Methods, devices, electronic devices and readable storage media for controlling virtual characters
By controlling multiple virtual characters to form teams and assigning tasks during game matches, the system allows the team that completes the task first to interact with the target, solving the problem of low resource acquisition efficiency and improving the gaming experience.
Patent Information
- Application Number
- CN202510103947.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-22
- Publication Date
- 2026-03-06
- Estimated Expiration
- 2045-01-22
AI Technical Summary
In the game, players need to spend time searching for virtual characters to obtain game resources, and there is a risk of being killed, resulting in low resource acquisition efficiency and a poor game experience.
By controlling multiple virtual characters to form a team, assigning virtual tasks and displaying target objects, the team that completes the task first is allowed to interact with the target object and pick up dropped supplies, reducing the risk of interacting with other virtual characters.
It enriches the ways to obtain resources in the game, improves the efficiency of resource acquisition, reduces the risk of virtual characters being killed, and enhances the player's gaming experience.
Smart Images

Figure CN119656593B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to methods, devices, electronic devices, and readable storage media for controlling virtual characters. Background Technology
[0002] In the relevant games, players control a virtual character to move around the game scene and interact with other virtual characters to collect game resources dropped by other characters and those dropped by the system at preset intervals. These resources are then taken out of the game. This requires players to spend time searching for other virtual characters to collect resources, and there is a risk of being killed by other virtual characters, potentially resulting in the inability to collect resources. This leads to a low resource acquisition efficiency during gameplay. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide a method, device, electronic device, and readable storage medium for controlling virtual characters. Multiple virtual characters can enter a game as a team and complete virtual tasks corresponding to the team in the game. The team that completes the virtual task first can interact with the target first and pick up the game resources dropped by the target after the target is defeated. This enriches the ways to pick up game resources in the game and reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain game resources, thus ending the game prematurely. This helps to improve the efficiency of resource acquisition and the player's gaming experience.
[0004] In a first aspect, embodiments of this disclosure provide a method for controlling a virtual character, the method comprising:
[0005] In response to the game start command, multiple character teams are controlled to enter the game scene corresponding to the game match, and virtual tasks are assigned to each character team, wherein the virtual tasks correspond to a target object, and the multiple character teams include the target character team;
[0006] In response to the target character team completing the virtual task first, the target object is displayed in the game scene, and the target object is configured to be visible to the virtual characters in the target character team;
[0007] In response to a target game event, the target object is configured to be visible to all virtual characters in the multiple character teams;
[0008] In response to the target object being defeated, control the dropping of the first dropped item in the game scene.
[0009] Secondly, this disclosure also provides a control device for a virtual character, the control device comprising:
[0010] The task allocation module is used to respond to the game start command, control multiple character teams to enter the game scene corresponding to the game match, and assign virtual tasks to each character team, wherein the virtual tasks correspond to the target object, and the multiple character teams include the target character team;
[0011] An object display module is used to display the target object in the game scene in response to the target character team completing the virtual task first, and to configure the target object to be visible to the virtual characters in the target character team;
[0012] An object configuration module is used to configure the target object to be visible to all virtual characters in the multiple character teams in response to a target game event.
[0013] The resource drop module is used to control the first drop of resources in the game scene in response to the target object being defeated.
[0014] Thirdly, embodiments of this disclosure also provide an electronic device, including: 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 perform the virtual character control method as described in the first aspect.
[0015] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the virtual character control method as described in the first aspect.
[0016] The virtual character control method, device, electronic device, and readable storage medium provided in this disclosure, in response to a game start command, 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 a target character team completing the virtual task first, display a 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 a target game event being triggered, configure the target object to be visible to the virtual characters in multiple character teams; and in response to the target object being defeated, control the dropping of the first dropped item in the game scene. In this way, multiple virtual characters can enter the game match as character teams and complete the virtual tasks corresponding to their teams. The team that completes the virtual task first can interact with the target object first and pick up the game items dropped by the target object after it is defeated. This enriches the ways to pick up game items in the game match and, to a certain extent, reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain game items, thus ending the game match prematurely. This helps improve the efficiency of item acquisition and the player's gaming experience.
[0017] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0018] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 A flowchart illustrating a method for controlling a virtual character provided in an embodiment of this disclosure;
[0020] Figure 2 One of the schematic diagrams of a first graphical user interface of a first terminal provided in an embodiment of this disclosure;
[0021] Figure 3 This is a second schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0022] Figure 4 This is a third schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0023] Figure 5 This is a fourth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0024] Figure 6 Fifth of a schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0025] Figure 7 This is a sixth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0026] Figure 8 This is a seventh schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0027] Figure 9 Eighth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0028] Figure 10 A schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0029] Figure 11 This is a schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0030] Figure 12 Eleventh of the schematic diagrams of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0031] Figure 13 This is a schematic diagram of the second graphical user interface of the second terminal provided in the embodiments of this disclosure;
[0032] Figure 14 This is 12 of a schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0033] Figure 15 This is thirteenth of a schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of this disclosure;
[0034] Figure 16 This is a schematic diagram of the structure of a virtual character control device provided in an embodiment of the present disclosure;
[0035] Figure 17 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0036] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.
[0037] First, let me introduce the terms used in this disclosure:
[0038] (1) Terminal equipment
[0039] The terminal device involved in this disclosure mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: smartphones, tablets, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV) players, personal digital assistants (PDAs), e-book readers, etc. The terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this disclosure, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.
[0040] (2) Graphical User Interface
[0041] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, 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 touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.
[0042] (3) Game Scene
[0043] A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional game scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, a game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.
[0044] (4) Virtual characters:
[0045] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for game scene battles. Optionally, the virtual object can include virtual characters competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0046] Secondly, the technical background of this disclosure will be introduced:
[0047] In the relevant games, players control a virtual character to move around the game scene and interact with other virtual characters to collect game resources dropped by other characters and those dropped by the system at preset intervals. These resources are then taken out of the game. This requires players to spend time searching for other virtual characters to collect resources, and there is a risk of being killed by other virtual characters, potentially resulting in the inability to collect resources. This leads to a low resource acquisition efficiency during gameplay.
[0048] Based on this, the present disclosure provides a method for controlling virtual characters to improve resource acquisition efficiency and player gaming experience.
[0049] In one embodiment of the application, the virtual character control method can run on a local mobile terminal or a server. When the virtual character control method runs 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, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0051] In an alternative implementation, taking a game as an example, the local mobile terminal stores the game program and is used to display the game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local mobile terminal can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local mobile terminal can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0052] In one optional implementation, this invention provides a method for controlling a virtual character, which provides a graphical user interface via a mobile terminal. The mobile terminal can be a local mobile terminal (such as a local touchscreen terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the virtual character control method running on a local mobile terminal (hereinafter referred to as the mobile terminal).
[0053] Please see Figure 1 , Figure 1 A flowchart illustrating a virtual character control method provided in an embodiment of this disclosure. Figure 1 As shown in the embodiments of this disclosure, the method for controlling a virtual character includes:
[0054] S101. In response to the game start command, control multiple character teams to enter the game scene corresponding to the game match, and assign virtual tasks to each character team, wherein the virtual tasks correspond to target objects, and the multiple character teams include target character teams.
