Virtual character control method and device, electronic equipment and readable storage medium
By allowing multiple virtual characters to form a character team and complete virtual tasks, the problem of low material acquisition efficiency in game games is solved, and a safer and more efficient material acquisition method is achieved.
Patent Information
- Application Number
- CN202510103947.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-22
- Publication Date
- 2025-03-21
- Estimated Expiration
- 2045-01-22
AI Technical Summary
In the game game, players need to spend a lot of time looking for other virtual characters to obtain game supplies, and there is a risk of being killed, resulting in low efficiency in obtaining supplies.
By allowing multiple virtual characters to form a team of characters to enter the game and assign virtual tasks, the team that completes the task first can interact with the target object and obtain the game materials it dropped.
It enriches the way of obtaining materials in the game, reduces the risk of virtual characters being killed by interactive acquisition of materials, and improves the efficiency of obtaining materials and player experience.
Smart Images

Figure CN119656593A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a control method, device, electronic device and readable storage medium for a virtual character. Background Art
[0002] In related games, during a game match, players can control the target virtual character to move in the game scene and perform virtual interactions with other virtual characters in the game scene to pick up game supplies dropped by other virtual characters and dropped by the system at a preset time frequency, and then take the obtained game supplies away from the game match. This requires the player to control the target virtual character to spend time looking for other virtual characters in the game scene to obtain game supplies, and there is a risk of being killed by other virtual characters, and there is a situation where the game supplies cannot be obtained, resulting in a low efficiency in obtaining supplies during the game match. Summary of the invention
[0003] In view of this, the purpose of the present disclosure is to provide a control method, device, electronic device and readable storage medium for virtual characters. Multiple virtual characters can form a character team to enter a game game and complete virtual tasks corresponding to the character team in the game game. The team that completes the virtual task first can interact with the target object first and pick up the game supplies dropped by the target object after the target object is defeated. This enriches the way of picking up game supplies in the game game and to a certain extent reduces the risk of virtual characters being killed when obtaining game supplies by interacting with other virtual characters, thereby ending the game game prematurely, which helps to improve the efficiency of material acquisition and the player's gaming experience.
[0004] In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual character, the method comprising:
[0005] In response to a game match start instruction, control multiple character teams to enter a game scene corresponding to the game match, and assign a virtual task to each character team, wherein the virtual task corresponds to a target object, and the multiple character teams include a target character team;
[0006] In response to the target character team completing the virtual task first, displaying the target object in the game scene, and configuring the target object to be visible to the virtual characters in the target character team;
[0007] In response to a target game event being triggered, configuring the target object to be visible to all virtual characters in the multiple character teams;
[0008] In response to the target object being defeated, controlling the first dropped material to be dropped in the game scene.
[0009] In a second aspect, an embodiment of the present disclosure further provides a control device for a virtual character, the control device comprising:
[0010] A task assignment module, for responding to a game match start instruction, controlling a plurality of role teams to enter a game scene corresponding to the game match, and assigning a virtual task to each role team, wherein the virtual task corresponds to a target object, and the plurality of role teams include a target role team;
[0011] An object display module, for displaying the target object in the game scene in response to the target character team completing the virtual task first, and configuring the target object to be visible to the virtual characters in the target character team;
[0012] An object configuration module, configured to configure the target object to be visible to all virtual characters in the multiple character teams in response to a target game event being triggered;
[0013] The material dropping module is used to control the dropping of the first dropped material in the game scene in response to the target object being defeated.
[0014] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the virtual character control method as described in the first aspect.
[0015] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the method for controlling a virtual character as described in the first aspect is executed.
[0016] The control method, device, electronic device and readable storage medium of the virtual character provided by the embodiment of the present disclosure, in response to the game match start instruction, control multiple character teams to enter the game scene corresponding to the game match, and assign virtual tasks to each character team; in response to the target character team completing the virtual task first, display the target object in the game scene, and configure the target object to be visible to the virtual characters in the target character team; in response to the triggering of the target game event, configure the target object to be visible to all virtual characters in multiple character teams; in response to the target object being defeated, control the first dropped material to be dropped in the game scene. In this way, multiple virtual characters can enter the game match in the form of a character team, and complete the virtual tasks corresponding to the character team in the game match. For the team that completes the virtual task first, it can interact with the target object first, and pick up the game materials dropped by the target object after the target object is defeated, enriching the way of picking up game materials in the game match, and to a certain extent reducing the risk of virtual characters being killed by interacting with other virtual characters to obtain game materials and thus ending the game match prematurely, which helps to improve the efficiency of material acquisition and the game experience of players.
[0017] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0019] Figure 1 A flowchart of a method for controlling a virtual character provided by an embodiment of the present disclosure;
[0020] Figure 2 One of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure;
[0021] Figure 3 A second schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0022] Figure 4 A third schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0023] Figure 5 A fourth schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0024] Figure 6 A fifth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0025] Figure 7 A sixth schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0026] Figure 8 A seventh schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0027] Fig. 9 An eighth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0028] Fig.10 A ninth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0029] Fig.11 A tenth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0030] Fig.12 An eleventh schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0031] Fig.13 A schematic diagram of a second graphical user interface of a second terminal provided by an embodiment of the present disclosure;
[0032] Fig.14 A twelfth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0033] Fig.15 A thirteenth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0034] Fig.16 A schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present disclosure;
[0035] Fig.17 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0036] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.
[0037] First, the nouns involved in this disclosure are introduced:
[0038] (1) Terminal equipment
[0039] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0040] (2) Graphical User Interface
[0041] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0042] (3) Game scenes
[0043] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0044] (4) Virtual Characters:
[0045] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual object may include a virtual character competing in a game scene. Optionally, the number of virtual objects in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0046] Secondly, the technical background of the present disclosure is introduced:
[0047] In related games, during a game match, players can control the target virtual character to move in the game scene and perform virtual interactions with other virtual characters in the game scene to pick up game supplies dropped by other virtual characters and dropped by the system at a preset time frequency, and then take the obtained game supplies away from the game match. This requires the player to control the target virtual character to spend time looking for other virtual characters in the game scene to obtain game supplies, and there is a risk of being killed by other virtual characters, and there is a situation where the game supplies cannot be obtained, resulting in a low efficiency in obtaining supplies during the game match.
[0048] Based on this, the embodiments of the present disclosure provide a method for controlling a virtual character to improve the efficiency of obtaining supplies and the player's gaming experience.
[0049] The control method of the virtual character in one embodiment of the application can be run on a local mobile terminal or a server. When the control method of the virtual character is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0050] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0051] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0052] In an optional implementation, an embodiment of the present invention provides a method for controlling a virtual character, providing a graphical user interface through a mobile terminal, wherein the mobile terminal may be the local mobile terminal mentioned above (such as a local touch terminal), or may be a client device in the cloud interaction system mentioned above. The following is an example of the control method for the virtual character running on a local mobile terminal (hereinafter referred to as a mobile terminal).
[0053] See also Figure 1 , Figure 1 Flow chart of a method for controlling a virtual character provided by an embodiment of the present disclosure. Figure 1 As shown in , the control method of the virtual character provided by the embodiment of the present disclosure includes:
[0054] S101. In response to a game match start instruction, control multiple role teams to enter a game scene corresponding to the game match, and assign a virtual task to each role team, wherein the virtual task corresponds to a target object, and the multiple role teams include a target role team.
[0055] S102: In response to the target character team completing the virtual task first, displaying the target object in the game scene, and configuring the target object to be visible to the virtual characters in the target character team.
[0056] S103: In response to a target game event being triggered, configuring the target object to be visible to all virtual characters in the multiple character teams.
[0057] S104: In response to the target object being defeated, controlling the first dropped material to drop in the game scene.
[0058] According to the control method of virtual characters provided by the embodiments of the present disclosure, multiple virtual characters can form a character team to enter a game game and complete virtual tasks corresponding to the character team in the game game. The team that completes the virtual task first can be the first to interact with the target object and pick up the game supplies dropped by the target object after the target object is defeated. This enriches the ways of picking up game supplies in the game game and to a certain extent reduces the risk of virtual characters being killed when obtaining game supplies through interaction with other virtual characters, thereby ending the game game prematurely, which helps to improve the efficiency of material acquisition and the player's gaming experience.
[0059] The following is a description of the exemplary steps of the embodiment of the present disclosure:
[0060] S101. In response to a game match start instruction, control multiple role teams to enter a game scene corresponding to the game match, and assign a virtual task to each role team, wherein the virtual task corresponds to a target object, and the multiple role teams include a target role team.
[0061] In the disclosed embodiment, there may be multiple players participating in the game at the same time. Each player can use a corresponding game account. Therefore, when the game starts, the players can enter the game through their respective game accounts.
[0062] In an optional implementation, there may be multiple different game modes for a game, and the player can select the game mode on the game mode selection interface and then enter the game corresponding to the selected target game mode.
[0063] Among them, when the player selects the target game mode, the virtual characters controlled by different players need to enter the game scene in the form of a character team, and the composition of the character team needs to be completed before entering the game. After entering the game scene, the character team adjustment is no longer required. This can save the player other execution operations in the game. They only need to control the corresponding game characters to perform game tasks. This can reduce the player's operation steps and help improve the efficiency of human-computer interaction.
