Control method and device in game, electronic equipment and readable storage medium

By using a graphical user interface to display the estimated arrival time of the first camp in a multiplayer collaborative combat game, the problem of players needing to view the situation of each ally team in real time is solved, reducing the operation and memory burden and improving the gaming experience.

CN119499656APending Publication Date: 2025-02-25NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411472916.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-21
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

In a multiplayer collaborative battle game, players need to check the dispatch and marching conditions of each ally team in real time to ensure that each team can reach the target position at the same time at the scheduled time, resulting in high game thresholds, cumbersome operations and overloaded players' attention and memory. Heavy.

Method used

The game scene of the target game account is displayed through the graphical user interface, including multiple virtual plots. In response to the intelligence display instructions of the target plot, the estimated arrival time of the first camp is determined, and the time is displayed in the graphical user interface, allowing players to Adjust the battle strategy according to the expected time.

Benefits of technology

It reduces the player's operation and memory burden, reduces the decision-making ability, attention and timing control requirements in multi-player collaborative combat, and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119499656A_ABST
    Figure CN119499656A_ABST
Patent Text Reader

Abstract

The invention discloses a control method and device in a game, electronic equipment and a readable storage medium, and the method comprises the steps that at least part of a game scene corresponding to a target game account is displayed through a graphical user interface, and the game scene comprises a plurality of virtual parcels; in response to an information display instruction for a target land parcel in the plurality of virtual land parcels, determining predicted arrival time corresponding to a first camp when the first camp to which the target game account belongs represents the target land parcel; the first camp comprises at least one team, and the predicted arrival time corresponding to the first camp is used for representing the actual sign state of the first camp; and displaying the predicted arrival time corresponding to the first camp in a graphical user interface. According to the method, the player can adjust the combat strategy of the first camp in the cooperative combat process more flexibly, and the operation burden and the memory burden of the player are relieved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of computers, and in particular to a control method, device, electronic device and computer-readable storage medium in a game. Background Art

[0002] In related games, when multiple players fight together as allies, if the teams dispatched by each player are required to arrive at the target location at the same time according to the pre-determined agreed time, the players are required to check the dispatch and marching status of each ally's teams at all times to determine when to send their own teams and which team to send; this requires high levels of player attention, memory, and timing control, that is, the game threshold is high, and the operation of checking the dispatch and marching of teams of different allies is relatively cumbersome, resulting in a poor gaming experience for players.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present application, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0004] In view of this, the present application provides a control method, device, electronic device and computer-readable storage medium in the game, which can enable players to more flexibly adjust the combat strategy of the first camp during the collaborative combat process, reduce the player's operation burden and memory burden, reduce the player's decision-making ability, attention and timing control ability requirements during multi-person collaborative combat, and improve the player's gaming experience.

[0005] In a first aspect, an embodiment of the present application provides a control method in a game, the method comprising:

[0006] Displaying at least a portion of a game scene corresponding to the target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots;

[0007] In response to an intelligence display instruction for a target plot of land among the multiple virtual plots, determining an estimated arrival time of a first camp to which the target game account belongs when the first camp sets out for the target plot of land; the first camp includes at least one team, and the estimated arrival time of the first camp is used to represent an actual departure status of the first camp;

[0008] The estimated arrival time corresponding to the first camp is displayed in the graphical user interface.

[0009] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising: a display unit and a determination unit;

[0010] A display unit, configured to display at least a portion of a game scene corresponding to a target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots;

[0011] a determining unit, configured to determine, in response to an intelligence display instruction for a target plot of land among the plurality of virtual plots, an estimated arrival time corresponding to a first camp to which the target game account belongs when the first camp sets out to the target plot of land; the first camp includes at least one team, and the estimated arrival time corresponding to the first camp is used to represent an actual departure status of the first camp;

[0012] The display unit is also used to display the estimated arrival time corresponding to the first camp through the graphical user interface.

[0013] In a third aspect, an embodiment of the present application provides an electronic device, including:

[0014] Processor; and

[0015] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.

[0016] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.

[0017] The control method in the game provided by the present application displays at least a part of the game scene corresponding to the target game account through a graphical user interface, and the game scene includes multiple virtual plots; in response to an intelligence display instruction for a target plot among the multiple virtual plots, the estimated arrival time corresponding to the first camp when the first camp to which the target game account belongs sets out for the target plot is determined; the first camp includes at least one team, and the estimated arrival time corresponding to the first camp is used to represent the time when several teams in the first camp that have set out actually arrive at the target plot; the estimated arrival time corresponding to the first camp is displayed through the graphical user interface.

[0018] It can be seen that, through the above method, an estimated arrival time for the first camp to reach the target plot can be determined and displayed in the graphical user interface; since the estimated arrival time can represent the time when several teams in the first camp that have set out actually arrive at the target plot, the player can refer to the estimated arrival time and adjust the expedition strategy for the target plot in real time to achieve the goal of all teams in the first camp reaching the target plot at the same time, for example, according to the estimated arrival time, dispatch a team whose arrival time is closer to the estimated arrival time, adjust the expedition time of the dispatched team, etc.;

[0019] It can be seen that the above method allows players to more flexibly adjust the combat strategies of the first camp during coordinated operations, reduce the memory burden of players in the game, and reduce the requirements for players' decision-making ability, attention and timing control ability in the process of multiplayer coordinated operations; in addition, it can avoid players from repeatedly checking the dispatch and marching situations of teams in different first camps, which can reduce the player's operating burden and enhance the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0021] Figure 1 This is an example of an interface flow chart for viewing the expedition information of the expedition teams one by one in the related art;

[0022] Figure 2 This is a schematic diagram of an interface for viewing the actual marching status of a team dispatched by an ally in the relevant technology;

[0023] Figure 3 A schematic diagram of an example of a game system for implementing a control method in a game provided in an embodiment of the present application;

[0024] Figure 4 A flowchart of an example of a control method in a game provided in an embodiment of the present application;

[0025] Figure 5 A schematic diagram of an interface display of a control method in a game provided in an embodiment of the present application;

[0026] Figure 6 A schematic diagram showing another example of an interface display of a control method in a game provided in an embodiment of the present application;

[0027] Figure 7 A schematic diagram showing another example of an interface display of a control method in a game provided in an embodiment of the present application;

[0028] Figure 8 A schematic diagram showing another example of an interface display of a control method in a game provided in an embodiment of the present application;

[0029] Fig. 9 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present application;

[0030] Fig.10 A structural block diagram of an electronic device for implementing a control method in a game is provided for an embodiment of the present application. DETAILED DESCRIPTION

[0031] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0032] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0033] 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.

[0034] 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.

[0035] Before describing the implementation methods of the present application in detail, the relevant concepts are first further introduced.

[0036] 1. Compression of seconds: Tactical skills to ensure that multiple teams participating in the game mission can arrive at the designated location at almost the same time.

[0037] 2. Timing: A tactical skill that ensures your team can reach the designated position at the most favorable time.

[0038] Before describing the implementation methods of the present application in detail, the related technologies are first further introduced.

[0039] In some games, when multiple players work together as allies, if they need to "focus fire", the teams sent by each player need to reach the target object at the same time according to the predetermined agreed time to attack the target object. In other words, each player needs to achieve the tactical skill of "pressing seconds".

[0040] In this case, players need to check the dispatch and marching status of each ally's team at all times during the concentrated fire process to determine when to send a team and which team to send, to ensure that the team they send can reach the target location at the agreed time.

[0041] When a player has multiple teams that can march to the target location, for the above-mentioned concentrated fire game scenario, the player needs to check the march information of each team that can march one by one, so as to determine his own team to be dispatched and the march time of the team to be dispatched;

[0042] For example, Figure 1 As shown, Figure 1 An example of an interface flow chart for viewing the expedition information of the teams that can go out one by one in the related art is provided. Figure 1 The graphical user interface 1000 shown shows a game scene 100, which includes a number of virtual plots (shown as squares divided by dashed lines). Assume that the alliance to which the player belongs agrees to attack the virtual plot 10 at 14:30, and the current time is 14:22, then the player needs to check which team he can send to reach the virtual plot 10 on time.

[0043] When the player checks the information of the team that can be dispatched to the virtual plot 10 , first, the player can click on the virtual plot 10 in the graphical user interface 1000 to switch the graphical user interface 1000 to the graphical user interface 1001 , and display the expedition control 11 in the graphical user interface 1001 .

[0044] Based on the graphical user interface 1001 , the player clicks on the expedition control 11 to switch the graphical user interface 1001 to a graphical user interface 1002 , in which the team logos 12 corresponding to the teams that can be dispatched to the virtual plot 10 are displayed.

[0045] Based on the graphical user interface 1002, if the player clicks on the second team logo on the left of the team logo 12 displayed by the graphical user interface 1002, the graphical user interface 1002 can be switched to the graphical user interface 1003, and the expedition information 13 of the team corresponding to the clicked team logo is displayed in the graphical user interface 1003. The expedition information 13 may include but is not limited to: the total strength of the team, siege attribute value, marching speed, marching distance, enemy strength associated with the virtual plot 10, the arrival time of the team at the virtual plot 10 after the expedition at the current time, the time taken for the team to reach the virtual plot 10, and expedition controls and other information.

[0046] For example, it can be seen in the graphical user interface 1002 that it takes 10 minutes for the currently viewed team to march to the virtual plot 10. If the team is dispatched immediately, the time it arrives at the virtual plot is 14:32:00, which is later than the agreed time and cannot be completed within seconds.

[0047] In this case, the player can click the close control included in the expedition information to close the expedition information of the currently viewed team, that is, switch the graphical user interface 1003 to the graphical user interface 1002. Based on the graphical user interface 1002, the team to be viewed is reselected.

[0048] It can be seen that in the above method of checking the estimated time for each expeditionary team to reach the target location and selecting the expeditionary team that can arrive at the location of the target object at the agreed time as the team to be dispatched, the player's vague memory ability is relied on to compare the expedition information of different expeditionary teams to select the team to be dispatched, which requires a high memory ability of the player, and when checking the expedition information of each expeditionary team one by one, the operation is cumbersome and the display of the graphical user interface 1003 and the graphical user interface 1002 need to be repeatedly switched. If the estimated arrival time of each expeditionary team that can reach the target object is very close to the agreed arrival time, the player may easily delay the departure time of the expeditionary team when checking repeatedly, resulting in the estimated arrival time of the expeditionary team to arrive at the location of the target object being later than the agreed arrival time, resulting in the failure of the tactical skill of pressing the second.

[0049] That is, the above method has high requirements on the player's attention, memory, timing control, etc., that is, the game threshold is high, and the operation of checking the team dispatch and marching of different allies is relatively cumbersome, and the player's gaming experience is poor.

[0050] In addition, if the time when most players' dispatched teams actually arrive at the target object's location deviates from the agreed time, based on the game's realism, the tactical skill of pressing the second should be implemented according to the time when most players' dispatched teams actually arrive at the target object's location. That is, when implementing the tactic of pressing the second, it is not just about the agreed time. Based on this scenario, players need to always pay attention to the actual marching status of the teams dispatched by each ally, and adjust their own teams to be dispatched and the departure time of the teams to be dispatched in real time according to the marching status of each ally, to ensure that the teams they dispatch can arrive at the target object's location according to the actual arrival time of most allies.

[0051] In the related technologies, such as Figure 2 As shown, Figure 2 A schematic diagram of an interface for viewing the actual marching status of a team dispatched by an ally in the related art is provided. In the graphical user interface 1004, when each player has dispatched a team to march to the virtual plot 10, a route guidance mark 14 can be displayed between the team and the virtual plot 10. For example, if there is a route guidance mark 14 between team A and team B and the virtual plot 10, it means that both team A and team B are moving toward the virtual plot 10.