[0055] S102. In response to the target character team completing the virtual task first, the target object is displayed in the game scene, and the target object is configured to be visible to the virtual characters in the target character team.
[0056] S103. In response to the triggering of a target game event, configure 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, control the first dropped item to fall in the game scene.
[0058] The virtual character control method provided in this disclosure allows multiple virtual characters to form a team to enter a game and complete virtual tasks corresponding to the team. The team that completes the virtual task first can interact with the target object first and pick up the game resources dropped by the target object after the target object is defeated. This enriches the ways to pick up game resources in the game and reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain game resources, thus ending the game prematurely. This helps to improve the efficiency of resource acquisition and the player's gaming experience.
[0059] The exemplary steps of the embodiments of this disclosure are described below:
[0060] S101. In response to the game start command, control multiple character teams to enter the game scene corresponding to the game match, and assign virtual tasks to each character team, wherein the virtual tasks correspond to target objects, and the multiple character teams include target character teams.
[0061] In this embodiment of the disclosure, there may be multiple players participating in the game at the same time. Each player can enter the game using their respective game account.
[0062] In one alternative implementation, a game may have multiple different game modes. Players can select a game mode on the game mode selection screen and then enter the game corresponding to the selected target game mode.
[0063] When a player selects a target game mode, virtual characters controlled by different players need to enter the game scene as a team. The formation of the team needs to be completed before entering the game. After entering the game scene, the team does not need to be adjusted. This saves players from other operations during the game. They only need to control the corresponding game characters to perform game tasks. This reduces the number of operation steps for players and helps to improve the efficiency of human-computer interaction.
[0064] In one alternative implementation, players can choose other players to form a team outside of the game, or the system can assign teams based on the number of virtual characters in each team according to the time players enter the game preparation interface. To ensure that players' needs are met as much as possible and to improve their gaming experience, the team that players choose to enter the game is given priority.
[0065] Here, the number of virtual characters in each character team is the same to ensure operational balance between different character teams and further enhance the player's gaming experience.
[0066] For example, each character team can contain three virtual characters. After determining that three virtual characters have been gathered to form a character team, and after determining that a game start command has been received, the multiple character teams formed are controlled to enter the game scene corresponding to the game match.
[0067] In one alternative implementation, since the information of each virtual character in a team is shared and the attack power of the entire team is higher than that of a single virtual character entering the game, in order to maintain game balance and prevent other virtual characters entering the game alone from being at a disadvantage and being quickly defeated, the current game ends quickly and the next game starts repeatedly, which leads to excessive server data processing and increased performance overhead for the game server. Therefore, it is necessary to limit the resources carried by virtual characters in the team outside the game to improve game balance.
[0068] Specifically, the control method further includes:
[0069] a1: Cancel the permission of each virtual character to bring game resources into the game, and distribute the specified game resources to each virtual character so that each virtual character can use the specified game resources to start the game.
[0070] In one alternative implementation, after determining that the virtual characters in each team have entered the game, the virtual characters' permission to bring game resources into the game is revoked. At the same time, in order to ensure that each virtual character can participate in the duel at the beginning of the game, the system will distribute designated game resources to each virtual character. Each virtual character can use the virtual resources in the designated game resources to start the current game.
[0071] Among the designated game resources are at least one basic resource to meet the combat needs of each virtual character.
[0072] For example, the specified game resources can be similar to the basic set in a game match, such as a virtual gun, a number of virtual bullets, a basic level set, some virtual medicines, etc. These virtual resources can meet the basic combat needs of the virtual character at the beginning of the game match.
[0073] In one alternative implementation, to further enhance the player's gaming experience, at least one basic resource provided by the system can be randomly displayed to the player before the game officially begins. The player can then choose which specific game resource to use for their controlled virtual character.
[0074] Specifically, the control method further includes:
[0075] b1: For each virtual character, before entering the game, a resource selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the resource selection interface includes a preset number of game resources to be selected.
[0076] b2: For each virtual character, in response to the selection operation for the specified game resource to be selected, the selected specified game resource is distributed to the virtual character.
[0077] In one alternative implementation, for each virtual character, before entering a game, a resource selection interface can be displayed in the graphical user interface of the terminal device controlling the virtual character. The resource selection interface displays at least one pre-configured game resource to be selected, and the player can select the game resource to be selected.
[0078] Specifically, the designated game resources provided by the system can be matched according to different combat ranges, divided into melee-specific game resources and ranged combat-specific game resources, or according to different attack performances, divided into offensive-specific game resources and defensive-specific game resources. The virtual resources contained in different designated game resources are somewhat different. Players can choose different designated game resources according to different combat needs, thereby better performing virtual tasks in the game and helping to improve the player's gaming experience.
[0079] In one alternative implementation, if a player is not satisfied with the specified game resources displayed in the current resource filtering interface, they can refresh the specified game resources displayed in the resource filtering interface by switching commands and select the specified game resources again.
[0080] To prevent players from spending too much time selecting specific game resources on the resource selection screen, thus disrupting their progress in completing virtual tasks during the game, the number of times players can refresh the displayed specific game resources on the resource selection screen can be limited. This ensures that players can quickly select the specific game resources, thereby improving the efficiency of human-computer interaction.
[0081] For example, the number of times a player can switch between a specific game resource displayed in the resource filtering interface can be set to one.
[0082] In one alternative implementation, a switching control can be set in the resource filtering interface. Players can issue switching commands by triggering the switching control to refresh the specified game resources displayed in the resource filtering interface.
[0083] Furthermore, after a player selects a specific game resource, the system will distribute that resource to the corresponding virtual character.
[0084] In one alternative implementation, in order to save the time of virtual characters in selecting designated game resources and improve the combat efficiency of virtual characters, the basic resources of the designated game resources can be automatically equipped to the virtual characters directly when the virtual characters enter the game.
[0085] Specifically, the control method further includes:
[0086] c1: In response to the game start command, control the virtual character to automatically equip at least one basic resource included in the specified game resources.
[0087] In one alternative implementation, when the start of the current game match is determined, the virtual character can automatically equip at least one basic resource. This can be either placing a virtual weapon (e.g., a virtual firearm) that the virtual character needs to use in combat into the weapon slot or placing it directly in the virtual character's hand. Virtual resources that are less likely to be used at the start of the game match (e.g., medicine) can be stored in the virtual character's resource storage space (e.g., a storage slot in the virtual backpack).
[0088] In one alternative implementation, a virtual task is assigned to each team of characters entering the game. The virtual tasks may differ for different characters. After completing the virtual task, the team can interact with the corresponding target object.
[0089] The game scene includes multiple task areas, and the virtual tasks are used to instruct the multiple character teams to complete specified game behaviors in the multiple task areas respectively.
[0090] In one alternative implementation, the corresponding virtual task includes multiple task areas. The character team needs to complete the corresponding specified game behavior in each task. After the specified game behavior is completed in each task area, the character team is determined to have completed the virtual task. After the target character team among the multiple character 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, the target object is displayed in the game scene, and the target object is configured to be visible to the virtual characters in the target character team.
[0092] In one alternative implementation, if the target virtual character completes the corresponding virtual task first, while other character teams have not yet completed their virtual tasks, the other characters need to continue to complete the virtual tasks corresponding to their respective character teams. Therefore, the target object's position is not visible to other character teams at this time, but is only visible to the virtual characters in the target character team that has completed the virtual task first.