[0064] In an optional implementation, players can select other players to form a character team outside the game, or the system can allocate the characters according to the number of virtual characters included in each character team based on the time when the player enters the game preparation interface. In order to ensure that the player's needs are met as much as possible and to enhance the player's gaming experience, the character team entering the game is determined by the player's own choice.
[0065] Here, the number of virtual characters included in each character team is consistent to ensure the operational balance between the character teams and further enhance the player's gaming experience.
[0066] Exemplarily, each character team may include three virtual characters. After it is determined that the three virtual characters are gathered to form a character team, and after it is determined that an instruction to start a game match is received, the multiple character teams are controlled to enter a game scene corresponding to the game match.
[0067] In an optional implementation, since a character team is formed to enter a game, the information of each virtual character in the character team is shared and the attack capability of the entire character team is higher than that of a virtual character that enters the game alone. For the balance of the game and to prevent other virtual characters that enter the game alone from being at a disadvantage and being quickly defeated, the current game ends quickly and the next game is repeatedly started, resulting in excessive server data processing and increased performance overhead of the game server. It is necessary to limit the supplies that the virtual characters in the character team carry outside the game to improve the balance of the game.
[0068] Specifically, the control method further includes:
[0069] a1: canceling the authority of each virtual character to carry role game materials into the game match, and distributing designated game materials to each virtual character, so that each virtual character starts the game match using the designated game materials.
[0070] In an optional implementation, after determining that the virtual characters in each character team have entered into a game match, the virtual characters' authority to carry role game supplies into the game match is revoked. At the same time, in order to ensure that each virtual character can participate in the match at the beginning of the game match, the system will distribute designated game supplies to each virtual character, and each virtual character can use the virtual supplies in the designated game supplies to start the current game match.
[0071] The designated game supplies include at least one basic supply to meet the combat needs of each virtual character.
[0072] Exemplarily, the designated game supplies may be similar to the basic set in a game match, such as a virtual gun, several virtual bullets, a set of basic-level suits, some virtual medicines, etc. These virtual supplies can meet the basic combat needs of the virtual character at the beginning of the game match.
[0073] In an optional implementation, in order to further enhance the player's gaming experience, at least one basic material matched by the system can be randomly displayed to the player before the game officially begins, and the player can choose which specific game material to match for the virtual character to control.
[0074] Specifically, the control method further includes:
[0075] b1: For each virtual character, before entering the game, a material screening interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the material screening interface includes a preset number of designated game materials to be selected.
[0076] b2: For each virtual character, in response to a selection operation on the designated game material to be selected, the selected designated game material is distributed to the virtual character.
[0077] In an optional embodiment, for each virtual character, before entering a game match, a material screening interface can be displayed in the graphical user interface of a terminal device that controls the virtual character. The material screening interface displays at least one designated game material to be selected that has been matched by the system, and the player can select the designated game material to be selected.
[0078] Specifically, the designated game supplies matched by the system can be matched according to different combat ranges, divided into melee designated game supplies and long-range combat designated game supplies, or matched according to different attack performances, divided into offensive designated game supplies and defensive designated game supplies. There are certain differences in the virtual supplies contained in different designated game supplies. Players can choose different designated game supplies according to different combat needs, and thus can better perform virtual tasks in the game, which helps to enhance the player's gaming experience.
[0079] In an optional implementation, if the player is not satisfied with the designated game materials displayed in the current material screening interface, the player can refresh the designated game materials displayed in the material screening interface through a switching instruction and select the displayed designated game materials again.
[0080] Here, in order to prevent players from staying in the material screening interface for a long time to select designated game materials, thereby delaying the pace of executing virtual tasks in the game, the number of times players switch to refresh the designated game materials displayed in the material screening interface can be limited to ensure that players can quickly complete the selection of designated game materials, thereby improving the efficiency of human-computer interaction.
[0081] Exemplarily, the number of times a player switches the specified game materials displayed in the material screening interface can be set to once.
[0082] In an optional implementation, a switching control may be provided in the material screening interface, and the player may issue a switching instruction by triggering the switching control to refresh the designated game materials displayed in the material screening interface.
[0083] Furthermore, after the player selects the corresponding designated game materials, the system distributes the designated game materials to the corresponding virtual characters.
[0084] In an optional implementation, in order to save the time of the virtual character in screening designated game supplies and improve the combat efficiency of the virtual character, when it is determined that the virtual character enters a game match, the basic supplies in the designated game supplies can be directly and automatically equipped for the virtual character.
[0085] Specifically, the control method further includes:
[0086] c1: In response to a game start instruction, controlling the virtual character to automatically equip at least one basic material included in the designated game materials.
[0087] In an optional embodiment, when it is determined that the current game match has started, the virtual character may automatically equip at least one basic supply, which may be a virtual weapon (e.g., a virtual firearm, etc.) that the virtual character needs to use when fighting, placed in a weapon slot, or directly placed in the hands of the virtual character, while virtual supplies (e.g., medicines, etc.) that have a low probability of being used at the beginning of the game match may be stored in the virtual character's supply storage space (e.g., in a storage compartment in a virtual backpack).
[0088] In an optional implementation, a virtual task is assigned to each character team entering the game. Different characters may have different corresponding virtual tasks. After completing the virtual task, the character team can interact with the corresponding target object.
[0089] The game scene includes a plurality of task areas, and the virtual task is used to instruct the plurality of role teams to complete designated game behaviors in the plurality of task areas respectively.
[0090] In an optional embodiment, the corresponding virtual task includes multiple task areas, and the role team needs to complete the corresponding specified game behavior in each task. After determining that the specified game behavior is completed in each task area, it is determined that the role team completes the virtual task, and after the target role team among the multiple role teams completes the corresponding virtual task first, the target object is displayed in the game scene.
[0091] S102: In response to the target character team completing the virtual task first, displaying the target object in the game scene, and configuring the target object to be visible to the virtual characters in the target character team.
[0092] In an optional implementation, if the target virtual character completes the corresponding virtual task first, while other character teams have not yet completed the virtual task, then the other characters need to continue to complete the virtual tasks corresponding to their respective character teams. Therefore, at this time, the object position of the target object is not visible to other character teams, but is only visible to the virtual characters in the target character team that completes the virtual task first.
[0093] Here, the area positions of the task areas corresponding to each character team in the game scene may not be exactly the same. When determining the specific positions of multiple task areas in the game scene, they can be determined based on the positions of the character teams and the object positions of the target objects corresponding to the virtual tasks.
[0094] Specifically, before the step of "the target character team completes the virtual task first", the control method further includes:
[0095] d1: Determine the object position of the target object in the game scene.
[0096] d2: Based on the object position, a plurality of task areas corresponding to the target character team are provided in the game scene.
[0097] In an optional embodiment, the ultimate goal of each character team is to move toward the location of the target object and perform game interactions with the target object. Therefore, when determining the task area in the game scene, it is necessary to determine it based on the object position of the target object in the game scene, and provide different task areas in different task stages, so as to instruct the character team to move toward the location of the target object in the game scene through the task area, and finally perform game interactions with the target object.
[0098] In an optional implementation, in order to ensure that the player can intuitively observe the location of the task area, the location of the task area may be displayed at a preset position of the graphical user interface.
[0099] Specifically, after the step of "providing a plurality of task areas corresponding to the target character team in the game scene based on the object position", the control method further includes:
[0100] e1: Displaying the multiple task areas in a small map and / or a large map displayed on a graphical user interface of a terminal device that controls the virtual character of the target character team.
[0101] In an optional embodiment, the mini-map may be always displayed at a preset position of the graphical user interface (e.g., the upper right corner of the graphical user interface) to display the positions of the virtual characters in the target character team and the positions of other virtual characters in the game scene.
[0102] Here, when displaying the task area, at least one task area may be displayed in the form of an area mark in a small map, so that the player can roughly understand the position of each task area in the game scene through the small map.
[0103] In another optional implementation, if you need to know the specific location of the task area in the game scene, you can display a large map in the graphical user interface after receiving a map expansion command. Here, in order to reduce the obstruction of the game scene by the large map, the large map can be displayed in the graphical user interface with a certain degree of transparency.
[0104] Here, too, at least one mission area is displayed in the form of an area mark on the large map, and the player can understand the specific location of each mission area in the game scene in detail through the display of the large map.
[0105] In an optional embodiment, because the purpose of setting the task area is to guide the character team to move toward the object location where the target object is located, after the character team enters the game, the task area can be first determined according to the position of the character team, and then different task areas can be provided again based on the execution of the designated game behaviors of the character team in different task areas.
[0106] Specifically, the step of "providing a plurality of task areas corresponding to the target character team in the game scene based on the object position" includes:
[0107] f1: Based on the object position, providing a first task area corresponding to the target character team in the game scene.
[0108] f2: in response to the target character team completing the designated game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene.
[0109] f3: In response to the target character team completing the designated game behavior in the second task area, determining that the target character team completes the virtual task.