[0052] In addition, the remaining moving time for each team to reach the virtual plot 10 is also displayed near each team. For example, the remaining moving time for team A to reach the virtual plot 10 is 00:28:00, which means that team A still has 28 minutes to reach the virtual plot 10. That is, players can adjust their own teams to be dispatched and the departure time of the teams to be dispatched in real time by checking the remaining moving time corresponding to the teams dispatched by each ally.

[0053] If the player wants to check the remaining moving time of a team that is not displayed in the current game scene, the player can perform a sliding operation according to the direction of the route guidance mark 14. For example, in the graphical user interface 1004, the player can perform a sliding operation to the right to switch the graphical user interface 1004 to the graphical user interface 1005, in which the remaining moving time of team C to the virtual plot 10 is displayed as 00:40:00.

[0054] The above-mentioned viewing method is cumbersome to operate. If there are many teams participating in the concentrated fire, the information density on the graphical user interface is high, which may easily cause cognitive load to the players and is not conducive to performing viewing operations from the perspective of operating difficulty. In addition, it may easily cause players to become tired and lose the motivation to obtain the actual marching status of the teams dispatched by each ally.

[0055] Furthermore, if the player does not always pay attention to the actual marching status of the teams dispatched by each ally, when sending teams according to the agreed time, it is easy for the players to send teams to arrive at the target location in batches due to the inability to know the actual arrival time of the teams sent by other allies, that is, to cause the failure of the second-pressing tactics.

[0056] Based on the above-mentioned problems, the embodiments of the present application provide a control method, device, electronic device and computer-readable storage medium in a game.

[0057] The control method in the game provided by the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.

[0058] In an optional embodiment, when the control method in the game is run on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical user interface. The 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 device, or the graphical user interface may be presented through holographic projection.

[0059] In an optional embodiment, when the control method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the control method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0060] It should be noted that in the embodiments of the present application, the execution subject of the control method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.

[0061] For example, in combination with the above introduction, Figure 3 A game system 2000 for implementing a control method in a game provided by an embodiment of the present application is shown. The game system 2000 may include at least one terminal 2001, at least one server 2002, at least one database 2003, and a network. The terminal 2001 held by the player can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0062] In the above-mentioned game system 2000, the terminal 2001 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 2001, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can manipulate the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 2001 will send a login request to the server 2002, and the server 2002 will verify the game account used by the player. At the same time, the server 2002 determines the game mechanism corresponding to the game account according to the login request, and the verification will return a login success notification to the terminal 2001. In the process of the player participating in the game through the game application, the terminal 2001 and the server 2002 interact with each other, and the terminal 2001 sends various information to the server 2002. The server 2002 determines the display data of the terminal 2001 according to the stored game mechanism (such as the control method in the game provided by this application) and the received information, and sends the display data to the terminal 2001, so as to display the display data sent by the server 2002 to the player through the terminal 2001.

[0063] In possible application scenarios, different terminals 2001 may be served by different servers 2002. Therefore, in order to distinguish the servers 2002 corresponding to different game terminals 2001, the first and second modes will be used for description when involved in the embodiments of the present application. In fact, the servers 2002 corresponding to different game terminals 2001 may be the same server 2002. Therefore, without distinguishing between the first and the second, it can be understood that the terminals 2001 corresponding to the virtual characters in the same game scene are served by the same server 2002.

[0064] In addition, when the game system 2000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the game system 2000 may include multiple databases, multiple databases are coupled to different servers, and game-related information can be continuously stored in the database when different players play multi-player games online.

[0065] It should be noted that Figure 3The game system diagram shown is only an example. The game system 2000 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

[0066] It should be noted that the operations that appear in the subsequent detailed introduction of the control method in the game provided by the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can operate through an external device such as a mouse or keyboard.

[0067] It should be noted that in the embodiments of the present application, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is, there is no specific restriction on whether the virtual game is a horizontal screen game or a vertical screen game. In this embodiment, the virtual game is a horizontal screen game, and the terminal device is placed horizontally as an example to introduce the solution. However, it does not mean that the control method in the game provided by this application is not applicable to vertical screen games. The control method in the game provided by this application can be applied to horizontal screen games and vertical screen games, that is, the operation mode set in the virtual game and the corresponding game logic are consistent in horizontal screen games and vertical screen games, and there are only slight differences in the layout of the interface elements in the graphical user interface.

[0068] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0069] like Figure 4 As shown, Figure 4 This is a flow chart of an example of a control method in a game provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flow chart of the method. The method may include the following steps S110 to S130.

[0070] Step S110: displaying at least a portion of a game scene corresponding to the target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots.

[0071] Step S120: In response to an intelligence display instruction for a target plot among multiple virtual plots, determine an estimated arrival time of the first camp to which the target game account belongs when the first camp sets out for the target plot; the first camp includes at least one team, and the estimated arrival time of the first camp is used to characterize the actual expedition status of the first camp.

[0072] Step S130: Displaying the estimated arrival time corresponding to the first camp in a graphical user interface.

[0073] The above steps S110 to S130 are described in detail below.

[0074] With respect to the above step S110, the graphical user interface is a visual representation and operation interface for players to interact with the virtual game, which includes the game scene of the virtual game, control components, social elements, etc., which are used to show the style of the game world and guide user operations. It is understandable that the graphical user interface is provided by a terminal device running the virtual game.

[0075] In a graphical user interface, multiple interface contents to be displayed are usually presented in layers. Layers refer to a layered display method in a graphical user interface. Different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on the scene layer, that is, the scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc. The display of various UI (User Interface) elements is placed on the UI layer. For example, UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are interface elements for players to interact with games, generally, the display level of the UI layer where UI elements are placed is higher than the scene layer of the game scene. That is, the display level of each UI element is higher than the display level of the scene screen.

[0076] Among them, the game scene displayed in the scene layer can be understood as the scene in which the player corresponding to the target game account controls the virtual character to complete the game logic. It can be a simulation environment of the real world in the game, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. A game scene can usually include multiple scene elements, and a scene element refers to each element required to constitute the game scene. For example, it can include but is not limited to at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, virtual vegetation elements, etc. Among them, virtual terrain elements can include but are not limited to natural landform elements such as land, oceans, lakes, and rivers.

[0077] The target game account is any one of the game accounts currently participating in the virtual game, and there is no specific restriction on this.

[0078] In this embodiment, the game scene includes several virtual plots. In other words, the game scene can be divided into several virtual plots. The virtual plots can be quadrilaterals, hexagons or other shapes. In this embodiment, the virtual plots are quadrilaterals. That is, virtual plots are the basis for building game scenes, especially in strategy games, role-playing games, business simulation games, and many two-dimensional games and three-dimensional games. For example, in the game, the player can control the team to occupy the plots, build buildings on the plots, and other operations.

[0079] It should be noted that the sizes of different virtual plots can be the same or different. In addition, each virtual plot can have different attributes, such as terrain type (grassland, desert, water, mountain, etc.), traffic conditions (whether it is passable, speed penalty, etc.), resource distribution, visual appearance (texture, color) and interactive elements (buildings, obstacles, treasure chests, etc.).

[0080] With respect to the above-mentioned step S120 and step S130, in this embodiment, the information display instruction refers to a processing instruction for displaying the estimated arrival time corresponding to the first camp in the graphical user interface.

[0081] In an optional specific embodiment, the above-mentioned intelligence display instruction can be generated in the following exemplary manner. The following manner is only an example and does not constitute a limitation on the manner in which the intelligence display instruction is generated in this application.

[0082] Example 1: In response to an expedition operation to a target plot of land, an intelligence display instruction is generated.

[0083] Example 2: In response to the order for the first team in the first camp to march to the target area, an intelligence display order is generated.

[0084] The following describes the two exemplary methods mentioned above.

[0085] With respect to the above example 1, the above operation of marching to the target plot of land refers to the specific operation method in which the player corresponding to the target game account controls his own expeditionary team to march to the target plot of land.

[0086] In an optional specific embodiment, the expedition operation may include a first trigger operation and a second trigger operation. The electronic device may display an expedition control for the target plot in a graphical user interface in response to the first trigger operation for the target plot; and further, in response to the second trigger operation for the expedition control, generate an intelligence display instruction.

[0087] Among them, the expedition control can be understood as a UI element that is pre-set with the game logic for executing the expedition task. The first trigger operation may include but is not limited to: touch operations such as click operations, sliding operations, pressing operations, hovering operations, voice command operations, air gesture operations, shortcut key operations, etc. on the target land; the second trigger operation may include but is not limited to: touch operations such as click operations, sliding operations, pressing operations, hovering operations, voice command operations, air gesture operations, shortcut key operations, etc. on the expedition control; the first trigger operation and the second trigger operation have different objects of action, so the two can be the same operation mode, for example, both are click operations, and this application does not specifically limit the specific operation modes of the first trigger operation and the second trigger operation.

[0088] That is, in this example, when the player performs an expedition operation, it indicates that the player intends to send a team to the target area. At this time, an intelligence display instruction is generated to determine the estimated arrival time corresponding to the first camp, and the estimated arrival time is displayed in the graphical user interface, so that the estimated arrival time is strongly related to the player's expedition operation, which can further focus the player's attention and enable the player to quickly know that the currently displayed time information is related to the expedition operation, so as to quickly check the information, thereby enhancing the player's gaming experience.

[0089] With respect to the above example 2, the first team in the first camp to attack the target plot refers to the first team in the first camp to move towards the target plot.

[0090] The above-mentioned expedition instruction is a processing instruction for controlling the first team to march to the target plot to move toward the target plot.

[0091] That is, in this example, when the first team of the first camp sets out, the estimated arrival time of the first camp can be displayed on the game interface corresponding to each game account in the first camp, without waiting for the other players to perform the expedition operation before displaying it. In this way, even when players are performing other game tasks, they can still pay attention to the progress of the game task of the first camp's expedition to the target land.

[0092] It is understandable that in this embodiment, the game process can be advanced through competition or cooperation between camps. Among them, a camp refers to a specific group of multiple players who work together to complete the target tasks in the game. In the game, multiple camps can usually be included, each camp can include several teams, and each team can include at least one virtual character.

[0093] The team refers to a group composed of multiple virtual characters, and the team can be a tactical unit in the game. The above virtual characters are the basic units that constitute the team. A virtual character can correspond to a character model, and the model can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. The virtual character includes but is not limited to at least one of a virtual person, a virtual animal, a virtual machine, a virtual building, and a virtual plant.

[0094] In the embodiment of the present application, there is no specific limit on the number of virtual characters included in each team.

[0095] It should be noted that several teams in each camp can be controlled by one game account or by multiple different game accounts. This embodiment does not specifically limit this.

[0096] Based on the above game scenario, the first camp to which the target game account belongs refers to the camp to which the target game account belongs or supports in the game.

[0097] The target plot is any one of the multiple virtual plots displayed in the graphical user interface. The first camp's expedition to the target plot means that the first camp sends several teams to leave the virtual plot where the first camp is located (i.e., the base of the first camp) and go to the target plot to perform corresponding game tasks, for example, attack the target plot, so that the target plot belongs to the first camp.

[0098] In this embodiment, the estimated arrival time corresponding to the first camp is used to characterize the actual marching status of the first camp, that is, it can be used to characterize the overall dynamics and marching progress of the first camp. For example, the estimated arrival time corresponding to the first camp can reflect whether the teams in the first camp can act in a unified manner as agreed, and can evaluate the overall marching progress of the first camp, the marching efficiency of each team, etc.

[0099] As described in the previous article about the second-pressing tactics, the estimated arrival time corresponding to the first camp can be understood as: the best time corresponding to the second-pressing tactics that the first camp can achieve.

[0100] In some optional embodiments, the parameters such as the departure time, marching speed, and marching distance of each team can be input into a pre-trained time generation model to output the estimated arrival time corresponding to the first camp through the time generation model. Other methods for determining the estimated arrival time corresponding to the first camp can be referred to the following description and will not be described in detail here.