[0093] Here, the location of the task area corresponding to each character team in the game scene may not be exactly the same. When determining the specific location of multiple task areas in the game scene, it can be determined based on the position of the character team and the position of the target object corresponding to the virtual task.
[0094] Specifically, before the step "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 location of the object, provide multiple task areas in the game scene corresponding to the target character team.
[0097] In one alternative implementation, the ultimate goal of each team is to move toward the location of the target object and interact with it in the game. Therefore, when determining the task area in the game scene, it is necessary to use the target object's location in the game scene as a reference. Different task areas are provided at different stages of the task so that the task area can instruct the team to move toward the target object's location in the game scene and ultimately interact with it in the game.
[0098] In one alternative implementation, to ensure that players can intuitively observe the location of the mission area, the location of the mission area can be displayed at a preset position in the graphical user interface.
[0099] Specifically, after the step of "providing multiple task areas corresponding to the target character team in the game scene based on the object's location", the control method further includes:
[0100] e1: The multiple task areas are displayed on a small map and / or a large map in the graphical user interface of the terminal device controlling the virtual character of the target character team.
[0101] In one alternative implementation, the minimap may be displayed at a preset location in the graphical user interface (e.g., the upper right corner of the graphical user interface) to show 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 mission areas, at least one mission area can be displayed on the minimap as an area marker, so that players can roughly understand the location of each mission area in the game scene through the minimap.
[0103] In another alternative implementation, if it is necessary to know the specific location of the task area in the game scene, a large map can be displayed in the graphical user interface after receiving the map expansion command. Here, in order to reduce the occlusion 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] Similarly, at least one mission area is displayed on the large map as a region marker, allowing players to understand the specific location of each mission area in the game scene in detail through the large map display.
[0105] In one alternative implementation, since the purpose of setting the task area is to guide the character team to move toward the location of the target object, the task area can be determined first based on the position of the character team after the character team enters the game, and then different task areas can be provided again based on the execution of the specified game behavior of the character team in different task areas.
[0106] Specifically, the step "based on the location of the object, providing multiple task areas in the game scene corresponding to the target character team" includes:
[0107] f1: Based on the location of the object, provide a first task area in the game scene corresponding to the target character team.
[0108] f2: In response to the target character team completing the specified game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene.
[0109] f3: In response to the target character team completing the specified game behavior in the second task area, determine that the target character team has completed the virtual task.
[0110] In one alternative implementation, when determining the first task area for the first time the character team performs the specified game action, the specific first task area is determined based on the initial position of the target character team and the object position of the target object.
[0111] Specifically, the step "based on the location of the object, providing a first task area in the game scene corresponding to the target character team" includes:
[0112] g1: Based on the object's location and the target character team's initial location in the game scene, provide a first task area in the game scene corresponding to the target character team.
[0113] In one alternative implementation, when determining the first task area, it is necessary to determine that the virtual characters in the target character team can reach the first task area and perform the specified game behavior within a certain period of time. Therefore, in order to improve the efficiency of game control, when determining the first task area, it is first necessary to determine the first task area near the initial position of the target character team. This can reduce the time and difficulty of controlling the virtual characters in the target character team to find the first task area, and further improve the efficiency of human-computer interaction and the player experience.
[0114] Furthermore, the first task area also needs to instruct the target team to move toward the object location 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 located in the area between the initial position of the target team and the object location of the target object. In this way, when the target team performs its task by reaching the first task area, it can get closer to the target object, thereby further improving the efficiency of human-computer interaction.
[0115] In one alternative implementation, when providing a first task area, there may be more than one first task area. Players control virtual characters in the target character team to reach any first task area to perform specified game actions. This can improve the efficiency of virtual character control and the success rate of executing specified game actions within the first task area, further improving human-computer interaction efficiency.
[0116] Similarly, in order for players to understand 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 the large map and / or small map in the graphical user interface.
[0117] In one alternative implementation, after displaying at least one task area to the target character team, the virtual characters in the target character team will move towards the first task area according to the player's control. In order for the player to more intuitively determine the location of the first task area and reduce the probability of the virtual characters missing the first task area, a task area prompt message can be displayed after determining that the virtual characters have moved to the vicinity of the first task area, so as to prompt the player that they are now close to the first task area, further improving the efficiency of human-computer interaction.
[0118] Specifically, the control method further includes:
[0119] h1: When the virtual character of the target character team moves into the preset range of the first task area, display task area prompt information.
[0120] In one alternative 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. The specific determination method is not limited here.
[0121] In one alternative implementation, the task area prompt information may be an icon prompt displayed at the location of the first task area, or it may be a text prompt displayed in the first task area, such as "The first task area is nearby".
[0122] Furthermore, after determining that a virtual character in the target team has moved to any first task area, the corresponding virtual character can be controlled to perform the specified game behavior.
[0123] Specifically, the following steps are used to determine whether the target character team completes the specified game behavior in the first task area:
[0124] i1: When a virtual character in the target character team enters the task range of the first task area, it enters the task location acquisition state in response to the task execution command.
[0125] i2: In response to the state duration of the task location acquisition state being greater than a preset time threshold, determine that the target character team has completed the specified game behavior in the first task area.
[0126] In this embodiment of the disclosure, when any virtual character in the target character team enters the first task area, the player can issue a task execution command to enter the task location acquisition state.
[0127] Here, the task execution command can be issued through a trigger operation on the task interaction control. Specifically, when any virtual character in the target character team enters the task range of any first task area, the task interaction control is displayed in the graphical user interface. Through the trigger operation on the task interaction control, the task execution command is issued and the task location acquisition state is entered.
[0128] Among them, the triggering operation for task interaction controls can be a long press operation.
[0129] Furthermore, after determining the entry into the task location and acquiring the status, time is started to be counted. When the duration of the task location acquisition status is greater 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 one alternative implementation, to allow players to intuitively determine the duration of the status acquisition at the current mission location, a prompt message indicating the duration of the status acquisition can be displayed in the 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, display a location acquisition status duration prompt.
[0133] In one optional implementation, when the virtual character enters the task area of the first task area, the displayed location acquisition status duration prompt information can be in the form of a progress bar. When the progress bar is first displayed, it is in a fully filled state. As the duration of the task location acquisition status increases, the filled area of the progress bar gradually decreases. When the progress bar is in an unfilled state, it is determined that the duration of the task location acquisition status is greater than a preset time threshold, and the target character team completes the specified game behavior in the first task area.
[0134] Here, while the task location is in the acquisition state, the triggering operation for the task interaction control continues until the duration of the task location acquisition state exceeds a preset time threshold, at which point the triggering operation for the task interaction control ends.
[0135] In one alternative implementation, in order to reduce occlusion of the game scene and further improve the efficiency of human-computer interaction, the display of task interaction controls will be canceled after the target character completes the specified game behavior in the first task area.
[0136] Furthermore, because the target virtual character may lose the opportunity to pick up virtual resources dropped in the game scene while performing virtual tasks, in order to ensure the balance of the game, after the target character team completes the specified game behavior in the first task area, game resources will be randomly provided to the target character team.
[0137] Specifically, the control method further includes:
[0138] k1: In response to the target character team completing the specified game action in the first task area, distribute the first game resources to the target character team.