[0110] In an optional implementation, when determining the first task area for the character team to perform the specified game behavior for the first time, the specific first task area is determined according to the initial position of the target character team and the object position of the target object.
[0111] Specifically, the step of "providing a first task area corresponding to the target character team in the game scene based on the object position" includes:
[0112] g1: Based on the object position and the initial position of the target character team in the game scene, a first task area corresponding to the target character team is provided in the game scene.
[0113] In an optional implementation, when determining the first task area, it is necessary to determine whether the virtual character in the target character team can reach the first task area within a certain period of time to perform specified game behaviors. Therefore, in order to improve the game control efficiency, when determining the first task area, it is first necessary to determine the first task area near the initial position based on the initial position of the target character team. This can reduce the time and difficulty of controlling the virtual character in the target character team to find the first task area, thereby further improving the human-computer interaction efficiency and player experience.
[0114] Furthermore, the first task area also needs to instruct the target character team to move toward the object position where the target object is located. Therefore, when determining the first task area, it is also necessary to determine that the first task area is in the area between the initial position of the target character team and the object position of the target object. In this way, the target character team can get closer to the target object when reaching the first task area to perform the task, thereby further improving the efficiency of human-computer interaction.
[0115] In an optional embodiment, when providing the first task area, the number of first task areas may be more than one, and the player controls the virtual character in the target character team to arrive at any first task area to perform designated game behaviors. This can improve the control efficiency of the virtual character and the success rate of executing the designated game behaviors in the first task area, further improving the efficiency of human-computer interaction.
[0116] Here, too, in order for players to have a specific understanding of the specific location of each first mission area in the game scene, after determining multiple first mission areas, the location of each first mission area in the game scene can be displayed through a large map and / or a small map in the graphical user interface.
[0117] In an optional embodiment, after displaying at least one task area for the target character team, the virtual character in the target character team will move toward the first task area according to the player's control. In order for the player to more intuitively determine the position of the first task area and reduce the probability of the virtual character missing the first task area, the task area prompt information can be displayed after determining that the virtual character has moved to the vicinity of the first task area to prompt the player that he is currently close to the first task area, thereby further improving the efficiency of human-computer interaction.
[0118] Specifically, the control method further includes:
[0119] h1: In response to the virtual character of the target character team moving into a preset range of the first task area, displaying task area prompt information.
[0120] In an optional implementation, the preset range can be determined based on the area of the first task area and the area of the entire game scene, or a preset value determined by the system, and the specific determination method is not limited herein.
[0121] In an optional implementation, the task area prompt information may be icon prompt information displayed at the area position of the first task area, or may be text prompt information displayed in the first task area, for example, information such as “the first task area is nearby”.
[0122] Furthermore, after determining that the virtual character in the target character team moves to any first task area, the corresponding virtual character can be controlled to perform a corresponding designated game behavior.
[0123] Specifically, the target character team is determined to complete the specified game behavior in the first task area through the following steps:
[0124] i1: When the virtual character in the target character team enters the task range of the first task area, it responds to the task execution instruction and enters the task position acquisition state.
[0125] i2: In response to the state duration of the task position acquisition state being greater than a preset time threshold, determining that the target character team completes the designated game behavior in the first task area.
[0126] In the disclosed embodiment, when any virtual character in the target character team enters the first task area, the player may issue a task execution instruction to enter the task location acquisition state.
[0127] Here, the task execution instruction can be issued through a trigger operation on the task interaction control. Specifically, after determining that any virtual character in the target character team enters the task scope of any first task area, the task interaction control is displayed in the graphical user interface, and the task execution instruction is issued through a trigger operation on the task interaction control to enter the task location acquisition state.
[0128] Among them, the trigger operation for the task interaction control can be a long press operation.
[0129] Furthermore, after it is determined that the task position acquisition state has been entered, time counting begins. When it is determined that the task position acquisition state has lasted for longer than a preset time threshold, it is determined that the target character team has completed the specified game behavior in the first task area.
[0130] In an optional implementation, in order for the player to intuitively determine the duration of the current task location acquisition state, acquisition state duration prompt information may be displayed in a graphical user interface.
[0131] Specifically, the control method further includes:
[0132] j1: When the virtual character enters the task range of the first task area, a prompt information of the duration of the position acquisition state is displayed.
[0133] In an optional embodiment, when determining the task scope of the virtual character entering the first task area, the displayed position acquisition status duration prompt information can be in the form of a progress bar. When the progress bar is initially displayed, it is in a fully filled state. As the state duration of the task position acquisition state increases, the filled area of the progress bar gradually decreases. When the progress bar is in an unfilled state, it is determined that the state duration of the task position acquisition state is greater than a preset time threshold, and the target character team completes the specified game behavior in the first task area.
[0134] Here, when in the task position acquisition state, the trigger operation for the task interaction control has not been completed until the state duration of the task position acquisition state is greater than the preset time threshold, and the trigger operation for the task interaction control is completed.
[0135] In an optional implementation, in order to reduce the occlusion of the game scene and further improve the efficiency of human-computer interaction, after it is determined that the target character has completed the specified game behavior in the first task area, the display of the task interaction control will be cancelled.
[0136] Furthermore, because the target virtual character may lose the opportunity to pick up virtual supplies dropped in the game scene when performing a virtual task in the game scene, in order to ensure the balance of the game, after determining that the target character team has completed the specified game behavior in the first task area, the target character team will be randomly provided with game supplies.
[0137] Specifically, the control method further includes:
[0138] k1: In response to the target character team completing the designated game behavior in the first task area, distributing first game supplies to the target character team.
[0139] In the disclosed embodiment, if it is determined that any virtual character in the target character team completes a specified game behavior in any first task area, the first game supplies are randomly distributed to the target character team. The first game supplies are shared in the target character team, and all virtual characters in the target character team can use the first game supplies.
[0140] Here, the first game material allocated to the target character team is randomly determined by the system.
[0141] Furthermore, after determining that the target character team has completed the specified game behavior in the first task area, a second task area can be provided for the target character team in the game scene. The position of the second task area can be determined based on the first task area that completes the specified game line and the object position of the target object.
[0142] Specifically, the step of "providing a second task area corresponding to the target character team in the game scene in response to the target character team completing the specified game behavior in the first task area" includes:
[0143] l1: In response to the target character team completing the designated game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene based on the object position and a first area position corresponding to the first task area.
[0144] In an optional implementation, when determining the second task area, it is necessary to determine whether the virtual character in the target character team can reach the second task area within a certain period of time and perform the specified game behavior again. Therefore, in order to improve the game control efficiency, when determining the second task area, it is first necessary to determine the second task area near the first area position based on the first area position corresponding to the first task area. This can reduce the time and difficulty of controlling the virtual character in the target character team to find the second task area, thereby further improving the human-computer interaction efficiency and player experience.
[0145] Furthermore, the first task area also needs to instruct the target character team to move toward the object position where the target object is located. Therefore, when determining the second task area, it is also necessary to determine that the second task area is in the area between the first area position of the target character team and the object position of the target object. At the same time, compared with the first task area, the position of the second task area is closer to the object position of the target object. In this way, the target character team can get closer to the target object when reaching the second task area to perform the task, thereby further improving the efficiency of human-computer interaction.
[0146] In an optional embodiment, when providing a second task area, the number of second task areas may be more than one, and the player controls the virtual character in the target character team to reach any second task area to perform designated game behaviors. This can improve the efficiency of controlling the virtual character and the success rate of executing designated game behaviors in the first task area, further improving the efficiency of human-computer interaction.
[0147] Here, too, in order for players to have a specific understanding of the specific location of each second mission area in the game scene, after determining multiple second mission areas, the location of each second mission area in the game scene can be displayed through a large map and / or a small map in the graphical user interface.
[0148] Here, the number of second task areas in the game scene is consistent with the number of first task areas. After the target character team completes the specified game behavior in the first task area, all first task areas will be refreshed, and the second task area will be re-determined in the game scene.
[0149] Exemplarily, after the target character enters the game match, the first task area A, the first task area B and the first task area C are provided according to the initial position of the target character team and the object position of the target object; if it is determined that the target character team completes the specified game behavior in the first task area A, then according to the area position of the first task area A and the object position of the target object, the second task area D, the second task area E and the second task area F are provided in the direction close to the object position, and the target character team will complete the specified game behavior again in the second task area.
[0150] Here, the method of completing the designated game behavior in the second task area is consistent with the method of completing the designated game behavior in the first task area, and will not be repeated here.
[0151] Further, if it is determined that the target character team also completes the designated game behavior in the second task area, then it is determined that the target character team completes the virtual task.
[0152] In an optional embodiment, completing a virtual task requires completing specified game behaviors in a preset number of task areas, wherein the preset number can be set by the game system and is not limited here. For example, the preset number can be set to three.