[0101] In the above step S130, the estimated arrival time corresponding to the first camp can be displayed in any blank area of ​​the graphical user interface. The display position of the estimated arrival time is not specifically limited in this embodiment and can be set according to the actual layout plan of the graphical user interface.

[0102] Next, combine Figure 5 And a specific example is provided to describe in detail the control method in the game provided by this application.

[0103] exist Figure 5 In the specific example shown, the estimated arrival time corresponding to the first camp is displayed in the camp status panel as an example for description.

[0104] like Figure 5 As shown, based on the graphical user interface 1000, by clicking on the virtual plot 10, the graphical user interface 1000 can be switched to the graphical user interface 1001, and the expedition control 11 is displayed in the graphical user interface 1001. Further, when the expedition control 11 is clicked, the electronic device responds to the click operation and can generate an intelligence display instruction. In response to the intelligence display instruction, the graphical user interface 1001 can be switched to the graphical user interface 1006, and the graphical user interface 1006 displays the team logo 12 corresponding to the target game account that can march to the virtual plot 10, and the camp status panel 15. The estimated arrival time corresponding to the first camp is displayed in the camp status panel 15, for example, the estimated arrival time is 14:32:01.

[0105] Based on the graphical user interface 1006, when the player intends to send a team and selects the team to be dispatched, the estimated arrival time of the camp to which the player belongs is displayed at the same time; the player can estimate the time required for the team he dispatches to arrive at the virtual plot 10 with reference to the estimated arrival time corresponding to the first camp. For example, if the estimated arrival time corresponding to the first camp is 14:32:01, the player can select a team whose estimated arrival time at the virtual plot 10 is closer to 14:32:01, so as to cooperate with the other teammates in the first camp to jointly implement the second-pressing tactics.

[0106] It can be seen that in the embodiment of the present application, an estimated arrival time for the first camp to reach the target plot can be determined and displayed in the graphical user interface; since the estimated arrival time can represent the time when several teams in the first camp that have set out actually arrive at the target plot, the player can refer to the estimated arrival time and adjust the expedition strategy for the target plot in real time to achieve the purpose of all teams in the first camp reaching the target plot at the same time, for example, according to the estimated arrival time, dispatch a team whose arrival time is closer to the estimated arrival time, adjust the expedition time of the dispatched team, etc.;

[0107] It can be seen that the above method allows players to more flexibly adjust the combat strategies of the first camp during coordinated operations, reduce the memory burden of players in the game, and reduce the requirements for players' decision-making ability, attention and timing control ability in the process of multiplayer coordinated operations; in addition, it can avoid players from repeatedly checking the dispatch and marching situations of teams in different first camps, which can reduce the player's operating burden and enhance the player's gaming experience.

[0108] Next, the control method in the game provided by this application is described in further detail.

[0109] In some optional embodiments, the control method in the game provided by the present application may also include the following step S140.

[0110] Step S140: According to the information display instruction, the agreed arrival time of the first camp at the target plot is displayed on the graphical user interface.

[0111] That is, step S140 indicates that when the intelligence display instruction is generated, the electronic device responds to the intelligence display instruction and displays the agreed arrival time of the first camp in addition to the estimated arrival time corresponding to the first camp described above. In this way, the player can compare the agreed arrival time with the estimated arrival time to further evaluate the overall marching status of the first camp, so that the player can adjust the game strategy in real time according to the actual situation.

[0112] In this embodiment, the agreed arrival time of the first camp at the target plot refers to the time of arrival at the target plot agreed upon by the players in the first camp before the first camp executes the game task of setting out to the target plot. For example, if the players agree to attack the target plot at 14:30 on September 11, 2023, the first camp expects the teams dispatched by the players to reach the target plot at the same time at 14:30 on September 11, 2023, so as to jointly execute the game task at the target plot at the same time.

[0113] It should be noted that the estimated arrival time corresponding to the first camp described above refers to the time when each team actually arrives at the target plot calculated based on currently known information (such as the marching speed of each team that has set out, the distance from the target plot, etc.). That is, the estimated arrival time corresponding to the first camp is the time that can characterize the overall marching status of the first camp calculated based on the current status and environmental conditions of the teams that have set out in the first camp. The estimated arrival time can be used to monitor the marching progress of each team in the first camp in real time and make adjustments based on actual conditions.

[0114] In this embodiment, there is no restriction on the specific display position of the agreed arrival time in the graphical user interface.

[0115] like Figure 5 The graphical user interface 1006 shown in the figure shows, in addition to the estimated arrival time 14:32:01, the agreed arrival time 14:30:00 in the camp status panel 15; it can be seen that when the first camp marches to the virtual plot 10, the marching speed of each team in the first camp is slow, and it is impossible to arrive at the virtual plot 10 according to the agreed arrival time. At this time, the player who has not yet dispatched the team can refer to the estimated arrival time to formulate a strategy for dispatching the team, so that the dispatched team can reach the target plot according to the estimated arrival time, so as to realize the first camp's second-pressing tactics.

[0116] In some optional embodiments, step S120 may be specifically implemented through the following steps S121 to S122.

[0117] Step S121: Determine the estimated arrival time of each of the teams that have set out.

[0118] Step S122: Determine the estimated arrival time of the first camp according to the estimated arrival time of each of the teams that have set out.

[0119] In this specific example, the estimated arrival time corresponding to a team that has set out can be calculated based on its corresponding departure time, marching speed, marching distance and other parameters. This will not be described in detail. After calculating the estimated arrival time corresponding to each team that has set out in the first camp, the estimated arrival time corresponding to the first camp can be determined based on the calculated estimated arrival times.

[0120] In an optional specific embodiment, the average of the estimated arrival times corresponding to the teams that have set out can be used as the estimated arrival time corresponding to the first camp.

[0121] Alternatively, in an optional specific embodiment, the above step S122 can be specifically implemented through the following steps S1 to S2.

[0122] Step S1: according to the principle that the estimated arrival time of each team that has set out is the same, the teams that have set out are grouped to obtain at least one team combination;

[0123] Step S2: Determine a first number of teams in each team combination;

[0124] Step S3: When there are at least two team combinations in which the first numbers of teams are different, the estimated arrival time corresponding to the target team combination is determined as the estimated arrival time corresponding to the first camp, and the target team combination is the team combination with the largest first number of teams among the team combinations.

[0125] In this embodiment, the purpose of the above step S1 is to divide the departed teams with the same estimated arrival time into one team combination, that is, one team combination corresponds to a unique estimated arrival time.

[0126] The first number mentioned above is the number of teams included in each team combination. In layman's terms, it means how many teams are included in a team combination.

[0127] The above-mentioned existence of at least two team combinations with different first numbers of teams means that there are team combinations with different first numbers in each team combination. In this case, the estimated arrival time corresponding to the team combination with the largest first number can be determined as the estimated arrival time corresponding to the first camp; if the first numbers of teams in each team combination are the same, the maximum number cannot be determined. In this case, the first camp is likely to be unable to complete the second-pressing tactics. At this time, the preset time can be displayed as the estimated arrival time corresponding to the first camp. For example, 00:00:00 is displayed, indicating that the estimated arrival time of the first camp cannot be accurately determined at present.

[0128] That is, the estimated arrival time corresponding to the team combination with the largest number of teams is used as the estimated arrival time corresponding to the first camp; then, the estimated arrival time corresponding to the first camp can indicate that most teams in the first camp can arrive at the target plot at the estimated arrival time. In this way, when subsequent players dispatch teams, they can refer to the actual arrival time of most teams at the target plot to implement the short-second tactics according to the actual time, thereby improving the realism of the game and enhancing the player's gaming experience in implementing the short-second tactics.

[0129] For example, as shown in Table 1, Table 1 provides examples of team combinations and the estimated arrival time of the first camp.

[0130] Example of team composition and estimated arrival time of the first group

[0131]

[0132] As shown in Table 1, there are 5 teams in the first camp, namely, Team 1, Team 2, Team 3, Team 4 and Team 5. The actual estimated arrival time of Team 1 at the target plot is 14:30:00; the actual estimated arrival time of Team 2 at the target plot is 14:30:00; the actual estimated arrival time of Team 3 at the target plot is 14:30:00; the actual estimated arrival time of Team 4 at the target plot is 14:25:00; the actual estimated arrival time of Team 5 at the target plot is 14:35:00.

[0133] When grouping the teams that have set out according to the principle of the same expected arrival time, the teams that have set out with an expected arrival time of 14:30:00 can be divided into one group to obtain team combination A; the teams that have set out with an expected arrival time of 14:25:00 can be divided into one group to obtain team combination B; the teams that have set out with an expected arrival time of 14:35:00 can be divided into one group to obtain team combination C.

[0134] From this, we can know that the first number of teams in team combination A is 3, the first number of teams in team combination B is 1, and the first number of teams in team combination C is 1; team combination A has the largest number of teams, which means that most teams in the first camp can reach the target plot at 14:30:00. Therefore, the time of 14:30:00 can be used as the estimated arrival time of the first camp.

[0135] Players who have not set out in the future can use 14:30:00 as the new time to implement the second-pressing tactics to formulate the team's dispatch strategy.

[0136] In some optional implementations, in the above step S3, "determining the estimated arrival time corresponding to the target team combination as the estimated arrival time corresponding to the first camp" can also be specifically implemented through the following step S30.

[0137] Step S30: When the ratio between the first number and the second number of teams in the target team combination is equal to or greater than the preset ratio, the estimated arrival time corresponding to the target team combination is determined as the estimated arrival time corresponding to the first camp; the second number is the total number of teams in the first camp.

[0138] The purpose of this step S30 is to clearly determine the estimated arrival time corresponding to the target team combination as the limiting condition of the estimated arrival time corresponding to the first camp, and the limiting condition is specifically: the ratio between the first number and the second number of teams in the target team combination is equal to or greater than the preset ratio, wherein the second number is the total number of teams that have set out in the first camp.

[0139] That is, the proportion of the first number of teams in the target team combination to the total number of teams that have set out in the first camp is calculated. When the proportion of the first number of teams in the target team combination is relatively large, it means that the estimated arrival time corresponding to the target team combination can represent the estimated arrival time of most teams in the first camp. At this time, if the estimated arrival time corresponding to the target team combination is determined as the estimated arrival time of the first camp, the estimated arrival time of the first camp can be used to accurately evaluate the departure status of the teams in the first camp, which is more conducive to the implementation of the second-pressing tactics.

[0140] If the first number of teams in the target team combination accounts for a relatively small proportion, it means that the estimated arrival time corresponding to the target team combination cannot represent the estimated arrival time of most teams in the first camp. At this time, when the estimated arrival time corresponding to the target team combination is used as the estimated arrival time corresponding to the first camp to evaluate the expedition status of the teams in the first camp, the accuracy is not high and the reference value is not great.

[0141] The above-mentioned preset ratio is a pre-set percentage threshold. For example, the preset ratio can be 33%. That is, when the number of teams in the target team combination exceeds 33% of the total number of teams that have set out in the first camp, the estimated arrival time corresponding to the target team combination will be determined as the estimated arrival time corresponding to the first camp; if it does not exceed, the estimated arrival time corresponding to the target team combination will not be determined as the estimated arrival time corresponding to the first camp.

[0142] In some optional embodiments, the "determining the estimated arrival time corresponding to the target team combination as the estimated arrival time corresponding to the first camp" in the above step S3 or step S30 can be specifically implemented through the following steps S31 to S32.

[0143] Step S31: If there are at least two target team combinations, determine the estimated arrival time corresponding to each target team combination and the time difference between the agreed arrival time.

[0144] Step S32: If the time differences corresponding to the target team combinations are different, the estimated arrival time corresponding to the target team combination with the smallest time difference is determined as the estimated arrival time corresponding to the first camp.

[0145] The existence of at least two target team combinations means that there are at least two team combinations with the largest first number of teams in the team combination. At this time, it is also necessary to further determine the estimated arrival time corresponding to the first camp through the above steps S30 and S31.