[0139] In this embodiment of the disclosure, if it is determined that any virtual character in the target character team completes a specified game action in any first task area, then the target character team is randomly assigned a first game resource. The first game resource is shared by the target character team, and all virtual characters in the target character team can use the first game resource.
[0140] Here, the first game resource allocated to the target character's team is randomly determined by the system.
[0141] Furthermore, after determining that the target character team has completed the specified game action in the first task area, a second task area can be provided for the target character team in the game scene. The location of the second task area can be determined based on the first task area where the specified game action was completed and the object location of the target.
[0142] Specifically, the step "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:
[0143] l1: In response to the target character team completing the specified 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 the first area position corresponding to the first task area.
[0144] In one alternative implementation, when determining the second task area, it is necessary to determine that 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 efficiency of game control, when determining the second task area, it is necessary to first determine the second task area near the location of the first area 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, and further improve the efficiency of human-computer interaction and the player experience.
[0145] Furthermore, the first task area also needs to instruct the target team to move towards the target object's location. Therefore, when determining the second task area, it is also necessary to determine that the second task area is located between the target team's first area location and the target object's location. At the same time, compared to the first task area, the second task area is closer to the target object's location. In this way, when the target team performs its task by reaching the second task area, it can get closer to the target object, further improving the efficiency of human-computer interaction.
[0146] In one alternative implementation, when providing a second task area, there may be more than one second task area. Players control virtual characters in the target character team to reach any second task area to perform specified game actions. This can improve the efficiency of virtual character control and the success rate of executing specified game actions in the first task area, further improving the efficiency of human-computer interaction.
[0147] Similarly, in order for players to understand the specific location of each secondary mission area in the game scene, after determining multiple secondary mission areas, the location of each secondary mission area in the game scene can be displayed through the large map and / or small map in the graphical user interface.
[0148] Here, the number of second task areas in the game scene is the same as the number of first task areas. After the target character team completes the specified game action in the first task area, all first task areas will be refreshed, and the second task areas will be redefined in the game scene.
[0149] For example, after the target character enters the game, a first task area A, a first task area B, and a first task area C are provided based on the initial position of the target character's team and the object position of the target. If it is determined that the target character's team completes the specified game action in the first task area A, then a second task area D, a second task area E, and a second task area F are provided in the direction closer to the object position, based on the area position of the first task area A and the object position of the target. The target character's team will then complete the specified game action again in the second task area.
[0150] Here, the method for completing the specified game action in the second task area is the same as the method for completing the specified game action in the first task area, and will not be repeated here.
[0151] Furthermore, if it is determined that the target character team also completes the specified game behavior in the second task area, then it is determined that the target character team has completed the virtual task.
[0152] In one alternative implementation, completing a virtual task requires performing a specified game action in a preset number of task areas. 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] Regarding the above example, after the target character enters the game, based on the initial position of the target character's team and the target's position, a first task area A, a first task area B, and a first task area C are provided. If it is determined that the target character's team completes the specified game action in the first task area A, then based on the first area position of the first task area A and the target's position, a second task area D, a second task area E, and a second task area F are provided in the direction closer to the target's position. The target character's team will then complete the specified game action again in the second task area. If it is determined that the target character's team completes the specified game action in the second task area F, then based on the second area position of the second task area F and the target's position, a third task area G, a third task area H, and a third task area I are provided in the direction closer to the target's position. The target character's team will then complete the specified game action again in the third task area. If it is determined that the target character's team completes the specified game action in the third task area H, then the target character's team has completed the virtual task.
[0154] Furthermore, once the target team completes the virtual task, the location of the target object will only be displayed to each virtual character in the target team. If each virtual character is far from the location of the target object, the location of the target object can be displayed through object icons on the small map or large map of the graphical user interface of the terminal device controlling the virtual character.
[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 then attack the target object.
[0156] Specifically, if the target character attacks the target object, the target object's health will decrease according to the damage dealt. The target object corresponds to different target stages depending on its health. For each target stage, the target object's attack method and / or attack effect on the virtual character will be different.
[0157] In one optional implementation, when a target character team attacks a target object, each virtual character in the target character team will output attack output. If it is determined that the total output of the entire target character team is greater than a preset output threshold, then each virtual character in the target character team will be provided with a corresponding target game buff.
[0158] Specifically, the control method further includes:
[0159] m1: For each of the target phases, in response to the total attack output of the target character team being greater than a preset output threshold, a target game buff is provided to the virtual characters in the target character team; the target game buff is used to enhance the character attributes of each virtual character in the target character team.
[0160] In one optional implementation, the total output value for the target character team can be determined by combining the output of each virtual character in the target character team. For example, if the preset output threshold is set to 100, and the target character team includes three virtual characters, with virtual character A having an attack output value of 50, virtual character B having an attack output value of 20, and virtual character C having an attack output value of 40, the total attack output value of the entire target character team is 110, which is greater than the preset output threshold of 100. In this case, target game buffs will be provided to each virtual character in the target character team.
[0161] The target game bonus is used to improve the character attributes of each virtual character in the target character team.
[0162] The character attributes include at least one of the following:
[0163] The virtual character's movement speed in the game scene, the virtual character's health points, and the virtual character's attack damage value.
[0164] In this embodiment of the disclosure, when it is determined that the virtual character has obtained the target game buff, it can increase any one or any combination of the following: the virtual character's movement speed in the game scene, the virtual character's health, and the virtual character's attack damage.
[0165] In one alternative implementation, the virtual character can obtain different target game buffs based on the different attack output values of the virtual character in the target character's team.
[0166] For example, if the virtual character accounts for a low percentage of the total attack output of the target character's team, the target game buff obtained can be any one of the following: movement speed in the game scene, the virtual character's health, or the virtual character's attack damage; if the virtual character accounts for a high percentage of the total attack output of the target character's team, all target game buffs can be obtained.
[0167] In another alternative implementation, the virtual character's movement speed, health, and attack damage can all be increased simultaneously. However, different increase ratios can be set depending on the virtual character's attack output in the target character's team.
[0168] For example, the higher the proportion of the total attack output of the virtual character in the target character's team, the higher the proportion of the character's attribute improvement obtained.
[0169] Furthermore, if a target game event is triggered during the attack on a target by a target character team, or during the execution of a virtual task by multiple character teams, the target can be configured to be visible to all virtual characters in the multiple character teams.
[0170] S103. In response to the triggering of a target game event, configure the target object to be visible to all virtual characters in the multiple character teams.
[0171] In one optional implementation, the target game event includes: the game progress of the game meeting a first specified condition, and / or the object state of the target object meeting a second specified condition.
[0172] In one optional implementation, the game process meeting the first specified condition may include: the game time is greater than a preset time threshold. That is, if multiple character teams enter the game, regardless of whether there are any character teams that have completed the virtual task, the object position of the target object can be displayed to the virtual characters in each character team. This can avoid multiple characters being too far away from the target object and needing too much time to complete the virtual task, thereby improving the efficiency of human-computer interaction.
[0173] For example, the preset time threshold can be set to 10 minutes, that is, 10 minutes after the start of multiple game matches, the object position of the target object can be displayed to the virtual characters in each character team, regardless of whether there are any character teams that have completed the virtual task.
[0174] In another optional implementation, the object state of the target object satisfies the second specified condition, including: the target object's health value is less than a preset health value threshold.