[0153] With respect to the above example, after the target character enters the game match, the first task area A, the first task area B and the first task area C are provided according to the initial position of the target character team and the object position of the target object; if it is determined that the target character team completes the specified game behavior in the first task area A, then according to the first area position of the first task area A and the object position of the target object, the second task area D, the second task area E and the second task area F are provided in the direction close to the object position, and the target character team will again complete the specified game behavior in the second task area; if it is determined that the target character team completes the specified game behavior in the second task area F, then according to the second area position of the second task area F and the object position of the target object, the third task area G, the third task area H and the third task area I are provided in the direction close to the object position, and the target character team will again complete the specified game behavior in the third task area, which is to determine that the target character team completes the specified game behavior in the third task area H, and to determine that the target character team completes the virtual task.
[0154] Furthermore, when it is determined that the target character team has completed the virtual task, the object position of the target object will only be displayed to each virtual character in the target character team. If each virtual character is far away from the object position of the target object, the object position of the target object can be displayed through an object identifier in a small map of the graphical user interface of the terminal device that controls the virtual character or in a large map.
[0155] Furthermore, if the distance between each virtual character and the target object is within a preset distance range, the target object will be directly displayed in the game, and the target character team can attack the target object.
[0156] Specifically, if the target character attacks the target object, the health value of the target object will be reduced according to the attack damage, and the target object corresponds to different object stages according to the different health values; for each object stage, the target object has different attack methods and / or attack effects on the virtual character.
[0157] In an optional embodiment, when the target character team attacks the target object, each virtual character in the target character team will perform attack output. If it is determined that the total output of the entire target character team is greater than a preset output threshold, a corresponding target game gain will be provided for each virtual character in the target character team.
[0158] Specifically, the control method further includes:
[0159] m1: For each of the object stages of the target object, in response to the total attack output value of the target character team being greater than a preset output threshold, a target game gain is provided for the virtual characters in the target character team; the target game gain is used to enhance the character attributes of each virtual character in the target character team.
[0160] In an optional embodiment, the total output value for the target character team can be determined in combination with the output of each virtual character in the target character team. For example, if the preset output threshold is set to 100, the target character team includes three virtual characters, the attack output value of virtual character A is 50, the attack output value of virtual character B is 20, and the attack output value of virtual character C is 40. The total attack output value of the entire target character team is 110, which is greater than the preset output threshold of 100. At this time, the target game gain will be provided for each virtual character in the target character team.
[0161] The target game gain is used to enhance the character attributes of each virtual character in the target character team.
[0162] The role attributes include at least one of the following:
[0163] The moving speed of the virtual character in the game scene, the life value of the virtual character, and the attack damage value of the virtual character.
[0164] In the disclosed embodiment, when determining that the virtual character obtains the target game gain, any one of the virtual character's movement speed in the game scene, the virtual character's health value, and the virtual character's attack damage value, or any combination of the two, may be increased.
[0165] In an optional implementation, the virtual character may obtain different target game gains according to different attack output values of the virtual character in the target character team.
[0166] For example, if the proportion of the total attack output value of the virtual character in the target character team is low, the target game gain obtained may be only any one of the movement speed in the game scene, the health value of the virtual character, and the attack damage value of the virtual character; if the proportion of the total attack output value of the virtual character in the target character team is high, all target game gains may be obtained.
[0167] In another optional implementation, the movement speed of the virtual character in the game scene, the life value of the virtual character, and the attack damage value of the virtual character can also be improved at the same time, but different improvement ratios can be set according to the different attack output values of the virtual character in the target character team.
[0168] Exemplarily, the higher the proportion of the total attack output value of the virtual character in the target character team, the higher the improvement ratio of the character attribute obtained.
[0169] Furthermore, if a target game event is triggered during the process of a target character team attacking a target object, or during the process of multiple character teams performing a virtual task, the target object can be configured to be visible to all virtual characters in multiple character teams.
[0170] S103: In response to a target game event being triggered, configuring the target object to be visible to all virtual characters in the multiple character teams.
[0171] In an optional implementation, the target game event includes: the game process of the game game satisfies a first specified condition, and / or the object state of the target object satisfies a second specified condition.
[0172] In an optional embodiment, the game game process satisfying the first specified condition may include: the game game time is greater than a preset time threshold, that is, if multiple character teams enter the game game, regardless of whether there is a character team that has completed the virtual task, the object position of the target object can be displayed to the virtual characters in each character team. In this way, it can avoid that multiple characters are too far away from the target object and it takes too long to complete the virtual task, which can improve the efficiency of human-computer interaction.
[0173] Exemplarily, the preset time threshold may be set to 10 minutes, that is, 10 minutes after the start of multiple game matches, the object position of the target object may be displayed to the virtual characters in each character team regardless of whether there is a character team that has completed the virtual task.
[0174] In another optional implementation, the object state of the target object satisfies the second specified condition including: the life value of the target object is less than a preset life value threshold.
[0175] In an optional embodiment, when the target object is attacked by the target character team that completes the virtual task first, the health value of the target object will gradually decrease. If the health value of the target object is less than a preset health value threshold, the target object will enter the target state. At this time, the object position of the target object will be visible to the virtual characters in each character team, prompting each virtual character to go to the object position to pick up the virtual supplies that can be dropped after the target object is defeated.
[0176] Here, the health threshold can be set to 0. At this time, the target object will not be defeated immediately and drop supplies, but will enter the target state. When the target state lasts until the time end, the object position of the target object will be notified to all virtual characters in the game.
[0177] In an optional embodiment, the virtual tasks assigned to other character teams are only triggered after the target event is determined to be triggered, for example, after the target object is determined to enter the target state. Before the target event is triggered, the virtual tasks assigned to other character teams are displayed, and other character teams except the target character team need to continue to perform the virtual tasks. This can avoid the situation where other virtual characters in the game scene do not perform virtual tasks, but wait to understand the object position of the target object, and then directly perform virtual interactions with the target object to obtain the materials dropped by the target object, affecting the balance of the game. It ensures that the role behavior control between the virtual characters in the game scene is roughly the same, so as to improve the balance of the game.
[0178] n1: Before the target event is triggered, keep the virtual tasks assigned to other role teams except the target role team.
[0179] In an optional implementation, even if the target character team has completed the virtual task, the target event is not triggered at this time. Then, the target character team performs virtual interaction with the target object, and the character teams other than the target character team will continue to perform the virtual tasks assigned to their own teams.
[0180] Furthermore, after configuring the object position of the target object to be visible to the virtual characters in all character teams in the game, the virtual characters in other character teams will no longer perform virtual tasks. Therefore, after determining that the target event is triggered, the display of the task areas of other character teams will be cancelled.
[0181] Specifically, after the step of "in response to the triggering of the target game event, configuring the target object to be visible to all virtual characters in the multiple character teams", the control method further includes:
[0182] o1: After the target event is triggered, remove the virtual tasks assigned to other role teams except the target role team.
[0183] In an optional implementation, if it is determined that there is already a target character team in the game scene that has completed the virtual task first, and at the same time, the target character team has attacked the target object, causing the target object to enter the target state, and has obtained the object position of the target object, it is meaningless to execute the virtual task again to obtain the position of the target object. At this time, the virtual tasks of multiple character teams in the game scene will be canceled, that is, the display of multiple task areas of other character teams in the game scene will be canceled, and other virtual characters will move the abstract object position to pick up the supplies dropped after the target object is defeated.
[0184] S104: In response to the target object being defeated, controlling the first dropped material to drop in the game scene.
[0185] In an optional embodiment, if the health value of the target object is greater than a preset health value threshold, the target object is controlled to enter a target state. If the target state duration of the target object is greater than a preset time threshold, it is determined that the target object is defeated, and the target object will drop the first dropped material in the game scene.
[0186] Here, after the target object is defeated, the number of first dropped materials that may be dropped may be more than one. At this time, all virtual characters in the game scene can pick up the first dropped materials, but each virtual character can only lose one first dropped material.
[0187] Furthermore, if it is determined that the target virtual character picks up the first dropped material, the position of the target virtual character will continue to be visible to other virtual characters in the game scene. At this time, other virtual characters can move to the position of the target virtual character to grab the first dropped material.
[0188] Specifically, after the step of “in response to the target object being defeated, controlling the first dropped material to drop in the game scene”, the control method further includes:
[0189] p1: In response to a target virtual character picking up the first dropped material, configuring the position of the target virtual character in the game scene to be visible to each virtual character in the game scene.
[0190] In an optional embodiment, after the target virtual character picks up the first dropped material, the position of the target virtual character in the game scene will continue to be visible to each virtual character in the game scene until the target virtual character is defeated by other virtual characters and the first dropped material is dropped; or until the target virtual character evacuates the game with the first dropped material.
[0191] Here, the location of the target virtual character can be displayed in a small map or a large map in the graphical user interface through a character identifier.
[0192] Furthermore, if the target virtual character carrying the first dropped supplies is killed, all supplies currently carried by the target virtual character can be obtained.
[0193] Specifically, the control method further includes:
[0194] q1: In response to the target virtual character being killed, controlling the dropping of second dropped materials in the game scene; the second dropped materials include virtual materials picked up by the target virtual character in the game scene, designated game materials of the target virtual character, and the first dropped materials.