[0146] The estimated arrival time corresponding to the target team combination with the smallest time difference is determined as the estimated arrival time corresponding to the first camp. It can be understood that the estimated arrival time of a target team combination close to the agreed arrival time is determined as the estimated arrival time corresponding to the first camp. In this way, it can be as close to the original plan as possible, meet the expectations of the players, and improve the players' gaming experience.

[0147] For example, the first camp has a total of 50 teams, and the agreed arrival time is 14:28:00; among them, team combination D includes 15 teams, and the estimated arrival time corresponding to team combination D is: 14:30:00, and team combination E includes 15 teams, and the estimated arrival time corresponding to team combination E is: 14:25:00; in this case, since the first number of teams in team combination D and team combination E is 15, the estimated arrival time of the first camp cannot be determined according to the above step S3;

[0148] Based on this, the difference between the estimated arrival time corresponding to team combination D and the agreed arrival time is calculated to be 2 minutes, and the difference between the estimated arrival time corresponding to team combination E and the agreed arrival time is calculated to be 3 minutes. The estimated arrival time 14:28:00 corresponding to team combination D can be determined as the estimated arrival time corresponding to the first camp, so that players who have not dispatched a team can dispatch a team based on this time, as close as possible to the original agreed arrival time.

[0149] It should be noted that the above method requires that the time differences are not implemented at the same time. If the time differences are the same, it is impossible to determine which one is closer to the agreed arrival time.

[0150] Based on step S31 and step S32, the control method in the game provided by the present application may further include the following step S33.

[0151] Step S33: If the time differences corresponding to the target team combinations are the same, the actual arrival time corresponding to the target team combination that is later than the agreed arrival time is determined as the estimated arrival time corresponding to the first camp.

[0152] In this embodiment, later than the agreed arrival time means that the estimated arrival time of the target team combination at the target plot exceeds the agreed arrival time. If the time differences corresponding to the target team combinations are the same, it is determined which target team combination has a later estimated arrival time, and the later estimated arrival time is determined as the estimated arrival time of the first camp. In this way, players who have not yet dispatched their teams can have time to adjust their team dispatch strategies.

[0153] For example, the first camp has a total of 50 teams, and the agreed arrival time is 14:25:00; among them, team combination F includes 15 teams, and the estimated arrival time corresponding to team combination F is: 14:30:00, and team combination G includes 15 teams, and the estimated arrival time corresponding to team combination G is: 14:20:00; in this case, since the first number of teams in team combination F and team combination G is 15, and the difference between the first number of teams and the agreed arrival time is 5 minutes, the estimated arrival time of the first camp cannot be determined according to the above step S3 or step S31;

[0154] At this time, the estimated arrival time corresponding to team combination F is: 14:30:00, which is later than the agreed arrival time, and the estimated arrival time corresponding to team combination G is: 14:20:00, which is earlier than the agreed arrival time. In order to allow players who have not dispatched teams to have more time to adjust their dispatch strategies, the estimated arrival time corresponding to team combination F, 14:30:00, can be determined as the estimated arrival time corresponding to the first camp.

[0155] In some optional embodiments, after determining the first number of teams included in the target team combination in step S3 or step S30 described above, the control method in the game provided by the present application may further include the following step S150.

[0156] Step S150: Displaying prompt information through a graphical user interface, the prompt information including the first number of teams in the target team combination corresponding to the estimated arrival time of the first camp; the prompt information is used to prompt whether the estimated arrival time corresponding to the target team combination corresponding to the estimated arrival time of the first camp deviates from the agreed arrival time.

[0157] When determining the estimated arrival time of the first camp, as in step S3, step S30, step S32 or step S33 described above, the estimated arrival time corresponding to the first camp may correspond to a unique target team combination. At this time, the first number of teams in the target team combination may be displayed in the graphical user interface, and prompt information indicating whether the estimated arrival time corresponding to the first number of teams deviates from the agreed arrival time may be displayed.

[0158] It should be noted that if the first number of teams in each team combination is the same, the maximum number cannot be determined. At this time, the target team combination cannot be determined and the above prompt information will not be displayed.

[0159] like Figure 5The graphical user interface 1006 shown can display a prompt message 16 in the camp status panel 15. When the first camp includes 24 teams that have set out, and the agreed arrival time is 14:30:00, it is determined that the estimated arrival time of 20 teams is 14:32:01, then the estimated arrival time corresponding to the 20 teams can be used as the estimated arrival time corresponding to the first camp, and it can be displayed in the camp status panel 15. Based on this, the first number in the target team combination corresponding to the estimated arrival time corresponding to the first camp is 20, and the estimated arrival time has deviated from the agreed arrival time, then the prompt message 16 of "currently 20 teams have set out and deviated from the planned time" can be displayed in the camp status panel 15; based on the prompt message 16, the player can understand that the estimated arrival time of 20 teams in the first camp is 14:32:01, and the team dispatch strategy can be formulated later with reference to the estimated arrival time 14:32:01.

[0160] Alternatively, if the estimated arrival time of the current 20 teams is 14:30:00, that is, the 20 teams that have set out have not deviated from the agreed arrival time, a prompt message "The current 20 teams that have set out have not deviated from the agreed time" can be displayed in the camp status panel.

[0161] In some optional embodiments, based on the above step S150, the control method in the game provided by the present application may also include the following step S160.

[0162] Step S160: In response to the hiding instruction, hide the estimated arrival time and prompt information corresponding to the first camp.

[0163] In this embodiment, the hiding instruction refers to a processing instruction for making the estimated arrival time and prompt information displayed in the graphical user interface invisible.

[0164] It should be noted that the hiding instruction can simultaneously hide the estimated arrival time and prompt information corresponding to the first camp; that is, in this embodiment, the estimated arrival time and prompt information corresponding to the first camp can be displayed and hidden at the same time.

[0165] In an optional specific embodiment, the hidden instruction can be generated in the following exemplary manner.

[0166] Example 1: When the first number of teams in each team combination is the same, a hidden instruction is generated.

[0167] Example 2: When the ratio between the first number of teams and the second number of teams in the team combination with the largest number of teams is less than a preset ratio, a hidden instruction is generated.

[0168] That is, in this example 1, if the first number of teams in each team combination is the same, the maximum number cannot be determined. At this time, the target team combination cannot be determined, that is, the estimated arrival time corresponding to the first camp cannot be determined. At this time, the estimated arrival time and the prompt information can be hidden at the same time; or, as described above, the prompt information is hidden, and the preset time is displayed as the estimated arrival time.

[0169] For example, 00:00:00 is displayed.

[0170] In the above example 2, it can be understood that the first number of teams in the team combination with the largest number of teams accounts for a relatively small proportion of the total number of teams that have set out in the first camp. Since the accuracy of evaluating the expedition status of the teams in the first camp based on the estimated arrival time corresponding to the team combination with the largest number of teams is not high and has little reference significance, the estimated arrival time and prompt information corresponding to the first camp can be hidden at this time to reduce the occupancy of redundant information on the graphical user interface.

[0171] In some optional embodiments, the expedition operation described above may include a second trigger operation for the expedition control. Based on this, the control method in the game provided by the present application may also include the following step S170.

[0172] Step S170: According to the second trigger operation, a team logo of at least one expeditionable team is displayed in the graphical user interface; the expeditionable team is a team corresponding to the target game account that can march to the target plot.

[0173] The purpose of this step S170 is to clarify that in this embodiment, when responding to the second trigger operation, in addition to generating an intelligence display instruction to display the estimated arrival time, agreed arrival time and other information corresponding to the first camp in the graphical user interface, the team logo of at least one team that can be dispatched can also be displayed in the graphical user interface.

[0174] The expeditionable team is the team owned by the target game account that can march to the target plot of land. The number of the expeditionable teams is not specifically limited in this embodiment.

[0175] The team logo refers to a sign or symbol used to distinguish a team in the game. For example, it can be a character portrait of the leader of each team, or the team name, etc., without specific limitation.

[0176] like Figure 5As shown, when the player clicks on the expedition control 11 corresponding to the virtual plot 10 displayed in the graphical user interface 1001, the graphical user interface 1001 can be switched to the graphical user interface 1006. In the graphical user interface 1006, in addition to the camp status panel 15, the team logos 12 of the four expeditionary teams corresponding to the current target game account that can march to the virtual plot 10 are also displayed, wherein the team logos 12 of each team are the character avatars of the leading characters in each team and the names of the leading characters. For example, the names of the leading characters of each team from left to right in the team logo 12 are Zhang Yi, Zhang Er, Zhang San, and Zhang Si.

[0177] It should be noted that the team logos of the four expeditionary teams displayed in the graphical user interface 1006 are only examples. If the target game account has more than four expeditionary teams that can be dispatched to the virtual plot 10, the player can perform corresponding switching operations to switch the display, which is not described in detail here.

[0178] That is, through step S170, the functions such as displaying the estimated arrival time provided by the present application can be associated with the function of displaying the team identification of the team that can set out in the related technology, and they can be displayed simultaneously through only one operation. In this way, the player's operation can be simplified and the player can be helped to quickly understand the cause-effect relationship between the various information.

[0179] In some optional implementations, based on the above step S170, the control method in the game provided by the present application may further include the following steps S180 to S190.

[0180] Step S180: In response to the third trigger operation, determining a target team identifier among the team identifiers;

[0181] Step S190: Displaying the expedition information of the target expeditionary team corresponding to the target team identifier in the graphical user interface, where the expedition information is used to indicate the relevant attributes of the target expeditionary team when it departs for the target plot of land.

[0182] In this embodiment, the third trigger operation may include but is not limited to: a click operation, a slide operation, a press operation or other touch operation, a hover operation, a voice command operation, an air gesture operation, a shortcut key operation, etc., acting on the location of a certain team logo. That is, the third trigger operation is an operation for selecting a target team logo from among the team logos in this embodiment.

[0183] The target team identifier among the team identifiers is determined as follows: the team identifier acted upon by the third trigger operation may be determined as the target team identifier. The number of the target team identifiers may be one or more, and there is no specific limitation on this. Usually, in order to reduce the cognitive difficulty of the player, the number of the target team identifier is one.

[0184] The above-mentioned target available team is the available team corresponding to the target team identifier.

[0185] The above-mentioned expedition information refers to the relevant attribute information when the target expeditionary team marches to the target plot. The expedition information includes at least one of the following: the number of virtual characters in the target expeditionary team, the moving speed of the target expeditionary team (i.e., marching speed), the time when the target expeditionary team arrives at the target plot, the siege attribute value, the distance between the current location and the target plot (i.e., marching distance), the enemy force associated with the target plot, the time it takes for the target expeditionary team to arrive at the target plot, and the expedition confirmation control and other information.

[0186] Among them, the expedition confirmation control is configured to respond to the fourth trigger operation, control the target expedition team to move toward the target plot, that is, control the target expedition team to start marching toward the target plot.

[0187] The above-mentioned fourth trigger operation for the expedition confirmation control includes but is not limited to: touch operations such as click operations, sliding operations, pressing operations, hovering operations, voice command operations, air gesture operations, shortcut key operations, etc. on the control operation area of ​​the expedition confirmation control.

[0188] That is, if the player applies the fourth trigger operation to the expedition confirmation control, the target expeditionary team can be controlled to march to the target plot. This will not be described in detail here.

[0189] It should be noted that when controlling the target expeditionary team to move towards the target plot, the expedition information of the target expeditionary team is hidden, and the team logo of the expeditionary team that can currently march to the target plot corresponding to the target game account is refreshed and displayed. This will not be explained in detail here.

[0190] In some optional implementations, the control method in the game provided by the present application may also include the following steps S1100 to S1110.

[0191] Step S1100: according to the third trigger operation, determining at least one recommended team among the teams that can be dispatched according to preset conditions;

[0192] Step S1110: Display the recommended team logo corresponding to each recommended team at the corresponding position of the expedition information.