[0175] In one alternative implementation, when the target object is attacked by the target character team that completes the virtual task first, its health will gradually decrease. If the target object's health is less than a preset health threshold, the target object will enter the target state. At this time, the target object's location will be visible to the virtual characters in each character team, prompting each virtual character to go to the target location to pick up the virtual resources that can be dropped after the target object is defeated.
[0176] Here, the health threshold can be set to 0. In this case, the target object will not be defeated and drop its resources immediately, but will enter the target state. During the duration of the target state, the target object's location will be reported to all virtual characters in the game.
[0177] In one alternative implementation, virtual tasks assigned to other character teams are only triggered after the target event is determined, for example, after the target object enters the target state. Before the target event is triggered, the virtual tasks assigned to other character teams are displayed. Other character teams, except for the target character team, need to continue executing the virtual tasks. This avoids other virtual characters in the game scene not executing virtual tasks, but waiting to know the location of the target object and then directly performing virtual interactions with the target object to obtain the resources dropped by the target object, which would affect the balance of the game. This ensures that the character behavior control among the various virtual characters in the game scene is roughly the same, thereby improving the balance of the game.
[0178] n1: Before the target event is triggered, maintain the virtual tasks assigned to other character teams besides the target character team.
[0179] In one alternative implementation, even if the target team has completed the virtual task, but the target event has not been triggered, the target team will perform a virtual interaction with the target object, while other teams will continue to perform the virtual tasks assigned to them.
[0180] Furthermore, after configuring the target object's location to be visible to all virtual characters in the game's teams, virtual characters in other teams will no longer perform virtual tasks. Therefore, after the target event is determined to be triggered, the display of task areas for other teams will be canceled.
[0181] Specifically, after the step "in response to the triggering of a target game event, configure 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 character teams besides the target character team.
[0183] In one alternative 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 the object position of the target object has been obtained, then it is meaningless to execute the virtual task again to obtain the position of the target object. In this case, 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 by the target object after it is defeated.
[0184] S104. In response to the target object being defeated, control the first dropped item to fall in the game scene.
[0185] In one alternative implementation, if the target object's health value is greater than a preset health value threshold, the target object is controlled to enter the target state. If the target object's target state lasts for a longer period than a preset time threshold, the target object is determined to be defeated, and the target object will drop the first drop item in the game scene.
[0186] Here, after the target is defeated, there may be more than one first drop item. At this time, all virtual characters in the game scene can pick up the first drop item, but each virtual character can only lose one first drop item.
[0187] Furthermore, once it is confirmed that the target virtual character has picked up the first dropped item, the target virtual character's location will remain visible to other virtual characters in the game scene. At this time, other virtual characters can move to the target virtual character's location to steal the first dropped item.
[0188] Specifically, after the step "in response to the target object being defeated, control the first dropped item to fall in the game scene", the control method further includes:
[0189] p1: In response to the target virtual character picking up the first dropped item, the position of the target virtual character in the game scene is made visible to every virtual character in the game scene.
[0190] In one alternative implementation, if the target virtual character picks up the first dropped item, the target virtual character's position in the game scene will remain visible to every virtual character in the game scene until the target virtual character is defeated by another virtual character and the first dropped item is dropped; or until the target virtual character withdraws from the game with the first dropped item.
[0191] Here, the location of the target virtual character can be displayed on the minimap or large map in the graphical user interface via a character identifier.
[0192] Furthermore, if you kill the target virtual character carrying the first dropped item, you can obtain all the items currently carried by the target virtual character.
[0193] Specifically, the control method further includes:
[0194] q1: In response to the target virtual character being killed, control the drop of a second dropped item in the game scene; the second dropped item includes virtual items picked up by the target virtual character in the game scene, designated game items of the target virtual character, and the first dropped item.
[0195] In one alternative implementation, if the target virtual character is killed in the game scene, the target virtual character will drop a second dropped item, which includes the virtual items picked up by the target virtual character in the game scene, the target virtual character's designated game items, and the first dropped item.
[0196] Here, the first dropped resources include target tokens for obtaining target resources. After taking the target tokens out of the current game, they can be exchanged for high-value resources. Furthermore, the more other virtual characters the virtual character with the first dropped resources kills, the higher the value of the target resources.
[0197] Specifically, as the number of other virtual characters killed by a virtual character increases, the level of the target resource also increases accordingly, and players can exchange target tokens for higher-level target resources.
[0198] For example, the target resource is set to five levels, with level one by default. The higher the level, the higher the value of the items that can be obtained. Killing a virtual character increases the level by one level, with a maximum of five levels.
[0199] Furthermore, if you withdraw from the extraction point in the game while carrying the target token, you can exchange the target token for target resources.
[0200] Specifically, the control method further includes:
[0201] r1: In response to the virtual character leaving the game with the second dropped supplies, allocate the corresponding target resources to the game account controlling the virtual character based on the target credentials.
[0202] In one alternative implementation, after determining that a virtual character leaves the game with a second dropped resource containing a target token, the system will automatically allocate the corresponding target resource to the game account controlling the virtual character based on the level of the target resource corresponding to the target token.
[0203] This increases the probability that the virtual character will actively attack other virtual characters during the game, thereby increasing the interaction frequency of virtual characters in the game, which in turn increases the probability that the player will obtain rewards and improves the player's gaming experience.
[0204] The control process of virtual characters in this embodiment will be illustrated below with specific examples, taking the example of a first player controlling virtual characters in a target character's team through a first terminal, and a second player controlling virtual characters in other character teams through a second terminal:
[0205] Please see Figure 2 , Figure 2 One of the schematic diagrams of the first graphical user interface of the first terminal provided in the embodiments of this disclosure is shown below. Figure 2 As shown, the first graphical user interface 200 includes multiple selectable game modes 201. After selecting a target game mode, the player can enter the game by triggering the confirmation selection control 202 on the first graphical user interface 200.
[0206] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 3 As shown, a preset number of selectable game items 203 are displayed in the first graphical user interface 200. Players can refresh the selectable game items 203 by triggering the refresh control 204, and confirm the selected game item by triggering the confirmation selection control 205. After entering the game, the selected game item is distributed to the corresponding virtual character.
[0207] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 3. Figure 4 As shown, after the virtual character in the target character's team enters the game, a virtual task will be provided to the target virtual character. The virtual task includes multiple task areas, and the corresponding task area identifiers 207 are displayed on the minimap 206. At the same time, a task area completion prompt area 208 is displayed in the graphical user interface to indicate the current completion status of the target character's team's virtual task through the task area completion prompt area 208.
[0208] For further details, please refer to Figure 5 , Figure 5 This is a fourth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 5 As shown, when the player issues the map expansion command, a large map 209 is displayed in the graphical user interface 200, and multiple task area identifiers 207 corresponding to task areas are displayed in the large map 209.
[0209] For further details, please refer to Figure 6 , Figure 6 This is the fifth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 6 As shown, when the virtual character 210 in the target character team moves to the preset range of the virtual task area, the task area prompt information 211 is displayed to indicate that the player is currently near the virtual task area and can prepare to perform the specified game action.
[0210] For further details, please refer to Figure 7 , Figure 7 This is a sixth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 6. 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. 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 the filling status of the acquisition status duration prompt information 213.
