include that the duration of the third game phase reaches the estimated completion time of the task, The second game task includes multiple virtual tasks, and the estimated completion time of the task is determined according to the completion progress of the multiple virtual tasks. The completion progress of the multiple virtual tasks indicates the progress of the multiple virtual tasks completed by all second virtual characters in the second camp in this virtual game.

10. The information processing method according to claim 9, characterized in that: The estimated completion time of the task is determined according to the completion progress of the multiple virtual tasks in the following manner: Determining unfinished virtual tasks among the multiple virtual tasks according to the completion progress of the multiple virtual tasks; Determine the task set completion time corresponding to each unfinished virtual task; The estimated completion time of the task is determined according to the task set completion time corresponding to all unfinished virtual tasks.

11. The information processing method according to claim 9, characterized in that: The information processing method further includes: In the third game phase of the current virtual game, a time progress corresponding to the duration of the third game phase is displayed on the graphical user interface; When the time progress reaches the estimated completion time of the task, if i If the first virtual character exists in the second camp, the second camp is determined to win and the first camp is defeated; When the time progress reaches the estimated task completion time, or before the time progress reaches the estimated task completion time, if there is no second virtual character in the second camp, it is determined that the second camp has lost and the first camp has won.

12. The information processing method according to claim 6, characterized in that: The game process of the first game stage satisfies the first game switching condition including the number of second virtual characters in the second camp being reduced to a first threshold; The game process of the second game stage satisfies the second game switching condition, including that the number of second virtual characters in the second camp is reduced to a second threshold, wherein the second threshold is less than the first threshold.

13. The information processing method according to claim 1, characterized in that: The information processing method further comprises at least one of the following steps: After controlling the virtual game to enter the first game stage, displaying on the graphical user interface first stage prompt information indicating that the virtual game has entered the first game stage, and / or first player number prompt information indicating the number of virtual characters in the first camp and / or the second camp at the current moment; and After controlling the virtual game to enter the second game stage, second stage prompt information representing the transition of the virtual game from the first game stage to the second game stage is displayed on the graphical user interface, and / or second player number prompt information indicating the number of virtual characters in the first camp and / or the second camp at the current moment is displayed.

14. The information processing method according to claim 4 or 7, characterized in that: The third skill includes a clone skill, and the information processing method further includes: In response to a trigger operation of a second target second virtual character in a second camp on a clone skill control, determining a position of the second target second virtual character in the virtual scene; generating an avatar virtual character of a second target second virtual character at the position; Controlling the second target second virtual character to move in the virtual scene, and making the avatar virtual character of the second target second virtual character exist in the virtual scene in a preset manner; During the duration of the clone skill, the clone virtual character of the second target second virtual character is visible to all virtual characters participating in this virtual game, and the second target second virtual character is only visible to itself.

15. The information processing method according to claim 14, characterized in that: The preset method includes any one of the following items: The avatar virtual character of the second target second virtual character remains motionless at the position; The avatar virtual character of the second target second virtual character moves in the virtual scene toward a first predetermined direction, wherein the first predetermined direction is determined in response to an operation performed on the graphical user interface for indicating a moving direction of the avatar virtual character when or after the avatar additional skill control is triggered; The avatar virtual character of the second target second virtual character moves randomly in the virtual scene.

16. The information processing method according to claim 1, characterized in that: The basic skills include infection skills, and the information processing method further includes: In response to the infection skill control being triggered, the target first virtual character is controlled to successfully release the infection skill, so that the camp of the second virtual character in the second camp within the target range of the virtual scene is changed from the second camp to the first camp, wherein the target range is determined based on the location of the target first virtual character.

17. The information processing method according to claim 1 or 16, characterized in that: The basic skills also include attack skills, and the information processing method also includes: In response to the attack skill control being triggered, the target first virtual character is controlled to move in a second predetermined direction, so that the camp of the second virtual character in the second camp on the moving path is changed from the second camp to the first camp.

18. The information processing method according to claim 17, characterized in that: The second predetermined direction includes any one of the following items: The field of view direction of the target first virtual character; An aiming direction is determined in response to the aiming operation.

19. The information processing method according to claim 18, characterized in that: The visible range of the first virtual character includes a first field of view and a second field of view, the first field of view is a circular range with a first predetermined length as a radius and a center at the target first virtual character's location, the second field of view is a fan-shaped range with a second predetermined length as a radius and a center at the target first virtual character's location, the second predetermined length is greater than the first predetermined length, and the moving distance of the target first virtual character in the second predetermined direction is greater than the second predetermined length.

20. The information processing method according to claim 19, characterized in that: The first field of view is configured with a first clarity, wherein the first clarity gradually decreases from the center to the outside, and the second field of view is configured with a second clarity, and the second clarity within the second field of view remains unchanged.

21. The information processing method according to claim 1, characterized in that: The step of controlling the multiple virtual characters participating in the virtual game to enter the first game stage includes: At the beginning of this virtual game, all virtual characters participating in this virtual game belong to the second camp; After a predetermined time has passed, in response to any virtual character among all virtual characters participating in the virtual game being changed to belong to the first camp, control is performed to enter the first game stage.

22. The information processing method according to claim 1, characterized in that: The first virtual character belonging to the first camp and the second virtual character belonging to the second camp are determined by one of the following methods: Before entering the first game stage, a first virtual character belonging to the first camp and a second virtual character belonging to the second camp are determined based on the selection of the character attributes participating in this virtual game; A virtual character is randomly selected from multiple virtual characters participating in this virtual game and determined as a first virtual character belonging to the first camp, and other virtual characters among the multiple virtual characters except the randomly selected virtual character are determined as second virtual characters belonging to the second camp.

23. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in any one of claims 1 to 22.

24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the information processing method in the game as claimed in any one of claims 1 to 22 are executed.