[0193] In this embodiment, in response to the third trigger operation, in addition to displaying the expedition information of the target expeditionable team, a recommended team identifier of at least one recommended team selected from the expeditionable teams according to preset conditions may also be displayed in the graphical user interface.

[0194] The corresponding position of the above-mentioned expedition information may be any position associated with the expedition information in the graphical user interface, for example, it may be a position near the display position of the expedition information, and there is no specific limitation.

[0195] Optionally, the above-mentioned preset conditions may include at least one of the following: a first preset condition that the estimated arrival time at the target plot after the expedition is less than a preset difference between the estimated arrival time corresponding to the first camp; a second preset condition that the number of virtual characters currently included is equal to or greater than a number threshold; a third preset condition that the distance to the target plot is less than a distance threshold; a fourth preset condition that the evaluation score of the preset attribute is greater than a score threshold.

[0196] The above preset conditions can be combined with each other to obtain new preset conditions. For example, the above preset conditions can be a fifth preset condition that includes the above first preset condition and the second preset condition, that is, the fifth preset condition is: the estimated arrival time at the target site after the expedition is less than the preset difference with the estimated arrival time corresponding to the first camp, and the number of virtual characters currently included is equal to or greater than the quantity threshold. This embodiment does not specifically limit this.

[0197] The above-mentioned first preset condition is used to indicate that the expeditionary team whose estimated arrival time at the target plot is close to the estimated arrival time of the first camp will be recommended as the team; the above-mentioned second preset condition is used to indicate that the expeditionary team whose current troop strength accounts for a relatively large proportion of the troop strength upper limit will be recommended as the team; the above-mentioned third preset condition is used to indicate that the expeditionary team that is closer to the target plot will be recommended as the team; the above-mentioned fourth preset condition can be used to indicate that the expeditionary team with a higher evaluation score of the preset attribute will be recommended as the team; the above-mentioned fifth preset condition indicates that the expeditionary team whose estimated arrival time at the target plot is close to the estimated arrival time of the first camp and whose current troop strength accounts for a relatively large proportion of the troop strength upper limit can be recommended as the team.

[0198] The preset difference in the first preset condition is a preset deviation value between the estimated arrival time corresponding to the first camp;

[0199] In the second precondition, the number of virtual characters currently included can be understood as the number of troops currently included in each expeditionary team; the number threshold can be understood as the upper limit of the troops of the expeditionary team. It should be noted that the number threshold corresponding to each expeditionary team is different, that is, the upper limit of the troops of each expeditionary team is different;

[0200] In this embodiment, the distance threshold in the third preset condition can be a preset threshold or a dynamic threshold; that is, when the distance threshold is a preset threshold, the distance threshold is a fixed value; when the distance threshold is a dynamic threshold, the distance threshold can be a value that is adjusted in real time according to the different target plots and the distances between each available team and the target plot. For example, each available team is sorted from near to far according to the distance between each available team and the target plot. The distance threshold can be a distance value that can filter out a preset number of available teams that are at the top of the sorting. For example, the distance threshold can be the distance value between the available team ranked third in the sorting and the target plot. This embodiment does not specifically limit the distance threshold, and it can be set according to actual needs.

[0201] The preset attributes in the fourth preset condition may include but are not limited to: the level of the virtual character of the type of general in the expeditionary team, the level of the tactics of the expeditionary team, the level of the virtual character of the type of soldier in the expeditionary team and other attribute information.

[0202] The evaluation score of the above-mentioned preset attribute refers to an indicator score that measures the comprehensive ability of the teams that can go on the expedition. As described above for the distance threshold, the above-mentioned score threshold can be a preset threshold or a dynamic threshold; when the score threshold is a dynamic threshold, it can be adjusted in real time according to the different evaluation scores corresponding to each team that can go on the expedition. For example, for each team that can go on the expedition, the evaluation score of the preset attribute corresponding to each team that can go on the expedition is sorted from high to low. The score threshold can be a score value that can screen out a preset number of teams that can go on the expedition that are at the top of the sorting. For example, the score threshold can be the distance value between the second-ranked team that can go on the expedition in the current sorting and the target plot. This embodiment does not specifically limit the score threshold, and it can be set according to actual needs.

[0203] Optionally, the estimated arrival time of the corresponding recommended team can also be displayed at the corresponding position of each recommended team logo. In this way, the player can intuitively check whether the currently recommended team is more suitable for the target area, thereby improving the player's information acquisition efficiency.

[0204] In some optional specific embodiments, the preset condition in the above step S1100 can be one condition or multiple conditions. For example, the recommended team can be determined only according to the first preset condition, the second preset condition, the third preset condition, or the fourth preset condition described above; or the recommended team can be determined according to the first preset condition and the second preset condition (i.e., the fifth preset condition) at the same time.

[0205] Based on this, when the preset conditions in step S1100 described in the previous text include at least two, various preset conditions are sorted according to the preset priorities to obtain a first sorting result of the priorities of the various preset conditions; according to the first sorting result, the corresponding preset conditions are selected in turn to determine at least one recommended team among each possible team.

[0206] For example, if the preset conditions include the fifth preset condition, the third preset condition and the fourth preset condition described above, each preset condition is sorted according to the preset priority, and the first sorting result obtained is: the fifth preset condition has the highest priority, the third preset condition has the second highest priority, and the fourth preset condition has the lowest priority.

[0207] Based on the above-mentioned first sorting result, in response to the third trigger operation, first, the recommended teams are screened from all the available teams according to the fifth preset condition. If at least one recommended team is obtained, the determination of the recommended teams is stopped; if at least one recommended team cannot be screened from all the available teams according to the fifth preset condition, the third preset condition of secondary priority is used to screen the recommended teams. If at least one recommended team is obtained, the determination of the recommended teams is stopped; if no team can be screened, the fourth preset condition is further used to screen the recommended teams.

[0208] In this way, it can be ensured that the teams that can increase the success rate of the second-pressing tactics are pushed to players first, while ensuring the diversity and novelty of the recommended teams.

[0209] In some optional embodiments, in the above step S1110, "displaying the recommended team identifier corresponding to each recommended team at the corresponding position of the expedition information" can be specifically implemented in the following manner.

[0210] When the second number of recommended teams is greater than the preset number, the recommended team logos corresponding to the preset number of recommended teams are displayed at the corresponding positions of the expedition information; and when the second number of recommended teams is equal to or less than the preset number, the recommended team logos corresponding to the second number of recommended teams are displayed at the corresponding positions of the expedition information.

[0211] In this embodiment, the above preset number can be regarded as the number of display areas that can be used to display recommended teams set in advance in the graphical user interface. The preset number can be 1, 2, or 3, and there is no specific limitation.

[0212] The second number mentioned above is the number of recommended teams determined according to the preset conditions described above.

[0213] In some optional implementations, on the basis of displaying the above-mentioned recommended team logo, the control method in the game provided by the present application may also include the following steps S1120 to S1130.

[0214] Step S1120: In response to the fifth trigger operation, determining a target recommended team identifier among the recommended team identifiers.

[0215] Step S1130: Switch the expedition information of the target expeditionable team displayed in the graphical user interface to the expedition information of the target recommended team corresponding to the target recommended team identifier.

[0216] In this embodiment, the fifth trigger operation is an operation for determining a target recommended logo among the recommended team logos, and the fifth trigger operation may include but is not limited to: a click operation, a slide operation, a press operation or other touch operation, a hover operation, a voice command operation, an air gesture operation, a shortcut key operation, etc., acting on the location of a recommended team logo. No specific limitation is imposed.

[0217] The above determination of the target recommended team identifier among the recommended team identifiers may specifically determine the recommended team identifier acted upon by the fifth trigger operation as the target recommended team identifier, that is, the target recommended team identifier is the recommended team identifier corresponding to the operation position of the fifth trigger operation. The number of the target recommended team identifiers may be one or more, and there is no specific limitation to this. Usually, in order to reduce the cognitive difficulty of the player, the number of the target recommended team identifiers is one.

[0218] The above target recommended team is the recommended team corresponding to the target recommended team identifier. The above expedition information can be referred to the previous introduction, and will not be repeated here.

[0219] The purpose of the above step S1130 is to hide the expedition information of the target expeditionable team displayed in the graphical user interface, and display the expedition information of the target recommended team corresponding to the target recommended team identifier. That is, a fixed position for displaying the expedition information of each team is pre-set in the graphical user interface, and when the player views a different team, the expedition information displayed in the position is updated and displayed.

[0220] In some optional embodiments, based on the above steps S1120 to S1130, the control method in the game provided by the present application may further include the following step S1140.

[0221] Step S1140: when displaying the expedition information of the target recommended team, updating the recommended team identifiers of the recommended teams displayed in the graphical user interface.

[0222] In this embodiment, updating the recommended team identifiers of each recommended team displayed in the graphical user interface means that when the player views the expedition information of a new team, the relevant steps of "determining at least one recommended team from each available expedition team according to the preset conditions, and displaying the recommended team identifiers corresponding to each recommended team at the corresponding position of the expedition information" are re-executed. That is, the recommended team identifiers of the recommended teams displayed in the graphical user interface can be refreshed in real time according to specific circumstances.

[0223] Next, combine Figure 6 And a specific example, the control method in the game provided by this application is further described in detail.

[0224] like Figure 6 As shown, based on the graphical user interface 1006, the specific introduction of the graphical user interface 1006 can be referred to in the previous Figure 5 , which will not be repeated here. If the player clicks on the team logo of Zhang Er's team among the team logos 12 displayed in the graphical user interface 1006, the expedition information of Zhang Er's team can be displayed in the graphical user interface, and the corresponding recommended team logo can be displayed at the corresponding position of the expedition information, that is, the graphical user interface 1006 is switched to the graphical user interface 1007, and the expedition information 13 of Zhang Er's team is displayed in the graphical user interface 1007, and the recommended team logo 17 is displayed at the upper right position of the expedition information 13, and the recommended team logo 17 includes: the team logo of Zhang Si's team and the team logo of Zhang Yi's team, indicating that the game system recommends Zhang Si's team and Zhang Yi's team to the player. In addition, the estimated arrival time of Zhang Si's team to the target plot is 14:31:00, and the estimated arrival time of Zhang Yi's team to the target plot is 14:29:30, which is displayed above the team logo of Zhang Si's team.

[0225] Based on the above-mentioned graphical user interface 1007, if the player clicks on the recommended team identifier of Zhang Si's team in the recommended team identifier 17, then in response to the click operation, the currently displayed expedition information 13 can be switched to the expedition information of Zhang Si's team, that is, in response to the click operation, the graphical user interface 1007 is switched to the graphical user interface 1008, in which the expedition information 18 is displayed at the position where the expedition information 13 was originally displayed, and in response to the click operation, the recommended team can be re-determined, and the recommended team identifier 19 of the re-determined recommended team is displayed in the graphical user interface 1008.

[0226] Compared with the graphical user interface 1008, in the graphical user interface 1007, the recommended teams in the recommended team identification 17 are Zhang Si and Zhang Yi, respectively, while the recommended teams in the recommended team identification 19 after update in the graphical user interface 1008 are Zhang Er and Zhang Yi, respectively. At this time, if a click operation is applied to any of the recommended team identifications 19 displayed in the graphical user interface 1008, the above switching operation and updating operation can be repeatedly performed, which will not be repeated here.

[0227] In some optional embodiments, as described above in relation to the related art, Figure 2 As shown, the operation of checking the actual marching status of the team dispatched by the ally is cumbersome, and when the information density is high, it is difficult for the player to perform the sliding operation. Based on this problem, the control method in the game provided in the embodiment of the present application can also include the following step S1150.