[0211] For further details, please refer to Figure 8 , Figure 8 This is the seventh schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 7. Figure 8 As shown, when the virtual character 210 in the target character team completes the specified game behavior in the virtual task area, the first game resource 214 is distributed to the target character team. At the same time, multiple task area markers 207 corresponding to the task areas are refreshed in the minimap 206, so that the target character team gradually moves towards the location of the target object according to the prompts of the refreshed virtual task area markers 207.
[0212] For further details, please refer to Figure 9 , Figure 9 This is the eighth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 8. Figure 9 As shown, in response to the target character team completing the virtual task first, an object prompt icon 215 corresponding to the target object is displayed on the minimap 206 to indicate the location of the target object in the game scene.
[0213] For further details, please refer to Figure 10 , Figure 10 This is a schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 9. Figure 10As shown, when 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 health value prompt information 217 of the target object 216 is displayed. The target object corresponds to different target stages according to different health values. For each target stage, the attack method and / or attack effect of the target object are different. For each target 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, the virtual characters in the target character team are given target game buffs.
[0214] For further details, please refer to Figure 11 , Figure 11 This is a schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 10. Figure 11 As shown, if the target object's health is less than the preset health threshold, the target object 216 will enter the target state. After the target object is confirmed to be in the target state, the target object's position will be visible to all virtual characters in the game.
[0215] For further details, please refer to Figure 12 , Figure 12 This is eleventh of a schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of this disclosure, as shown below. Figure 12 As shown, once the target state of the target object ends, the target object is defeated, and the first dropped item, 218, will fall in the game scene. Figure 12 As shown, the quantity of the first dropped item 218 is 3, but each virtual character can only pick up one first dropped item 218; after the target virtual character picks up the first dropped item, its location will be visible to all virtual characters in the game scene.
[0216] For further details, please refer to Figure 13 , Figure 13 This is a schematic diagram of the second graphical user interface of the second terminal provided in the embodiments of this disclosure, as shown below. Figure 13 As shown, when a virtual character in the target character team picks up the first dropped item, the character identifier 1310 corresponding to the virtual character will be displayed in the second graphical user interface 1300. The position of the virtual character in the game scene is visible to every virtual character in the game scene.
[0217] For further details, please refer to Figure 14 , Figure 14 This is 12 of a schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure, as shown below. Figure 14 As shown, when enemy virtual character 219 moves to virtual character 210, if virtual character 210 defeats enemy virtual character 219, the target resource contained in the first dropped item will be upgraded.
[0218] For further details, please refer to Figure 15 , Figure 15 This is thirteenth of a schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 15 As shown, if a virtual character leaves the game with dropped resources, the game account controlling the virtual character is allocated corresponding target resources based on the target credentials, and the target resources are collected by triggering the collection control 220.
[0219] The virtual character control method provided in this disclosure, in response to a game start command, controls multiple character teams to enter the game scene corresponding to the game match and assigns virtual tasks to each character team; in response to a target character team completing the virtual task first, a target object is displayed in the game scene and configured to be visible to the virtual characters in the target character team; in response to a target game event being triggered, the target object is configured to be visible to the virtual characters in multiple character teams; in response to the target object being defeated, the first dropped item is controlled to fall in the game scene. In this way, multiple virtual characters can enter the game match as character teams and complete the virtual tasks corresponding to their teams. The team that completes the virtual task first can interact with the target object first and pick up the game items dropped by the target object after it is defeated. This enriches the ways to pick up game items in the game match and, to a certain extent, reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain game items, thus ending the game match prematurely. This helps improve the efficiency of item acquisition and the player's gaming experience.
[0220] Based on the same inventive concept, this disclosure also provides a virtual character control device corresponding to the virtual character control method. Since the principle of the device in this disclosure for solving the problem is similar to the virtual character control method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0221] Please see Figure 16 , Figure 16 This is a schematic diagram of the structure of a control device for a virtual character provided in an embodiment of this disclosure. Figure 16 As shown, the control device 1600 includes:
[0222] The task allocation module 1610 is used to respond to the game start command, control multiple character teams to enter the game scene corresponding to the game, and allocate virtual tasks to each character team, wherein the virtual task corresponds to a target object, and the multiple character teams include the target character team.
[0223] The object display module 1620 is used to display the target object in the game scene in response to the target character team completing the virtual task first, and to configure 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 a target game event;
[0225] The resource drop module 1640 is used to control the first drop resource to fall in the game scene in response to the target object being defeated.
[0226] In one optional implementation, the target game event includes: the game progress of the game meeting a first specified condition, and / or the object state of the target object meeting a second specified condition.
[0227] In one alternative implementation, the game scene includes multiple task areas, and the virtual task is used to instruct the multiple character teams to complete specified game actions in the multiple task areas respectively.
[0228] In an optional embodiment, the control device 1600 further includes a task area providing module (not shown), the task area providing module being used for:
[0229] Determine the object position of the target object in the game scene;
[0230] Based on the location of the object, multiple task areas corresponding to the target character team are provided in the game scene.
[0231] In an optional implementation, when the task area providing module provides multiple task areas corresponding to the target character team in the game scene based on the object's location, the task area providing module is configured to:
[0232] Based on the location of the object, a first task area corresponding to the target character team is provided in the game scene;
[0233] In response to the target character team completing the specified game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene;
[0234] In response to the target character team completing the specified game behavior in the second task area, it is determined that the target character team has completed 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's location, the task area providing module is configured to:
[0236] Based on the object's location and the target character team's initial location in the game scene, a first task area corresponding to the target character team is provided in the game scene.
[0237] In an optional implementation, when the task area providing module provides 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 configured to:
[0238] In response to the target character team completing the specified 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 the first area position corresponding to the first task area.
[0239] In an optional embodiment, the control device 1600 further includes a designated material distribution module (not shown in the figure), the designated material distribution module being used for:
[0240] Cancel the permission for each virtual character to bring game resources into the game, and distribute designated game resources to each virtual character so that each virtual character can use the designated game resources to start the game.
[0241] In one optional implementation, the designated game resources include at least one basic resource to meet the combat needs of the virtual character; the control device 1600 further includes a designated resource assembly module (not shown in the figure), the designated resource assembly module being used for:
[0242] In response to the start command of the game, the virtual character is controlled to automatically equip at least one basic resource from the specified game resources.
[0243] In one optional implementation, the task area providing module is used to determine, through the following steps, whether the target character team completes the specified game behavior in the first task area:
[0244] When a virtual character in the target character team enters the task range of the first task area, it enters the task location acquisition state in response to the task execution command;
[0245] If the duration of the state acquired at the task location is greater than a preset time threshold, it is determined that the target character team has completed the specified game behavior in the first task area.
[0246] In an optional embodiment, the control device 1600 further includes a game resource distribution module (not shown in the figure), which is used for:
[0247] In response to the target character team completing the specified game action in the first task area, the first game resource is distributed to the target character team.
[0248] In an optional embodiment, the control device 1600 further includes a task persistence allocation module (not shown in the figure), the task persistence allocation module being used for:
[0249] Before the target event is triggered, maintain the virtual tasks assigned to other character teams besides the target character team.
[0250] In an optional embodiment, the control device 1600 further includes a task removal module (not shown in the figure), the task removal module being used for:
[0251] After the target event is triggered, remove the virtual tasks assigned to other character teams besides the target character team.