[0195] In an optional implementation, if the target virtual character is killed in the game scene, the target virtual character will drop second dropped materials, which include virtual materials picked up by the target virtual character in the game scene, designated game materials of the target virtual character, and the first dropped materials.
[0196] Here, the first dropped material includes a target voucher for obtaining the target resource. After the target voucher is taken out of the current game, it can be exchanged for high-value materials; and the more virtual characters killed by the virtual character with the first dropped material, the higher the resource value of the target resource.
[0197] Specifically, as the number of virtual characters killing other virtual characters increases, the level of the target resource also increases accordingly, and the player can exchange the target voucher for a higher level target resource.
[0198] Exemplarily, the target resources are set to five levels in total, with the default level being level one. The higher the level, the higher the value of the items that can be obtained. Killing a virtual character will increase the level by one level, with a maximum of five levels.
[0199] Furthermore, if you carry the target certificate with you and evacuate from the evacuation location in the game, you can redeem the target resources based on the target certificate.
[0200] Specifically, the control method further includes:
[0201] r1: In response to the virtual character carrying the second dropped supplies and leaving the game game, corresponding target resources are allocated to the game account controlling the virtual character based on the target credential.
[0202] In an optional embodiment, when it is determined that the virtual character leaves the game with the second dropped supplies containing the target certificate, the system will automatically allocate the corresponding target resources to the game account controlling the virtual character according to the level of the target resources corresponding to the target certificate.
[0203] In this way, the probability of the first virtual character actively attacking other virtual characters in the game can be increased, so as to increase the frequency of interaction between the virtual characters in the game, thereby increasing the probability of the player obtaining rewards and improving the player's gaming experience.
[0204] The following will use a specific example to illustrate the control process of the virtual character in the embodiment of the present disclosure, taking the example of a first player controlling a virtual character in a target character team through a first terminal and a second player controlling a virtual character in another character team through a second terminal:
[0205] See also Figure 2 , Figure 2 This is one of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure, such as Figure 2 As shown, the first graphical user interface 200 includes a plurality of game modes 201 to be selected. After determining to select the target game mode, the player can enter the game by triggering the confirmation selection control 202 of the first graphical user interface 200 .
[0206] For further information, see Figure 3 , Figure 3 A second schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 3 As shown, a preset number of designated game supplies 203 to be selected are displayed in the first graphical user interface 200. The player can refresh the designated game supplies 203 to be selected by triggering the refresh control 204, and determine the selected designated game supplies by triggering the confirmation selection control 205, and after entering the game, distribute the selected designated game supplies to the corresponding virtual character.
[0207] For further information, see Figure 4 , Figure 4 The third schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure is as follows: Figure 4 As shown, after the virtual character in the target character team enters the game, a virtual task will be provided for the target virtual character. The virtual task includes multiple task areas, and task area identifiers 207 corresponding to the multiple task areas are displayed in the minimap 206; at the same time, a task area arrival prompt area 208 is displayed in the graphical user interface to prompt the target character team of the completion status of the current virtual task through the task area arrival prompt area 208.
[0208] For further information, see Figure 5 , Figure 5 A fourth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Figure 5 As shown, when the player issues a map expansion command, a large map 209 is displayed in the graphical user interface 200, and task area identifiers 207 corresponding to multiple task areas are displayed in the large map 209.
[0209] For further information, see Figure 6 , Figure 6 A fifth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Figure 6 As shown, when it is determined that the virtual character 210 in the target character team moves to a preset range of the virtual task area, the task area prompt information 211 is displayed to prompt the player that he is currently near the virtual task area and can prepare to execute the specified game behavior.
[0210] For further information, see Figure 7 , Figure 7 A sixth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Figure 7 As shown, if the virtual character 210 in the target character team moves into the virtual task area, the task interaction control 212 is displayed in the graphical user interface 200, and the specified game behavior is executed by triggering the task interaction control 212. At the same time, the position acquisition status duration prompt information 213 is displayed in the graphical user interface 200, so as to determine the duration of the current specified game behavior by obtaining the filling status of the status duration prompt information 213.
[0211] For further information, see Figure 8 , Figure 8 The seventh schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure is as follows: Figure 8 As shown, after determining that the virtual character 210 in the target character team completes the specified game behavior in the virtual task area, the first game material 214 is distributed to the target character team, and at the same time, the task area identifiers 207 corresponding to multiple task areas are refreshed in the minimap 206, so that the target character team can gradually move toward the location of the target object according to the prompts of the task area identifiers 207 corresponding to the refreshed virtual task areas.
[0212] For further information, see Fig. 9 , Fig. 9 The eighth schematic diagram of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure is as follows Fig. 9 As shown, in response to the target character team completing the virtual task first, an object prompt mark 215 corresponding to the target object is displayed in the small map 206 to prompt the position of the target object in the game scene through the object prompt mark 215.
[0213] For further information, see Fig.10 , Fig.10 A ninth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Fig.10As shown, when it is determined that the target character team moves to the preset range of the target object, the target object 216 is displayed in the graphical user interface 200, and the life value prompt information 217 of the target object 216 is displayed. The target object corresponds to different object stages according to the different life values; for each object stage, the target object corresponds to different attack methods and / or attack effects, and for each object stage of the target object, in response to the total attack output value of the target character team being greater than the preset output threshold, a target game gain is provided for the virtual characters in the target character team.
[0214] For further information, see Fig.11 , Fig.11 A tenth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Fig.11 As shown, if the health value of the target object is less than the preset health value threshold, the target object 216 will enter the target state. After determining that the target object is in the target state, the object position of the target object is visible to all virtual characters in the game.
[0215] For further information, see Fig.12 , Fig.12 The eleventh schematic diagram of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure is as follows Fig.12 As shown, after determining that the target state of the target object ends, the target object is defeated and drops the first drop material 218 in the game scene, as shown in FIG. Fig.12 As shown in , the number of first dropped materials 218 is 3, but each virtual character can only pick up one first dropped material 218; after the target virtual character picks up the first dropped material, the location will be visible to all virtual characters in the game scene.
[0216] For further information, see Fig.13 , Fig.13 A schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure, such as Fig.13 As shown, when it is determined that the virtual character in the target character team picks up the first dropped material, the character identification 1310 corresponding to the virtual character will be displayed in the second graphical user interface 1300, and the position of the virtual character configured in the game scene is visible to each virtual character in the game scene.
[0217] For further information, see Fig.14 , Fig.14 A twelfth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Fig.14 As shown, when the enemy virtual character 219 moves to the virtual character 210, if the virtual character 210 defeats the enemy virtual character 219, the target resources contained in the first dropped materials will be upgraded.
[0218] For further information, see Fig.15 , Fig.15 The thirteenth schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure is as follows Fig.15 As shown, if the virtual character evacuates the game with dropped supplies, the corresponding target resources are allocated to the game account controlling the virtual character based on the target credential, and the exchanged target resources are received through the trigger operation of the receiving control 220.
[0219] The control method of the virtual character provided by the embodiment of the present disclosure, in response to the game match start instruction, controls multiple character teams to enter the game scene corresponding to the game match, and assigns a virtual task to each character team; in response to the target character team completing the virtual task first, displays the target object in the game scene, and configures the target object to be visible to the virtual characters in the target character team; in response to the triggering of the target game event, configures the target object to be visible to all the virtual characters in the multiple character teams; in response to the target object being defeated, controls the first dropped material to be dropped in the game scene. In this way, multiple virtual characters can enter the game match in the form of a character team, and complete the virtual tasks corresponding to the character team in the game match. For the team that completes the virtual task first, it can interact with the target object first, and pick up the game materials dropped by the target object after the target object is defeated, enriching the way of picking up game materials in the game match, and to a certain extent reducing the risk of the virtual character being killed by interacting with other virtual characters to obtain game materials and thus ending the game match prematurely, which helps to improve the efficiency of material acquisition and the game experience of players.
[0220] Based on the same inventive concept, the embodiment of the present disclosure also provides a control device for a virtual character corresponding to the control method for a virtual character. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the control method for a virtual character in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0221] See also Fig.16 , Fig.16 This is a schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present disclosure. Fig.16 As shown in , the control device 1600 includes:
[0222] The task assignment module 1610 is used to control multiple role teams to enter the game scene corresponding to the game in response to the game match start instruction, and assign a virtual task to each role team, wherein the virtual task corresponds to a target object, and the multiple role teams include the target role team;
[0223] The object display module 1620 is used for displaying the target object in the game scene in response to the target character team completing the virtual task first, and configuring the target object to be visible to the virtual characters in the target character team;
[0224] The object configuration module 1630 is used to configure the target object to be visible to all virtual characters in the multiple character teams in response to the triggering of the target game event;
[0225] The material dropping module 1640 is used to control the dropping of the first dropped material in the game scene in response to the target object being defeated.
[0226] In an optional implementation, the target game event includes: the game process of the game game satisfies a first specified condition, and / or the object state of the target object satisfies a second specified condition.
[0227] In an optional implementation, the game scene includes a plurality of task areas, and the virtual task is used to instruct the plurality of role teams to complete designated game behaviors in the plurality of task areas respectively.