[0228] Step S1150: displaying a team status panel in the graphical user interface according to the first trigger operation, and displaying first status information corresponding to each of the teams in the first camp that have set out in the team status panel;

[0229] Among them, the first status information includes the first identifiers corresponding to each team that has set out in the first camp, and the remaining movement time corresponding to each first identifier; the remaining movement time corresponding to the first identifier is the difference between the expected movement time and the movement time of the team that has set out corresponding to the first identifier.

[0230] The above-mentioned first trigger operation can be referred to the previous description and will not be repeated here.

[0231] In this embodiment, the team status panel is a UI element used to display status information of each team in several camps associated with the target plot.

[0232] The first status information is used to show the player the movement status of the expedition team moving towards the target plot. The first status information may include the first identifier of each expedition team and the remaining movement time corresponding to each first identifier.

[0233] Among them, the first identification can be used to help players distinguish between the teams that have set out. Please refer to the team identification described in the previous article and will not be repeated here.

[0234] As described above, the expedition information may include the time taken for the team to march to the target plot, that is, the total time taken for the team to march to the target plot. It is understandable that the total time may be a time recommended in advance based on the distance between the team's current location and the location of the target plot, the team's marching speed, road conditions, etc. The estimated moving time of the marched team in step S1150 is the total time taken for the marched team to march to the target plot described here.

[0235] The above-mentioned moving time is the moving time consumed by the expedition team after it starts moving. The difference between the expected moving time and the moving time is the above-mentioned remaining moving time; the remaining moving time can also be called the arrival countdown. There is no restriction on this.

[0236] To sum up, in the embodiment of the present application, the remaining movement time of each team that has set out in the first camp can be displayed in the team status panel. The player only needs to perform the third trigger operation once. For example, the player only needs to click on the target plot to view the remaining movement time of all teams that have set out in the first camp when moving towards the target plot. There is no need to check the remaining movement time of each team that has set out one by one by sliding the finger as in the related art, so as to control the marching status of each team that has set out in the first camp.

[0237] It can be seen that the method provided by this application can reduce the player's cognitive load on the marching status of each team that has set out in the first camp, reduce the player's operational burden, and enhance the player's motivation to obtain the marching status of each team that has set out in the first camp in real time, thereby further improving the success rate of the second-pressing tactics.

[0238] In some optional implementations, the control method in the game provided in the embodiments of the present application may also include the following step S1160.

[0239] Step S1160: Displaying the second status information corresponding to each defending team in the second camp in the team status panel;

[0240] Among them, the second status information includes the second identifiers corresponding to each defensive team in the second camp, and the remaining movement time corresponding to each second identifier; the remaining movement time corresponding to the second identifier is the difference between the expected movement time and the movement time of the defensive team corresponding to the second identifier; the second camp and the first camp are in a hostile relationship.

[0241] That is, the second camp is a camp that is to fight against the first camp. For example, the second camp is a camp that protects the target plot in the game to prevent the target plot from being occupied by the first camp. In this embodiment, each team in the second camp can be called a defense team.

[0242] The second status information is used to show the player the movement status of the defense team moving toward the target plot. The second status information may include the second identifiers corresponding to the defense teams in the second camp, and the remaining movement time corresponding to the second identifiers. The second identifier is information used to distinguish the defense teams, which may be the name or avatar identifier of the defense teams, and is not limited to this. For the remaining movement time, please refer to the previous description, which will not be repeated here.

[0243] That is, the remaining movement time of each expeditionary team in the first camp and the remaining movement time of each defending team in the second camp can be counted separately, and then displayed in the team status panel. The player only needs to perform the third trigger operation once to view the remaining movement time of all teams in all camps associated with the target plot, such as the first camp and the second camp, when moving towards the target plot.

[0244] It can be seen that the method provided by the present application can not only intuitively view the marching status of each expeditionary team in the first camp, but also pay attention to the marching status of each defensive team in the second camp at the same time, so that players can comprehensively consider the marching status of the first camp and the marching status of the second camp to execute the team's dispatch strategy, further reduce the player's operating burden, and enhance the player's motivation to obtain the marching status of the first camp and the second camp in real time, thereby improving the success rate of the second-pressing tactics.

[0245] Next, combine Figure 7 And a specific example is provided to further describe the control method in the game provided by this application.

[0246] like Figure 7 As shown, based on the graphical user interface 1000, the introduction of the graphical user interface 1000 can refer to the previous description, which will not be repeated here. When the player applies a click operation to the virtual plot 10, the graphical user interface 1000 can be switched to a graphical user interface 1009, in which the expedition control 11 and the team status panel 20 are displayed.

[0247] The team status panel 20 displays the first identification of each team in the first camp that has set out, and each first identification is respectively: Zhang Yi, Zhang Er, Zhang San and Zhang Si, that is, each first identification is the name of the team that has set out; in addition, the team status panel also displays the remaining moving time corresponding to each first identification, for example, the remaining moving time corresponding to Zhang Yi is 00:28:00, indicating that Zhang Yi's team still has 28 minutes to reach the virtual plot 10; the remaining moving time corresponding to Zhang Er is 00:28:01, indicating that Zhang Er's team still has 28 minutes and 01 seconds to reach the virtual plot 10; the remaining moving time corresponding to Zhang San is 00:29:25, indicating that Zhang San's team still has 29 minutes and 25 seconds to reach the virtual plot 10; the remaining moving time corresponding to Zhang Si is 00:29:30, indicating that Zhang Si's team still has 29 minutes and 30 seconds to reach the virtual plot 10;

[0248] At the same time, the team status panel 20 also displays the second identification of each defensive team in the second camp, and the second identifications are respectively: Li Yi, Li Er, Li San and Li Si, that is, each second identification is the name of the defensive team; in addition, the team status panel also displays the remaining moving time corresponding to each second identification, for example, the remaining moving time corresponding to Li Yi is 00:28:03, indicating that Li Yi's team still has 28 minutes and 03 seconds to reach the virtual plot 10 for defense; the remaining moving time corresponding to Li Er is 00:28:15, indicating that Li Er's team still has 28 minutes and 15 seconds to reach the virtual plot 10 for defense; the remaining moving time corresponding to Li San is 00:29:25, indicating that Li San's team still has 29 minutes and 25 seconds to reach the virtual plot 10 for defense; the remaining moving time corresponding to Li Si is 00:29:30, indicating that Li Si's team still has 29 minutes and 30 seconds to reach the virtual plot 10 for defense.

[0249] It can be seen that Figure 2 Compared with the method of sliding one by one to view the remaining moving time of the corresponding team in the related technology shown, the information acquisition method described above is more intuitive and easy to operate.

[0250] In some optional embodiments, the team status panel described above may include a first control; based on this, in the above step S1160, "displaying the second status information corresponding to each defensive team in the second camp in the team status panel" can be specifically implemented in the following way: in response to the sixth trigger operation on the first control, the first status information displayed in the team status panel is switched to the second status information corresponding to each defensive team in the second camp.

[0251] The first control is a UI element pre-set with game logic for displaying second status information corresponding to each defending team in the second camp.

[0252] The above-mentioned sixth trigger operation for the first control may include but is not limited to: touch operations such as click operations, sliding operations, pressing operations, hovering operations, voice command operations, air gesture operations, shortcut key operations, etc. acting on the control operation area of ​​the first control.

[0253] That is, in this embodiment, in response to the third trigger operation, only the first status information corresponding to each expeditionary team in the first camp is displayed by default in the team status panel, and only when the player applies the sixth trigger operation to the first control, the first status information displayed in the team status panel is switched to the second status information corresponding to each defending team in the second camp, wherein switching display means hiding each first status information and displaying each second status information.

[0254] Correspondingly, in some optional embodiments, the above-mentioned team status panel may also include a second control; based on this, when each second status information is displayed in the team status panel, in response to the seventh trigger operation for the second control, each second status information displayed in the team status panel is switched to display the first status information corresponding to each defensive team in the second camp.

[0255] The second control is a UI element pre-set with game logic for displaying first status information corresponding to each of the teams in the first camp that have set out.

[0256] The above-mentioned seventh trigger operation for the second control may include but is not limited to: touch operations such as click operations, sliding operations, pressing operations, hovering operations, voice command operations, air gesture operations, shortcut key operations, etc. acting on the control operation area of ​​the second control.

[0257] That is, in this embodiment, in response to the seventh trigger operation, each second status information is hidden in the team status panel, and each first status information is displayed.

[0258] In some optional implementations, the step S1150 of "displaying the first status information corresponding to each of the teams in the first camp that have set out in the team status panel" can also be specifically implemented in the following manner.

[0259] That is, the first status information corresponding to each team that has set out in the first camp can be sorted according to the remaining movement time corresponding to each team that has set out, to obtain a second sorting result; in the team status panel, the first status information corresponding to each team in the first camp is displayed according to the second sorting result.

[0260] That is, the basis for sorting each piece of first status information is the remaining moving time corresponding to each team that has set out.

[0261] The above-mentioned first status information corresponding to each team in the first camp is displayed according to the second sorting result. It can be understood that it is displayed in sequence from top to bottom in the team status panel according to the second sorting result. In this way, it is convenient for players to quickly understand how fast each expedition team reaches the target plot, and thus, they can quickly understand the order in which each expedition team arrives at the target plot.

[0262] In a specific embodiment, the first status information corresponding to each team in the first camp can be sorted in ascending order according to the remaining movement time corresponding to each team that has set out, or in descending order according to the remaining movement time corresponding to each team that has set out, to obtain a second sorting result.

[0263] Among them, the so-called ascending order refers to a method of sorting each first state information in sequence from small to large according to the remaining movement time in the first state information; the so-called descending order refers to a method of sorting each first state information in sequence from large to small according to the remaining movement time in the first state information.

[0264] In an optional specific embodiment, when the first status information corresponding to each team in the first camp is displayed according to the second sorting result as introduced above, the sorting position identifier corresponding to each first status information can also be displayed at the corresponding position of each first status information, and the sorting position identifier is used to represent the sorting position of the first status information in the second sorting result.

[0265] The sorting position identifier refers to a mark or number used to identify the position of each first state information in the second sorting result. The sorting position identifier can help players quickly locate the order in which each expedition team arrives at the target plot, thereby improving the efficiency of players' information acquisition.

[0266] It should be noted that the second status information displayed in the team status panel described above can also be displayed in the same manner as the sorting display of the first status information, which will not be described in detail.

[0267] Next, combine Figure 8 And a specific example is provided to further describe the control method in the game provided by this application.

[0268] like Figure 8 As shown, based on the graphical user interface 1000, the introduction of the graphical user interface 1000 can refer to the previous description, which will not be repeated here. When the player applies a click operation to the virtual plot 10, the graphical user interface 1000 can be switched to a graphical user interface 1010, in which the expedition control 11 and the team status panel 21 are displayed.

[0269] The team status panel 20 displays the first identification of each team that has set out in the first camp by default, and the first identifications are: Zhang Yi, Zhang Er, Zhang San and Zhang Si, that is, each first identification is the name of the team that has set out; in addition, the remaining moving time corresponding to each first identification is also displayed in the team status panel. For example, the remaining moving time corresponding to Zhang Yi is 00:28:00, indicating that Zhang Yi's team still has 28 minutes to reach the virtual plot 10; the remaining moving time corresponding to Zhang Er is 00:28:01, indicating that Zhang Er's team still has 28 minutes and 01 seconds to reach the virtual plot 10; the remaining moving time corresponding to Zhang San is 00:29:25, indicating that Zhang San's team still has 29 minutes and 25 seconds to reach the virtual plot 10; the remaining moving time corresponding to Zhang Si is 00:29:30, indicating that Zhang Si's team still has 29 minutes and 30 seconds to reach the virtual plot 10.

[0270] In addition, a second control 22 and a first control 23 are also displayed in the team status panel. In response to a click operation on the virtual plot 10, the second control 22 can be selected by default to display the first identification of each team in the first camp that has set out in the team status panel.