[0252] In one optional implementation, the object state of the target object satisfies the second specified condition, including: the target object's health value is less than a preset health value threshold.
[0253] In one optional implementation, the target object corresponds to different target stages based on its health value; for each target stage, the attack method and / or attack effect of the target object are different.
[0254] In an optional embodiment, the control device 1600 further includes a game gain providing module (not shown), the game gain providing module being used for:
[0255] For each phase of the target object, in response to the total attack output of the target character team being greater than a preset output threshold, a target game buff is provided to the virtual characters in the target character team; the target game buff is used to enhance the character attributes of each virtual character in the target character team.
[0256] In an optional embodiment, the control device 1600 further includes a character position providing module (not shown in the figure), the character position providing module being used for:
[0257] In response to the target virtual character picking up the first dropped item, the position of the target virtual character in the game scene is made visible to every virtual character in the game scene.
[0258] In an optional embodiment, the control device 1600 further includes a character resource drop module (not shown in the figure), the character resource drop module being used for:
[0259] In response to the target virtual character being killed, control the dropping of a second dropped item in the game scene; the second dropped item includes virtual items picked up by the target virtual character in the game scene, designated game items of the target virtual character, and the first dropped item;
[0260] The first dropped resources include target credentials for acquiring target resources; the more other virtual characters a virtual character with the first dropped resources kills, the higher the value of the target resources.
[0261] In an optional embodiment, the control device 1600 further includes a task area display module (not shown in the figure), the task area display module being used for:
[0262] The multiple task areas are displayed on a small map and / or a large map in the graphical user interface of the terminal device that controls the virtual character of the target character team.
[0263] In an optional embodiment, the control device 1600 further includes a region prompt information display module (not shown in the figure), the region prompt information display module being used for:
[0264] When the virtual character of the target character team moves into a preset range of the first task area, a task area prompt message is displayed.
[0265] In an optional embodiment, the control device 1600 further includes a time reminder information display module (not shown in the figure), the time reminder information display module being used for:
[0266] When the virtual character enters the task area of the first task area, a location acquisition status duration prompt message is displayed.
[0267] In an optional embodiment, the control device 1600 further includes a designated material selection module (not shown in the figure), the designated material selection module being used for:
[0268] For each virtual character, before entering the game, a resource selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the resource selection interface includes a preset number of game resources to be selected.
[0269] For each virtual character, in response to the selection operation for the specified game resource to be selected, the selected specified game resource is distributed to the virtual character.
[0270] In an optional embodiment, the control device 1600 further includes a resource allocation module (not shown in the figure), the resource allocation module being used for:
[0271] In response to the virtual character leaving the game with the second dropped supplies, the corresponding target resources are allocated to the game account controlling the virtual character based on the target credentials.
[0272] The virtual character control device provided in this embodiment responds to a game start command by controlling multiple character teams to enter the game scene corresponding to the game match and assigning virtual tasks to each character team; responding to a target character team completing the virtual task first, displaying a target object in the game scene and configuring the target object to be visible to the virtual characters in the target character team; responding to a target game event being triggered, configuring the target object to be visible to the virtual characters in multiple character teams; and responding to the target object being defeated, controlling the first dropped item to fall in the game scene. In this way, multiple virtual characters can enter the game match as character teams and complete the virtual tasks corresponding to their teams. The team that completes the virtual task first can interact with the target object first and pick up the game items dropped by the target object after it is defeated. This enriches the ways to pick up game items in the game match and, to a certain extent, reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain game items, thus ending the game match prematurely. This helps improve the efficiency of item acquisition and the player's gaming experience.
[0273] Please see Figure 17 , Figure 17 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 17 As shown, the electronic device 1700 includes a processor 1710, a memory 1720, and a bus 1730.
[0274] Memory 1720 stores machine-readable instructions executable by processor 1710. When electronic device 1700 is running, processor 1710 communicates with memory 1720 via bus 1730, causing processor 1710 to execute the following instructions during operation:
[0275] In response to the game start command, multiple character teams are controlled to enter the game scene corresponding to the game match, and virtual tasks are assigned to each character team, wherein the virtual tasks correspond to a target object, and the multiple character teams include the target character team;
[0276] In response to the target character team completing the virtual task first, the target object is displayed in the game scene, and the target object is configured to be visible to the virtual characters in the target character team;
[0277] In response to a target game event, the target object is configured to be visible to all virtual characters in the multiple character teams;
[0278] In response to the target object being defeated, control the dropping of the first dropped item in the game scene.
[0279] In one optional implementation, the target game event includes: the game progress of the game meeting a first specified condition, and / or the object state of the target object meeting a second specified condition.
[0280] In one optional implementation, the game scene includes multiple task areas, and the virtual task is used to instruct the multiple character teams to complete specified game behaviors in the multiple task areas respectively.
[0281] In one optional implementation, the instructions executed by the processor 1710 further include:
[0282] Determine the object position of the target object in the game scene;
[0283] Based on the location of the object, multiple task areas corresponding to the target character team are provided in the game scene.
[0284] In one optional implementation, the instructions executed by the processor 1710, which include providing multiple task areas in the game scene corresponding to the target character team based on the object's location, include:
[0285] Based on the location of the object, a first task area corresponding to the target character team is provided in the game scene;
[0286] In response to the target character team completing the specified game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene;
[0287] In response to the target character team completing the specified game behavior in the second task area, it is determined that the target character team has completed the virtual task.
[0288] In one optional implementation, the instructions executed by the processor 1710, wherein providing a first task area in the game scene corresponding to the target character team based on the object's location, includes:
[0289] Based on the object's location and the target character team's initial location 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, the instructions executed by the processor 1710, in response to the target character team completing the specified game behavior in the first task area, provide a second task area in the game scene corresponding to the target character team, including:
[0291] In response to the target character team completing the specified 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 the first area position corresponding to the first task area.
[0292] In one optional implementation, the instructions executed by the processor 1710 further include:
[0293] Cancel the permission for each virtual character to bring game resources into the game, and distribute designated game resources to each virtual character so that each virtual character can use the designated game resources to start the game.
[0294] In one optional implementation, the designated game resources include at least one basic resource to meet the combat needs of the virtual character; the instructions executed by the processor 1710 further include:
[0295] In response to the start command of the game, the virtual character is controlled to automatically equip at least one basic resource from the specified game resources.
[0296] In one optional implementation, the instructions executed by the processor 1710 determine, through the following steps, that the target character team completes the specified game behavior in the first task area:
[0297] When a virtual character in the target character team enters the task range of the first task area, it enters the task location acquisition state in response to the task execution command;
[0298] If the duration of the state acquired at the task location is greater than a preset time threshold, it is determined that the target character team has completed the specified game behavior in the first task area.
[0299] In one optional implementation, the instructions executed by the processor 1710 further include:
[0300] In response to the target character team completing the specified game action in the first task area, the first game resource is distributed to the target character team.
[0301] In one optional implementation, the instructions executed by the processor 1710 further include:
[0302] Before the target event is triggered, maintain the virtual tasks assigned to other character teams besides the target character team.
[0303] In one optional implementation, the instructions executed by the processor 1710 further include:
[0304] After the target event is triggered, remove the virtual tasks assigned to other character teams besides the target character team.
[0305] In one optional implementation, the object state of the target object satisfies the second specified condition, including: the target object's health value is less than a preset health value threshold.