[0228] In an optional implementation, the control device 1600 further includes a task area providing module (not shown in the figure), and the task area providing module is used to:
[0229] Determining an object position of the target object in the game scene;
[0230] Based on the object position, a plurality of mission areas corresponding to the target character team are provided in the game scene.
[0231] In an optional implementation, when the task area providing module is used to provide a plurality of task areas corresponding to the target character team in the game scene based on the object position, the task area providing module is used to:
[0232] Based on the object position, providing a first task area corresponding to the target character team in the game scene;
[0233] In response to the target character team completing the designated game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene;
[0234] In response to the target character team completing the designated game behavior in the second task area, it is determined that the target character team completes the virtual task.
[0235] In an optional implementation, when the task area providing module is used to provide a first task area corresponding to the target character team in the game scene based on the object position, the task area providing module is used to:
[0236] Based on the object position and the initial position of the target character team in the game scene, a first task area corresponding to the target character team is provided in the game scene.
[0237] In an optional embodiment, when the task area providing module is used to provide a second task area corresponding to the target character team in the game scene in response to the target character team completing the specified game behavior in the first task area, the task area providing module is used to:
[0238] In response to the target character team completing the designated game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene based on the object position and a first area position corresponding to the first task area.
[0239] In an optional implementation, the control device 1600 further includes a designated material distribution module (not shown in the figure), and the designated material distribution module is used to:
[0240] The authority of each virtual character to bring role game supplies into the game match is revoked, and designated game supplies are distributed to each virtual character so that each virtual character starts the game match using the designated game supplies.
[0241] In an optional implementation, the designated game supplies include at least one basic supply to meet the combat requirements of the virtual character; the control device 1600 further includes a designated supply assembly module (not shown in the figure), and the designated supply assembly module is used to:
[0242] In response to a game match start instruction, the virtual character is controlled to automatically equip at least one basic material included in the designated game materials.
[0243] In an optional implementation, the task area providing module is used to determine that the target character team completes the specified game behavior in the first task area through the following steps:
[0244] When the virtual character in the target character team enters the task range of the first task area, responding to the task execution instruction, entering the task position acquisition state;
[0245] In response to a state duration of the task location acquisition state being greater than a preset time threshold, it is determined that the target character team completes the designated game behavior in the first task area.
[0246] In an optional implementation, the control device 1600 further includes a game material distribution module (not shown in the figure), and the game material distribution module is used to:
[0247] In response to the target character team completing the designated game behavior in the first task area, first game supplies are distributed to the target character team.
[0248] In an optional implementation, the control device 1600 further includes a task continuous allocation module (not shown in the figure), and the task continuous allocation module is used to:
[0249] Before the target event is triggered, the virtual tasks assigned to other role teams except the target role team are maintained.
[0250] In an optional implementation, the control device 1600 further includes a task removal module (not shown in the figure), and the task removal module is used to:
[0251] After the target event is triggered, virtual tasks assigned to other role teams except the target role team are removed.
[0252] In an optional implementation, the object state of the target object satisfies the second specified condition, including: the life value of the target object is less than a preset life value threshold.
[0253] In an optional implementation, the target object corresponds to different object stages according to different health values; for each object stage, the target object corresponds to different attack methods and / or attack effects.
[0254] In an optional implementation, the control device 1600 further includes a game gain providing module (not shown in the figure), and the game gain providing module is used to:
[0255] For each of the object stages of the target object, in response to the total attack output value of the target character team being greater than a preset output threshold, a target game gain is provided for the virtual characters in the target character team; the target game gain is used to enhance the character attributes of each virtual character in the target character team.
[0256] In an optional implementation, the control device 1600 further includes a role position providing module (not shown in the figure), and the role position providing module is used to:
[0257] In response to the target virtual character picking up the first dropped material, the position of the target virtual character in the game scene is configured to be visible to each virtual character in the game scene.
[0258] In an optional implementation, the control device 1600 further includes a character material drop module (not shown in the figure), and the character material drop module is used to:
[0259] In response to the target virtual character being killed, controlling the dropping of second dropped materials in the game scene; the second dropped materials include virtual materials picked up by the target virtual character in the game scene, designated game materials of the target virtual character, and the first dropped materials;
[0260] Among them, the first dropped materials include target credentials for obtaining target resources; the more virtual characters killed by the virtual character possessing the first dropped materials, the higher the resource value of the target resources.
[0261] In an optional implementation, the control device 1600 further includes a task area display module (not shown in the figure), and the task area display module is used to:
[0262] The multiple task areas are displayed in a small map and / or a large map displayed on a graphical user interface of a terminal device that controls the virtual character of the target character team.
[0263] In an optional implementation, the control device 1600 further includes a regional prompt information display module (not shown in the figure), and the regional prompt information display module is used to:
[0264] In response to the virtual character of the target character team moving into a preset range of the first task area, task area prompt information is displayed.
[0265] In an optional implementation, the control device 1600 further includes a time prompt information display module (not shown in the figure), and the time prompt information display module is used to:
[0266] When the virtual character enters the task range of the first task area, the position acquisition state duration prompt information is displayed.
[0267] In an optional implementation, the control device 1600 further includes a designated material selection module (not shown in the figure), and the designated material selection module is used to:
[0268] For each virtual character, before entering the game, a material selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the material selection interface includes a preset number of designated game materials to be selected;
[0269] For each virtual character, in response to a selection operation on the designated game material to be selected, the selected designated game material is distributed to the virtual character.
[0270] In an optional implementation, the control device 1600 further includes a resource allocation module (not shown in the figure), and the resource allocation module is used to:
[0271] In response to the virtual character leaving the game game with the second dropped supplies, corresponding target resources are allocated to the game account controlling the virtual character based on the target credential.
[0272] The control device of the virtual character provided by the embodiment of the present disclosure controls multiple character teams to enter the game scene corresponding to the game game in response to the game match start instruction, and assigns a virtual task to each character team; in response to the target character team completing the virtual task first, displays the target object in the game scene, and configures the target object to be visible to the virtual characters in the target character team; in response to the triggering of the target game event, configures the target object to be visible to all the virtual characters in the multiple character teams; in response to the target object being defeated, controls the first dropped material to be dropped in the game scene. In this way, multiple virtual characters can enter the game game in the form of a character team, and complete the virtual tasks corresponding to the character team in the game game. For the team that completes the virtual task first, it can interact with the target object first, and pick up the game materials dropped by the target object after the target object is defeated, enriching the way of picking up game materials in the game game, and to a certain extent reducing the risk of the virtual character being killed by interacting with other virtual characters to obtain game materials and thus ending the game game prematurely, which helps to improve the efficiency of material acquisition and the game experience of players.
[0273] See also Fig.17 , Fig.17 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.17 As shown in , the electronic device 1700 includes a processor 1710 , a memory 1720 and a bus 1730 .
[0274] The memory 1720 stores machine-readable instructions executable by the processor 1710. When the electronic device 1700 is running, the processor 1710 communicates with the memory 1720 via the bus 1730, so that the processor 1710 executes the following instructions when running:
[0275] In response to a game match start instruction, control multiple character teams to enter a game scene corresponding to the game match, and assign a virtual task to each character team, wherein the virtual task corresponds to a target object, and the multiple character teams include a target character team;
[0276] In response to the target character team completing the virtual task first, displaying the target object in the game scene, and configuring the target object to be visible to the virtual characters in the target character team;
[0277] In response to a target game event being triggered, configuring the target object to be visible to all virtual characters in the multiple character teams;
[0278] In response to the target object being defeated, controlling the first dropped material to be dropped in the game scene.
[0279] In an optional implementation, the target game event includes: the game process of the game game satisfies a first specified condition, and / or the object state of the target object satisfies a second specified condition.
[0280] In an optional implementation, the game scene includes a plurality of task areas, and the virtual task is used to instruct the plurality of role teams to complete designated game behaviors in the plurality of task areas respectively.
[0281] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0282] Determining an object position of the target object in the game scene;
[0283] Based on the object position, a plurality of mission areas corresponding to the target character team are provided in the game scene.
[0284] In an optional implementation, in the instructions executed by the processor 1710, providing a plurality of task areas corresponding to the target character team in the game scene based on the object position includes:
[0285] Based on the object position, providing a first task area corresponding to the target character team in the game scene;
[0286] In response to the target character team completing the designated game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene;
[0287] In response to the target character team completing the designated game behavior in the second task area, it is determined that the target character team completes the virtual task.
[0288] In an optional implementation, in the instructions executed by the processor 1710, providing a first task area corresponding to the target character team in the game scene based on the object position includes:
[0289] Based on the object position and the initial position of the target character team in the game scene, a first task area corresponding to the target character team is provided in the game scene.
[0290] In an optional implementation manner, in the instructions executed by the processor 1710, in response to the target character team completing the specified game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene includes:
[0291] In response to the target character team completing the designated game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene based on the object position and a first area position corresponding to the first task area.
[0292] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0293] The authority of each virtual character to bring role game supplies into the game match is revoked, and designated game supplies are distributed to each virtual character so that each virtual character starts the game match using the designated game supplies.