[0271] Based on the graphical user interface 1010, if the player applies a click operation to the first control 23, the first status information displayed in the team status panel 21 can be switched to the second status information. That is, in response to the player applying a click operation to the first control 23, the graphical user interface 1010 can be switched to the graphical user interface 1011. In the team status panel 21 displayed in the graphical user interface 1011, the first status information is hidden, and the second status information corresponding to each defensive team in the second camp is displayed. For the introduction of each second status information, please refer to Figure 7 The introduction in will not be repeated here.

[0272] Based on the graphical user interface 1011, if the player applies a click operation to the second control 22, the graphical user interface 1011 can be switched to be displayed as the graphical user interface 1010, which will not be described in detail.

[0273] Further, such as Figure 7 as well as Figure 8 , the first state information and the second state information are sorted and displayed from least to most according to the remaining time. A sorting position mark is displayed on the left side of each first state information and the second state information. For example, Zhang San's remaining moving time is 28 minutes, and he is the first team to reach the virtual plot 10 among all the teams that have set out. A sorting position mark 1 can be displayed on his left side, indicating that Zhang San's team arrives first.

[0274] It can be seen that players can quickly understand the order in which the expeditionary teams in the first camp arrive at the target plot, and can also quickly understand the order in which the defensive teams in the second camp arrive at the target plot. In this way, players can quickly adjust the battle strategy based on the information they have learned, which is conducive to improving the player's gaming experience.

[0275] It should be noted that based on Figure 7 The graphical user interface 1009 shown, or, Figure 8 In the graphical user interface 1010 or the graphical user interface 1011 shown in FIG. 10, the player can apply a second trigger operation to the expedition control to switch the above interface to Figure 5 The graphical user interface 1006 shown is not described in detail here.

[0276] Next, a specific application scenario of the embodiment of displaying the team status panel is introduced.

[0277] In some game tasks, there is a competitive relationship between the teams in the first camp. For example, in the game task of occupying the target plot, the teams in the first camp are in a competitive relationship. The player who controls the teams needs to accurately calculate the arrival time of the teams he controls, so that he can send the occupation command at the most favorable time to ensure that the team he controls can successfully occupy the target plot. That is, in this game scenario, the player needs to accurately implement the second-killing tactics.

[0278] Based on this game scenario, when the above team status panel is displayed in the graphical user interface, the player can quickly understand the remaining arrival time and arrival order of each team in the first camp that has already set out to march to the target plot. With reference to this information, the player can choose the team that can reach the target plot at the most favorable time to march, so as to smoothly execute the second-stop tactics and successfully occupy the target plot. Assuming that the game stipulates that the third player to arrive at the target plot wins, the player can refer to the remaining arrival time of each team that has already set out in the team status panel, adjust his marching status, and ensure that he can arrive third, thereby increasing the player's success rate in executing the second-stop tactics, thereby improving the player's gaming experience.

[0279] It should be noted that the above application scenarios are only examples and do not constitute a limitation to this embodiment.

[0280] It should be noted that Figure 1 , Figure 2 , Figures 5 to 8 The dotted lines in the figure are fictitious lines for the sake of ease of understanding and do not exist on the graphical user interface displayed on the terminal device.

[0281] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.

[0282] In addition, it can be understood that the above is similar to Figure 1 , Figure 2 , Figures 5 to 8 The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to limit the actual graphical user interface.

[0283] So far, the method provided by this embodiment has been described. The control method in the game provided by this application can determine an estimated arrival time for the first camp to reach the target plot and display it in a graphical user interface; since the estimated arrival time can represent the time when several teams in the first camp that have set out actually arrive at the target plot, the player can refer to the estimated arrival time and adjust the expedition strategy for the target plot in real time to achieve the purpose of all teams in the first camp reaching the target plot at the same time, for example, according to the estimated arrival time, dispatch a team whose arrival time is closer to the estimated arrival time, adjust the expedition time of the dispatched team, etc.;

[0284] It can be seen that the above method allows players to more flexibly adjust the combat strategies of the first camp during coordinated operations, reduce the memory burden of players in the game, and reduce the requirements for players' decision-making ability, attention and timing control ability in the process of multiplayer coordinated operations; in addition, it can avoid players from repeatedly checking the dispatch and marching situations of teams in different first camps, which can reduce the player's operating burden and enhance the player's gaming experience.

[0285] In addition, in an embodiment of the present application, the remaining movement time of each expeditionary team in the first camp and the remaining movement time of each defensive team in the second camp can be counted and displayed in the camp status panel. The player only needs to perform one operation. For example, the player only needs to click on the target plot to view the remaining movement time of all expeditionary teams in the first camp when moving toward the target plot, or the remaining movement time of all defensive teams in the second camp when moving toward the target plot. There is no need to check the remaining movement time of each expeditionary team one by one by sliding the finger as in the related art, so as to control the marching status of each expeditionary team in the first camp.

[0286] To sum up, the method provided by this application can reduce the cognitive load of players regarding the marching status of each team that has set out in the first camp, reduce the player's operational burden, and enhance the player's motivation to obtain the marching status of each team that has set out in the first camp in real time, thereby further improving the success rate of the second-pressing tactics and the second-stopping tactics.

[0287] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application also provides a control device 3000 in the game, such as Fig. 9 As shown, the device 3000 includes: a display unit 3001 and a determination unit 3002;

[0288] A display unit 3001 is used to display at least part of the game scene corresponding to the target game account through a graphical user interface, where the game scene includes multiple virtual plots;

[0289] The determining unit 3002 is used to determine, in response to an intelligence display instruction for a target plot among the multiple virtual plots, an estimated arrival time corresponding to the first camp when the first camp to which the target game account belongs sets out for the target plot; the first camp includes at least one team, and the estimated arrival time corresponding to the first camp is used to represent the actual departure status of the first camp;

[0290] The display unit 3001 is also used to display the estimated arrival time corresponding to the first camp through the graphical user interface.

[0291] Optionally, the display unit 3001 is also used to display the agreed arrival time of the first camp at the target plot on the graphical user interface according to the intelligence display instruction.

[0292] Optionally, the display unit 3001 is further configured to generate an intelligence display instruction in response to an operation of setting out for the target plot, or to generate an intelligence display instruction in response to a setting out instruction of the first team in the first camp to set out for the target plot.

[0293] Optionally, the expedition operation includes a first trigger operation and a second trigger operation;

[0294] The display unit 3001 is specifically used to display an expedition control for a target plot of land in response to a first trigger operation for the target plot of land; and to generate an intelligence display instruction in response to a second trigger operation for the expedition control.

[0295] Optionally, the determination unit 3002 is specifically used to determine the estimated arrival time corresponding to each of the teams that have set out; and determine the estimated arrival time corresponding to the first camp based on the estimated arrival time corresponding to each of the teams that have set out.

[0296] Optionally, the determination unit 3002 is further specifically used to group the teams that have set out on the expedition according to the principle that the estimated arrival times corresponding to the teams that have set out on the expedition are the same, so as to obtain at least one team combination; determine the first number of teams in each team combination; and when there are at least two team combinations in which the first numbers of teams are different, determine the estimated arrival time corresponding to the target team combination as the estimated arrival time corresponding to the first camp, and the target team combination is the team combination with the largest first number of teams in each team combination.

[0297] Optionally, the determination unit 3002 is further specifically used to determine the estimated arrival time corresponding to the target team combination as the estimated arrival time corresponding to the first camp when the ratio between the first number and the second number of teams in the target team combination is equal to or greater than a preset ratio; the second number is the total number of teams that have set out in the first camp.

[0298] Optionally, the determination unit 3002 is further specifically used to determine, if there are at least two target team combinations, the time difference between the estimated arrival time corresponding to each target team combination and the agreed arrival time; if the time differences corresponding to the target team combinations are different, the estimated arrival time corresponding to the target team combination with the smallest time difference is determined as the estimated arrival time corresponding to the first camp.

[0299] Optionally, the determination unit 3002 is further specifically configured to determine the actual arrival time corresponding to the target team combination that is later than the agreed arrival time as the estimated arrival time corresponding to the first camp if the time differences corresponding to the target team combinations are the same.

[0300] Optionally, the determination unit 3002 is further specifically used to display prompt information through a graphical user interface, the prompt information including the first number of teams in the target team combination corresponding to the expected arrival time of the first camp; the prompt information is used to prompt whether the expected arrival time corresponding to the target team combination corresponding to the expected arrival time of the first camp deviates from the agreed arrival time.

[0301] Optionally, the display unit 3001 is also used to hide the estimated arrival time and prompt information corresponding to the first camp in response to a hiding instruction.

[0302] Optionally, the display unit 3001 is further specifically used to generate a hidden instruction when the first number of teams in each team combination is the same; or to generate a hidden instruction when the ratio between the first number and the second number of teams in the team combination with the largest number of teams is less than a preset ratio.

[0303] Optionally, the display unit 3001 is further used to display a team identifier of at least one available team in the graphical user interface according to the second trigger operation; the available team is a team corresponding to the target game account that can be dispatched to the target plot.

[0304] Optionally, the determining unit 3002 is further configured to determine a target team identifier among the team identifiers in response to a third trigger operation;

[0305] The display unit 3001 is further used to display the departure information of the target expeditionary team corresponding to the target team identifier in the graphical user interface, and the departure information is used to indicate the relevant attributes of the target expeditionary team when it departs for the target plot.

[0306] Optionally, the determining unit 3002 is further configured to determine at least one recommended team among the available teams according to a third trigger operation and a preset condition;

[0307] The display unit 3001 is further used to display the recommended team identification corresponding to each recommended team at the corresponding position of the expedition information.

[0308] Optionally, the display unit 3001 is further configured to display the estimated arrival time of the corresponding recommended team at the corresponding position of each recommended team identifier.

[0309] Optionally, the determination unit 3002 is specifically used to determine at least one recommended team among the teams that can set out based on at least one of the following preset conditions: a first preset condition that the estimated arrival time at the target site after departure is less than a preset difference between the estimated arrival time corresponding to the first camp; a second preset condition that the number of virtual characters currently included is equal to or greater than a number threshold; a third preset condition that the distance to the target site is less than a distance threshold; and a fourth preset condition that the evaluation score of the preset attribute is greater than a score threshold.

[0310] Optionally, the determination unit 3002 is specifically used to sort the various preset conditions according to preset priorities when the preset conditions include at least two, to obtain a first sorting result of the priorities of the various preset conditions; based on the first sorting result, the corresponding preset conditions are selected in turn to determine at least one recommended team among each team that can go on the expedition.

[0311] Optionally, the display unit 3001 is further specifically configured to display recommended team identifiers corresponding to a preset number of recommended teams at corresponding positions of the expedition information when the second number of recommended teams is greater than a preset number.

[0312] Optionally, the display unit 3001 is further specifically configured to display recommended team identifiers corresponding to the second number of recommended teams at corresponding positions of the departure information when the second number of recommended teams is equal to or less than a preset number.

[0313] Optionally, the determining unit 3002 is further configured to determine a target recommended team identifier among the recommended team identifiers in response to a fifth trigger operation;

[0314] The display unit 3001 is further specifically used to switch the expedition information of the target expeditionable team displayed in the graphical user interface to the expedition information of the target recommended team corresponding to the target recommended team identifier.

[0315] The display unit 3001 is further configured to update the recommended team identifiers of the recommended teams displayed in the graphical user interface when displaying the departure information of the target recommended team.

[0316] Optionally, the display unit 3001 is further configured to display a team status panel in the graphical user interface according to the first trigger operation, and to display first status information corresponding to each of the teams in the first camp that have set out in the team status panel;

[0317] Among them, the first status information includes the first identifiers corresponding to each team that has set out in the first camp, and the remaining movement time corresponding to each first identifier; the remaining movement time corresponding to the first identifier is the difference between the expected movement time and the movement time of the team that has set out corresponding to the first identifier.

[0318] Optionally, the display unit 3001 is further configured to display second status information corresponding to each defending team in the second camp in the team status panel;

[0319] Among them, the second status information includes the second identifiers corresponding to each defensive team in the second camp, and the remaining movement time corresponding to each second identifier; the remaining movement time corresponding to the second identifier is the difference between the expected movement time and the movement time of the defensive team corresponding to the second identifier; the second camp and the first camp are in a hostile relationship.

[0320] Optionally, the team status panel includes a first control;

[0321] The display unit 3001 is further specifically configured to, in response to a sixth trigger operation on the first control, switch the first status information displayed in the team status panel to second status information corresponding to each defending team in the second camp.

[0322] Optionally, the team status panel includes a second control;

[0323] The display unit 3001 is also specifically used to, when displaying each second status information in the team status panel, switch the second status information displayed in the team status panel to the first status information corresponding to each defending team in the second camp in response to the seventh trigger operation on the second control.

[0324] Optionally, the display unit 3001 is further specifically used to sort the first status information corresponding to each team that has set out in the first camp according to the remaining movement time corresponding to each team that has set out, to obtain a second sorting result; in the team status panel, the first status information corresponding to each team in the first camp is displayed according to the second sorting result.

[0325] Optionally, the display unit 3001 is further specifically used to sort the first status information corresponding to each team in the first camp in ascending order according to the remaining movement time corresponding to each team that has set out, so as to obtain a second sorting result.

[0326] Optionally, the display unit 3001 is also used to display the first status information corresponding to each team in the first camp according to the second sorting result, and display the sorting position identifier corresponding to each first status information at the corresponding position of each first status information; the sorting position identifier is used to represent the sorting position of the first status information in the second sorting result.

[0327] Corresponding to the control method in a game provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device 4000 for implementing the control method in the game, such as Fig.10 As shown, the electronic device 4000 includes: a processor 4001; and a memory 4002, which is used to store the program of the control method in the game. After the device is powered on and runs the program of the control method in the game through the processor, any embodiment of the control method in the game is executed. For example, the following steps can be executed:

[0328] Displaying at least a portion of a game scene corresponding to the target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots;

[0329] In response to an intelligence display instruction for a target plot among the multiple virtual plots, determining an estimated arrival time corresponding to a first camp to which the target game account belongs when the first camp sets out for the target plot; the first camp includes at least one team, and the estimated arrival time corresponding to the first camp is used to represent an actual expedition status of the first camp;

[0330] The estimated arrival time corresponding to the first camp is displayed in the graphical user interface.

[0331] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the control method in the game, the program is executed by a processor to execute any embodiment of the control method in the game, for example, the following steps may be executed:

[0332] Displaying at least a portion of a game scene corresponding to the target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots;

[0333] In response to an intelligence display instruction for a target plot among the multiple virtual plots, determining an estimated arrival time corresponding to a first camp to which the target game account belongs when the first camp sets out for the target plot; the first camp includes at least one team, and the estimated arrival time corresponding to the first camp is used to represent an actual expedition status of the first camp;

[0334] The estimated arrival time corresponding to the first camp is displayed in the graphical user interface.

[0335] It should be noted that for the detailed description and beneficial effects of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description and beneficial effects of the control method embodiment in the game provided in the embodiments of the present application, which will not be repeated here.

[0336] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0337] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0338] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0339] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0340] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0341] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

Claims

1. A control method in a game, characterized in that: The method comprises: Displaying at least a portion of a game scene corresponding to the target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots; In response to an intelligence display instruction for a target plot of land among the multiple virtual plots, determining an estimated arrival time of a first camp to which the target game account belongs when the first camp sets out for the target plot of land; the first camp includes at least one team, and the estimated arrival time of the first camp is used to represent an actual departure status of the first camp; The estimated arrival time corresponding to the first camp is displayed in the graphical user interface.

2. The method according to claim 1, characterized in that: The method further comprises: According to the intelligence display instruction, the agreed arrival time set by the first camp for the target plot is displayed on the graphical user interface.

3. The method according to claim 1, characterized in that The information display instruction is generated by any of the following methods: In response to the expedition operation for the target land parcel, generating the intelligence display instruction; The information display instruction is generated in response to an instruction from a first team in the first camp to march to the target plot of land.

4. The method according to claim 3, characterized in that: The expedition operation includes a first trigger operation and a second trigger operation; The generating the intelligence display instruction in response to the expedition operation includes: In response to a first trigger operation on the target plot, displaying a departure control for the target plot; In response to a second trigger operation on the expedition control, the intelligence display instruction is generated.

5. The method according to claim 1, characterized in that When determining that the first camp to which the target game account belongs is heading for the target plot among the multiple virtual plots, the estimated arrival time corresponding to the first camp includes: Determine the estimated arrival time of each of the teams that have set out; The estimated arrival time of the first camp is determined based on the estimated arrival time of each of the teams that have set out.

6. The method according to claim 5, characterized in that Determining the estimated arrival time of the first camp according to the estimated arrival times of the teams that have set out, includes: According to the principle that the estimated arrival times of the teams that have set out are the same, the teams that have set out are grouped to obtain at least one team combination; determining a first number of teams in each of the team combinations; When there are at least two team combinations in which the first numbers of teams are different, the estimated arrival time corresponding to the target team combination is determined as the estimated arrival time corresponding to the first camp, and the target team combination is the team combination with the largest first number of teams among the team combinations.

7. The method according to claim 6, characterized in that The step of determining the estimated arrival time corresponding to the target team combination as the estimated arrival time corresponding to the first camp includes: When the ratio between the first number and the second number of teams in the target team combination is equal to or greater than a preset ratio, the estimated arrival time corresponding to the target team combination is determined as the estimated arrival time corresponding to the first camp; the second number is the total number of teams that have set out in the first camp.

8. The method according to claim 6 or 7, characterized in that: The step of determining the estimated arrival time corresponding to the target team combination as the estimated arrival time corresponding to the first camp includes: If there are at least two target team combinations, respectively determine the time difference between the estimated arrival time corresponding to each target team combination and the agreed arrival time; If the time differences corresponding to the target team combinations are different, the estimated arrival time corresponding to the target team combination with the smallest time difference is determined as the estimated arrival time corresponding to the first camp.

9. The method according to claim 7, characterized in that: The method further comprises: If the time differences corresponding to the target team combinations are the same, the actual arrival time corresponding to the target team combination that is later than the agreed arrival time will be determined as the estimated arrival time corresponding to the first camp.

10. The method according to claim 6 or 7, characterized in that: The method further comprises: Prompt information is displayed through the graphical user interface, and the prompt information includes the first number of teams in the target team combination corresponding to the expected arrival time of the first camp; the prompt information is used to prompt whether the expected arrival time corresponding to the target team combination corresponding to the expected arrival time of the first camp deviates from the agreed arrival time.

11. The method according to claim 10, characterized in that The method further comprises: In response to the hiding instruction, the estimated arrival time corresponding to the first camp and the prompt information are hidden.

12. The method according to claim 11, characterized in that The hidden instruction is generated by any of the following methods: generating the hidden instruction when the first number of teams in each of the team combinations is the same; When the ratio between the first number of teams and the second number of teams in the team combination with the largest number of teams is less than the preset ratio, the hidden instruction is generated.

13. The method according to claim 4, characterized in that The method further comprises: According to the second trigger operation, displaying a team logo of at least one available team in the graphical user interface; the available team is a team corresponding to the target game account that can be dispatched to the target plot; In response to a third trigger operation, determining a target team identifier among the team identifiers; The departure information of the target expeditionary team corresponding to the target team identifier is displayed in the graphical user interface, and the departure information is used to indicate the relevant attributes of the target expeditionary team when it departs for the target plot of land.

14. The method according to claim 13, characterized in that The method further comprises: According to the third trigger operation, determining at least one recommended team among the teams available for the expedition according to preset conditions; Displaying the recommended team logo corresponding to each of the recommended teams at the corresponding position of the expedition information; The estimated arrival time of the corresponding recommended team is displayed at the corresponding position of each recommended team logo.

15. The method according to claim 14, characterized in that The preset conditions include at least one of the following: A first preset condition that the estimated arrival time at the target plot after the expedition is less than a preset difference from the estimated arrival time corresponding to the first camp; A second preset condition that the number of virtual characters currently included is equal to or greater than a number threshold; A third preset condition that the distance to the target plot is less than a distance threshold; A fourth preset condition is that the evaluation score of the preset attribute is greater than the score threshold.

16. The method according to claim 15, characterized in that The step of determining at least one recommended team from among the teams available for the expedition according to the preset conditions comprises: When the preset conditions include at least two, sorting the various preset conditions according to preset priorities to obtain a first sorting result of the priorities of the various preset conditions; According to the first sorting result, corresponding preset conditions are selected in turn to determine at least one recommended team among the teams that can be dispatched.

17. The method according to claim 14, characterized in that The displaying of the recommended team identifiers corresponding to the recommended teams at the corresponding positions of the expedition information includes: When the second number of the recommended teams is greater than the preset number, displaying recommended team identifiers corresponding to the preset number of recommended teams at corresponding positions of the expedition information; When the second number of the recommended teams is equal to or less than a preset number, recommended team identifiers corresponding to the second number of recommended teams are displayed at corresponding positions of the expedition information.

18. The method according to claim 17, characterized in that The method further comprises: In response to a fifth trigger operation, determining a target recommended team identifier among the recommended team identifiers; The expedition information of the target expeditionable team displayed in the graphical user interface is switched to the expedition information of the target recommended team corresponding to the target recommended team identifier.

19. The method according to claim 4, characterized in that The method further comprises: According to the first trigger operation, a team status panel is displayed in the graphical user interface, and first status information corresponding to each of the teams in the first camp that have set out is displayed in the team status panel; Among them, the first status information includes the first identifiers corresponding to each team that has set out in the first camp, and the remaining movement time corresponding to each first identifier; the remaining movement time corresponding to the first identifier is the difference between the expected movement time and the movement time of the team that has set out corresponding to the first identifier.

20. The method according to claim 19, characterized in that The method further comprises: Displaying second status information corresponding to each defending team in the second camp in the team status panel; Among them, the second status information includes the second identifiers corresponding to each defensive team in the second camp, and the remaining movement time corresponding to each second identifier; the remaining movement time corresponding to the second identifier is the difference between the expected movement time and the moved time of the defensive team corresponding to the second identifier; the second camp and the first camp are in a hostile relationship.

21. The method according to claim 20, characterized in that The team status panel includes a first control; the second status information corresponding to each team in the second camp is displayed in the team status panel, including: In response to a sixth trigger operation on the first control, the first status information displayed in the team status panel is switched to display the second status information corresponding to each defending team in the second camp.

22. The method according to claim 21, characterized in that The team status panel includes a second control; the method further includes: When each second status information is displayed in the team status panel, in response to the seventh trigger operation on the second control, each second status information displayed in the team status panel is switched to display the first status information corresponding to each defending team in the second camp.

23. The method according to claim 22, characterized in that The first status information corresponding to each of the teams that have set out in the first camp is displayed in the team status panel, including: sorting the first status information corresponding to each of the teams that have set out in the first camp according to the remaining movement time corresponding to each of the teams that have set out, to obtain a second sorting result; In the team status panel, the first status information corresponding to each team in the first camp is displayed according to the second sorting result.

24. A control device in a game, characterized in that: The device comprises: a display unit and a determination unit; The display unit is used to display at least part of the game scene corresponding to the target game account through a graphical user interface, wherein the game scene includes a plurality of virtual plots; The determining unit is used to determine, in response to an intelligence display instruction for a target plot among the multiple virtual plots, an estimated arrival time corresponding to a first camp to which the target game account belongs when the first camp sets out to the target plot; the first camp includes at least one team, and the estimated arrival time corresponding to the first camp is used to represent an actual departure status of the first camp; The display unit is also used to display the estimated arrival time corresponding to the first camp through the graphical user interface.

25. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 23 is executed.

26. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 23.