[0294] In an optional implementation, the designated game supplies include at least one basic supply to meet the combat requirements of the virtual character; the instructions executed by the processor 1710 further include:
[0295] In response to a game match start instruction, the virtual character is controlled to automatically equip at least one basic material included in the designated game materials.
[0296] In an optional implementation, in the instructions executed by the processor 1710, determining that the target character team completes the specified game behavior in the first task area is performed through the following steps:
[0297] When the virtual character in the target character team enters the task range of the first task area, responding to the task execution instruction, entering the task position acquisition state;
[0298] In response to a state duration of the task location acquisition state being greater than a preset time threshold, it is determined that the target character team completes the designated game behavior in the first task area.
[0299] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0300] In response to the target character team completing the designated game behavior in the first task area, first game supplies are distributed to the target character team.
[0301] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0302] Before the target event is triggered, the virtual tasks assigned to other role teams except the target role team are maintained.
[0303] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0304] After the target event is triggered, virtual tasks assigned to other role teams except the target role team are removed.
[0305] In an optional implementation, the object state of the target object satisfies the second specified condition, including: the life value of the target object is less than a preset life value threshold.
[0306] In an optional implementation, the target object corresponds to different object stages according to different health values; for each object stage, the target object corresponds to different attack methods and / or attack effects.
[0307] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0308] For each of the object stages of the target object, in response to the total attack output value of the target character team being greater than a preset output threshold, a target game gain is provided for the virtual characters in the target character team; the target game gain is used to enhance the character attributes of each virtual character in the target character team.
[0309] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0310] In response to the target virtual character picking up the first dropped material, the position of the target virtual character in the game scene is configured to be visible to each virtual character in the game scene.
[0311] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0312] In response to the target virtual character being killed, controlling the dropping of second dropped materials in the game scene; the second dropped materials include virtual materials picked up by the target virtual character in the game scene, designated game materials of the target virtual character, and the first dropped materials;
[0313] Among them, the first dropped materials include target credentials for obtaining target resources; the more virtual characters killed by the virtual character possessing the first dropped materials, the higher the resource value of the target resources.
[0314] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0315] The multiple task areas are displayed in a small map and / or a large map displayed on a graphical user interface of a terminal device that controls the virtual character of the target character team.
[0316] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0317] In response to the virtual character of the target character team moving into a preset range of the first task area, task area prompt information is displayed.
[0318] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0319] When the virtual character enters the task range of the first task area, the position acquisition state duration prompt information is displayed.
[0320] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0321] For each virtual character, before entering the game, a material selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the material selection interface includes a preset number of designated game materials to be selected;
[0322] For each virtual character, in response to a selection operation on the designated game material to be selected, the selected designated game material is distributed to the virtual character.
[0323] In an optional implementation manner, the instructions executed by the processor 1710 further include:
[0324] In response to the virtual character leaving the game game with the second dropped supplies, corresponding target resources are allocated to the game account controlling the virtual character based on the target credential.
[0325] Through the above method, multiple virtual characters can form a character team to enter the game, and complete the virtual tasks corresponding to the character team in the game. For the team that completes the virtual task first, it can interact with the target object first, and pick up the game materials dropped by the target object after the target object is defeated, which enriches the way to pick up game materials in the game, and to a certain extent reduces the risk of virtual characters being killed by interacting with other virtual characters to obtain game materials and thus ending the game prematurely, which helps to improve the efficiency of material acquisition and the player's gaming experience; at the same time, for the balance of the game, to avoid other virtual characters who enter the game alone from being at a disadvantage and being quickly defeated, the current game quickly ends, and the next game is repeatedly started, resulting in excessive server data processing, which increases the performance overhead of the game server, it is necessary to limit the materials carried by the virtual characters in the character team outside the game to improve the balance of the game; further, when determining the first task area, it is first necessary to determine the first task area near the initial position according to the initial position of the target character team, so as to reduce the time and difficulty of controlling the virtual characters in the target character team to find the first task area. degree, further improving the human-computer interaction efficiency and the player experience; further, determining a second task area near the first area, which can reduce the time and difficulty of controlling the virtual character in the target character team to find the second task area, further improving the human-computer interaction efficiency and the player experience; the virtual tasks assigned to other character teams are only triggered after determining the triggering target event, exemplarily, after determining that the target object enters the target state, and before the target event is triggered, the virtual tasks assigned to other character teams are displayed, and other character teams except the target character team need to continue to perform virtual tasks, which can avoid other virtual characters in the game scene not performing virtual tasks, but waiting to understand the object position of the target object, and then directly performing virtual interaction with the target object to obtain the materials dropped by the target object, affecting the balance of the game, and ensuring that the character behavior control between the various virtual characters in the game scene is roughly the same, so as to improve the balance of the game; further, the probability of the first virtual character actively attacking other virtual characters in the game can be increased, so as to increase the interaction frequency of virtual characters in the game, thereby increasing the probability of players obtaining rewards and improving the player's game experience.
[0326] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:
[0327] In response to a game match start instruction, control multiple character teams to enter a game scene corresponding to the game match, and assign a virtual task to each character team, wherein the virtual task corresponds to a target object, and the multiple character teams include a target character team;
[0328] In response to the target character team completing the virtual task first, displaying the target object in the game scene, and configuring the target object to be visible to the virtual characters in the target character team;
[0329] In response to a target game event being triggered, configuring the target object to be visible to all virtual characters in the multiple character teams;
[0330] In response to the target object being defeated, controlling the first dropped material to be dropped in the game scene.
[0331] In an optional implementation, the target game event includes: the game process of the game game satisfies a first specified condition, and / or the object state of the target object satisfies a second specified condition.
[0332] In an optional implementation, the game scene includes a plurality of task areas, and the virtual task is used to instruct the plurality of role teams to complete designated game behaviors in the plurality of task areas respectively.
[0333] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0334] Determining an object position of the target object in the game scene;
[0335] Based on the object position, a plurality of mission areas corresponding to the target character team are provided in the game scene.
[0336] In an optional implementation, in the instructions executed by the computer-readable storage medium, providing a plurality of task areas corresponding to the target character team in the game scene based on the object position includes:
[0337] Based on the object position, providing a first task area corresponding to the target character team in the game scene;
[0338] In response to the target character team completing the designated game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene;
[0339] In response to the target character team completing the designated game behavior in the second task area, it is determined that the target character team completes the virtual task.
[0340] In an optional implementation, in the instructions executed by the computer-readable storage medium, providing a first task area corresponding to the target character team in the game scene based on the object position includes:
[0341] Based on the object position and the initial position of the target character team in the game scene, a first task area corresponding to the target character team is provided in the game scene.
[0342] In an optional implementation, in the instructions executed by the computer-readable storage medium, in response to the target character team completing the specified game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene includes:
[0343] In response to the target character team completing the designated game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene based on the object position and a first area position corresponding to the first task area.
[0344] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0345] The authority of each virtual character to bring role game supplies into the game match is revoked, and designated game supplies are distributed to each virtual character so that each virtual character starts the game match using the designated game supplies.
[0346] In an optional implementation, the designated game supplies include at least one basic supply to meet the combat requirements of the virtual character; the instructions executed by the computer-readable storage medium further include:
[0347] In response to a game match start instruction, the virtual character is controlled to automatically equip at least one basic material included in the designated game materials.
[0348] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, determining that the target character team completes the specified game behavior in the first task area is performed through the following steps:
[0349] When the virtual character in the target character team enters the task range of the first task area, responding to the task execution instruction, entering the task position acquisition state;
[0350] In response to a state duration of the task location acquisition state being greater than a preset time threshold, it is determined that the target character team completes the designated game behavior in the first task area.
[0351] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0352] In response to the target character team completing the designated game behavior in the first task area, first game supplies are distributed to the target character team.
[0353] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0354] Before the target event is triggered, the virtual tasks assigned to other role teams except the target role team are maintained.
[0355] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0356] After the target event is triggered, virtual tasks assigned to other role teams except the target role team are removed.
[0357] In an optional implementation, the object state of the target object satisfies the second specified condition, including: the life value of the target object is less than a preset life value threshold.
[0358] In an optional implementation, the target object corresponds to different object stages according to different health values; for each object stage, the target object corresponds to different attack methods and / or attack effects.
[0359] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0360] For each of the object stages of the target object, in response to the total attack output value of the target character team being greater than a preset output threshold, a target game gain is provided for the virtual characters in the target character team; the target game gain is used to enhance the character attributes of each virtual character in the target character team.
[0361] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0362] In response to the target virtual character picking up the first dropped material, the position of the target virtual character in the game scene is configured to be visible to each virtual character in the game scene.
[0363] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0364] In response to the target virtual character being killed, controlling the dropping of second dropped materials in the game scene; the second dropped materials include virtual materials picked up by the target virtual character in the game scene, designated game materials of the target virtual character, and the first dropped materials;
[0365] Among them, the first dropped materials include target credentials for obtaining target resources; the more virtual characters killed by the virtual character possessing the first dropped materials, the higher the resource value of the target resources.
[0366] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0367] The multiple task areas are displayed in a small map and / or a large map displayed on a graphical user interface of a terminal device that controls the virtual character of the target character team.
[0368] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0369] In response to the virtual character of the target character team moving into a preset range of the first task area, task area prompt information is displayed.
[0370] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0371] When the virtual character enters the task range of the first task area, the position acquisition state duration prompt information is displayed.
[0372] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0373] For each virtual character, before entering the game, a material selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the material selection interface includes a preset number of designated game materials to be selected;
[0374] For each virtual character, in response to a selection operation on the designated game material to be selected, the selected designated game material is distributed to the virtual character.
[0375] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0376] In response to the virtual character leaving the game game with the second dropped supplies, corresponding target resources are allocated to the game account controlling the virtual character based on the target credential.
[0377] Through the above method, multiple virtual characters can form a character team to enter the game, and complete the virtual tasks corresponding to the character team in the game. For the team that completes the virtual task first, it can interact with the target object first, and pick up the game materials dropped by the target object after the target object is defeated, which enriches the way to pick up game materials in the game, and to a certain extent reduces the risk of virtual characters being killed by interacting with other virtual characters to obtain game materials and thus ending the game prematurely, which helps to improve the efficiency of material acquisition and the player's gaming experience; at the same time, for the balance of the game, to avoid other virtual characters who enter the game alone from being at a disadvantage and being quickly defeated, the current game quickly ends, and the next game is repeatedly started, resulting in excessive server data processing, which increases the performance overhead of the game server, it is necessary to limit the materials carried by the virtual characters in the character team outside the game to improve the balance of the game; further, when determining the first task area, it is first necessary to determine the first task area near the initial position according to the initial position of the target character team, so as to reduce the time and difficulty of controlling the virtual characters in the target character team to find the first task area. degree, further improving the human-computer interaction efficiency and the player experience; further, determining a second task area near the first area, which can reduce the time and difficulty of controlling the virtual character in the target character team to find the second task area, further improving the human-computer interaction efficiency and the player experience; the virtual tasks assigned to other character teams are only triggered after determining the triggering target event, exemplarily, after determining that the target object enters the target state, and before the target event is triggered, the virtual tasks assigned to other character teams are displayed, and other character teams except the target character team need to continue to perform virtual tasks, which can avoid other virtual characters in the game scene not performing virtual tasks, but waiting to understand the object position of the target object, and then directly performing virtual interaction with the target object to obtain the materials dropped by the target object, affecting the balance of the game, and ensuring that the character behavior control between the various virtual characters in the game scene is roughly the same, so as to improve the balance of the game; further, the probability of the first virtual character actively attacking other virtual characters in the game can be increased, so as to increase the interaction frequency of virtual characters in the game, thereby increasing the probability of players obtaining rewards and improving the player's game experience.
[0378] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0379] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0380] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0381] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0382] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0383] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.
Claims
1. A method for controlling a virtual character, characterized in that: The control method comprises: In response to a game match start instruction, control multiple character teams to enter a game scene corresponding to the game match, and assign a virtual task to each character team, wherein the virtual task corresponds to a target object, and the multiple character teams include a target character team; In response to the target character team completing the virtual task first, displaying the target object in the game scene, and configuring the target object to be visible to the virtual characters in the target character team; In response to a target game event being triggered, configuring the target object to be visible to all virtual characters in the multiple character teams; In response to the target object being defeated, controlling the first dropped material to be dropped in the game scene.
2. The control method according to claim 1, characterized in that: The target game event includes: the game process of the game game meets a first specified condition, and / or the object state of the target object meets a second specified condition.
3. The control method according to claim 1, characterized in that: The game scene includes a plurality of task areas, and the virtual tasks are used to instruct the plurality of role teams to complete designated game behaviors in the plurality of task areas respectively.
4. The control method according to claim 3, characterized in that: Before the target character team completes the virtual task first, the control method further includes: Determining an object position of the target object in the game scene; Based on the object position, a plurality of mission areas corresponding to the target character team are provided in the game scene.
5. The control method according to claim 4, characterized in that: The step of providing a plurality of task areas corresponding to the target character team in the game scene based on the object position comprises: Based on the object position, providing a first task area corresponding to the target character team in the game scene; In response to the target character team completing the designated game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene; In response to the target character team completing the designated game behavior in the second task area, it is determined that the target character team completes the virtual task.
6. The control method according to claim 5, characterized in that: The step of providing a first task area corresponding to the target character team in the game scene based on the object position comprises: Based on the object position and the initial position of the target character team in the game scene, providing a first task area corresponding to the target character team in the game scene; The step of providing a second task area corresponding to the target character team in the game scene in response to the target character team completing the designated game behavior in the first task area includes: In response to the target character team completing the designated game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene based on the object position and a first area position corresponding to the first task area.
7. The control method according to claim 1, characterized in that: The control method further comprises: The authority of each virtual character to bring role game supplies into the game match is revoked, and designated game supplies are distributed to each virtual character so that each virtual character starts the game match using the designated game supplies.
8. The control method according to claim 7, characterized in that: The designated game supplies include at least one basic supply to meet the combat requirements of the virtual character; the control method further includes: In response to a game match start instruction, the virtual character is controlled to automatically equip at least one basic material included in the designated game materials.
9. The control method according to claim 5, characterized in that: Determining that the target character team completes the specified game behavior in the first task area is performed by the following steps: When the virtual character in the target character team enters the task range of the first task area, responding to the task execution instruction, entering the task position acquisition state; In response to a state duration of the task location acquisition state being greater than a preset time threshold, it is determined that the target character team completes the designated game behavior in the first task area.
10. The control method according to claim 5, characterized in that: The control method further comprises: In response to the target character team completing the designated game behavior in the first task area, first game supplies are distributed to the target character team.
11. The control method according to claim 2, characterized in that: The control method further comprises: Before the target event is triggered, the virtual tasks assigned to other role teams except the target role team are maintained.
12. The control method according to claim 11, characterized in that: The control method further comprises: After the target event is triggered, virtual tasks assigned to other role teams except the target role team are removed.
13. The control method according to claim 2, characterized in that: The object state of the target object satisfies the second specified condition including: the life value of the target object is less than a preset life value threshold.
14. The control method according to claim 13, characterized in that: The target object corresponds to different object stages according to different health values; for each object stage, the target object corresponds to different attack methods and / or attack effects.
15. The control method according to claim 14, characterized in that: The control method further comprises: For each of the object stages of the target object, in response to the total attack output value of the target character team being greater than a preset output threshold, a target game gain is provided for the virtual characters in the target character team; the target game gain is used to enhance the character attributes of each virtual character in the target character team.
16. The control method according to claim 1, characterized in that: After controlling the first dropped material to drop in the game scene in response to the target object being defeated, the control method further includes: In response to the target virtual character picking up the first dropped material, the position of the target virtual character in the game scene is configured to be visible to each virtual character in the game scene.
17. The control method according to claim 16, characterized in that: The control method further comprises: In response to the target virtual character being killed, controlling the dropping of second dropped materials in the game scene; the second dropped materials include virtual materials picked up by the target virtual character in the game scene, designated game materials of the target virtual character, and the first dropped materials; Among them, the first dropped materials include target credentials for obtaining target resources; the more virtual characters killed by the virtual character possessing the first dropped materials, the higher the resource value of the target resources.
18. The control method according to claim 4, characterized in that: After the step of providing a plurality of task areas corresponding to the target character team in the game scene based on the object position, the control method further comprises: The multiple task areas are displayed in a small map and / or a large map displayed on a graphical user interface of a terminal device that controls the virtual character of the target character team.
19. The control method according to claim 5, characterized in that: The control method further comprises: In response to the virtual character of the target character team moving into a preset range of the first task area, task area prompt information is displayed.
20. The control method according to claim 6, characterized in that: The control method further comprises: When the virtual character enters the task range of the first task area, the position acquisition state duration prompt information is displayed.
21. The control method according to claim 7, characterized in that: The control method further comprises: For each virtual character, before entering the game, a material selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the material selection interface includes a preset number of designated game materials to be selected; For each virtual character, in response to a selection operation on the designated game material to be selected, the selected designated game material is distributed to the virtual character.
22. The control method according to claim 17, characterized in that: The control method further comprises: In response to the virtual character leaving the game game with the second dropped supplies, corresponding target resources are allocated to the game account controlling the virtual character based on the target credential.
23. A control device for a virtual character, characterized in that: The control device comprises: A task assignment module, for responding to a game match start instruction, controlling a plurality of role teams to enter a game scene corresponding to the game match, and assigning a virtual task to each role team, wherein the virtual task corresponds to a target object, and the plurality of role teams include a target role team; An object display module, for displaying the target object in the game scene in response to the target character team completing the virtual task first, and configuring the target object to be visible to the virtual characters in the target character team; An object configuration module, configured to configure the target object to be visible to all virtual characters in the multiple character teams in response to a target game event being triggered; The material dropping module is used to control the dropping of the first dropped material in the game scene in response to the target object being defeated.
24. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for controlling a virtual character as described in any one of claims 1 to 22.
25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for controlling a virtual character according to any one of claims 1 to 22.
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