[0306] In one optional implementation, the target object corresponds to different target stages based on its health value; for each target stage, the attack method and / or attack effect of the target object are different.
[0307] In one optional implementation, the instructions executed by the processor 1710 further include:
[0308] For each phase of the target object, in response to the total attack output of the target character team being greater than a preset output threshold, a target game buff is provided to the virtual characters in the target character team; the target game buff is used to enhance the character attributes of each virtual character in the target character team.
[0309] In one optional implementation, the instructions executed by the processor 1710 further include:
[0310] In response to the target virtual character picking up the first dropped item, the position of the target virtual character in the game scene is made visible to every virtual character in the game scene.
[0311] In one optional implementation, the instructions executed by the processor 1710 further include:
[0312] In response to the target virtual character being killed, control the dropping of a second dropped item in the game scene; the second dropped item includes virtual items picked up by the target virtual character in the game scene, designated game items of the target virtual character, and the first dropped item;
[0313] The first dropped resources include target credentials for acquiring target resources; the more other virtual characters a virtual character with the first dropped resources kills, the higher the value of the target resources.
[0314] In one optional implementation, the instructions executed by the processor 1710 further include:
[0315] The multiple task areas are displayed on a small map and / or a large map in the graphical user interface of the terminal device that controls the virtual character of the target character team.
[0316] In one optional implementation, the instructions executed by the processor 1710 further include:
[0317] When the virtual character of the target character team moves into a preset range of the first task area, a task area prompt message is displayed.
[0318] In one optional implementation, the instructions executed by the processor 1710 further include:
[0319] When the virtual character enters the task area of the first task area, a location acquisition status duration prompt message is displayed.
[0320] In one optional implementation, the instructions executed by the processor 1710 further include:
[0321] For each virtual character, before entering the game, a resource selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the resource selection interface includes a preset number of game resources to be selected.
[0322] For each virtual character, in response to the selection operation for the specified game resource to be selected, the selected specified game resource is distributed to the virtual character.
[0323] In one optional implementation, the instructions executed by the processor 1710 further include:
[0324] In response to the virtual character leaving the game with the second dropped supplies, the corresponding target resources are allocated to the game account controlling the virtual character based on the target credentials.
[0325] Through the above methods, multiple virtual characters can form teams to enter the game and complete virtual tasks corresponding to their teams. The team that completes the task first can interact with the target and collect the dropped resources after the target is defeated. This enriches the ways to collect resources in the game and reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain resources, thus ending the game prematurely. This helps improve resource acquisition efficiency and player experience. However, to maintain game balance and prevent other virtual characters entering the game alone from being at a disadvantage and quickly defeated, leading to excessive server data processing and increased performance overhead, it is necessary to limit the resources carried by virtual characters outside the game to improve balance. Furthermore, when determining the first task area, it is necessary to first determine the area near the target team's initial position. This reduces the time and difficulty for controlling the virtual characters in the target team to find the first task area. This further enhances human-computer interaction efficiency and player experience. Furthermore, by identifying a second task area near the first area, the time and difficulty for virtual characters in the target character's team to find this area are reduced, further improving human-computer interaction efficiency and player experience. Virtual tasks assigned to other character teams are only triggered after the target event is determined—for example, after the target object enters the target state. Before the target event is triggered, the virtual tasks assigned to other character teams are displayed. Other character teams, except the target character team, need to continue executing their virtual tasks. This prevents other virtual characters in the game scene from not executing their tasks and instead waiting to find the target object's location before directly interacting with it to obtain dropped resources, thus affecting game balance. It ensures that the character behavior control among all virtual characters in the game scene is roughly the same, improving game balance. Furthermore, it increases the probability of a virtual character actively attacking other virtual characters in the game, increasing the interaction frequency of virtual characters and thus increasing the probability of players obtaining rewards, enhancing the player's gaming experience.
[0326] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0327] In response to the game start command, multiple character teams are controlled to enter the game scene corresponding to the game match, and virtual tasks are assigned to each character team, wherein the virtual tasks correspond to a target object, and the multiple character teams include the target character team;
[0328] In response to the target character team completing the virtual task first, the target object is displayed in the game scene, and the target object is configured to be visible to the virtual characters in the target character team;
[0329] In response to a target game event, the target object is configured to be visible to all virtual characters in the multiple character teams;
[0330] In response to the target object being defeated, control the dropping of the first dropped item in the game scene.
[0331] In one optional implementation, the target game event includes: the game progress of the game meeting a first specified condition, and / or the object state of the target object meeting a second specified condition.
[0332] In one optional implementation, the game scene includes multiple task areas, and the virtual task is used to instruct the multiple character teams to complete specified game behaviors in the multiple task areas respectively.
[0333] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0334] Determine the object position of the target object in the game scene;
[0335] Based on the location of the object, multiple task areas corresponding to the target character team are provided in the game scene.
[0336] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein providing multiple task areas in the game scene corresponding to the target character team based on the object location, includes:
[0337] Based on the location of the object, a first task area corresponding to the target character team is provided in the game scene;
[0338] In response to the target character team completing the specified game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene;
[0339] In response to the target character team completing the specified game behavior in the second task area, it is determined that the target character team has completed the virtual task.
[0340] In one optional implementation, the instructions executable by the computer-readable storage medium, wherein providing a first task area in the game scene corresponding to the target character team based on the object's location, includes:
[0341] Based on the object's location and the target character team's initial location in the game scene, a first task area corresponding to the target character team is provided in the game scene.
[0342] In one optional implementation, the instructions executable by the computer-readable storage medium, in response to the target character team completing the specified game action in the first task area, provide a second task area in the game scene corresponding to the target character team, including:
[0343] In response to the target character team completing the specified 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 the first area position corresponding to the first task area.
[0344] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0345] Cancel the permission for each virtual character to bring game resources into the game, and distribute designated game resources to each virtual character so that each virtual character can use the designated game resources to start the game.
[0346] In one optional implementation, the designated game resources include at least one basic resource to meet the combat needs of the virtual character; the instructions executed by the computer-readable storage medium further include:
[0347] In response to the start command of the game, the virtual character is controlled to automatically equip at least one basic resource from the specified game resources.
[0348] In one optional implementation, the instructions executable by the computer-readable storage medium determine, through the following steps, that the target character team completes the specified game action in the first task area:
[0349] When a virtual character in the target character team enters the task range of the first task area, it enters the task location acquisition state in response to the task execution command;
[0350] If the duration of the state acquired at the task location is greater than a preset time threshold, it is determined that the target character team has completed the specified game behavior in the first task area.
[0351] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0352] In response to the target character team completing the specified game action in the first task area, the first game resource is distributed to the target character team.
[0353] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0354] Before the target event is triggered, maintain the virtual tasks assigned to other character teams besides the target character team.
[0355] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0356] After the target event is triggered, remove the virtual tasks assigned to other character teams besides the target character team.
[0357] In one optional implementation, the object state of the target object satisfies the second specified condition, including: the target object's health value is less than a preset health value threshold.
[0358] In one optional implementation, the target object corresponds to different target stages based on its health value; for each target stage, the attack method and / or attack effect of the target object are different.
[0359] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0360] For each phase of the target object, in response to the total attack output of the target character team being greater than a preset output threshold, a target game buff is provided to the virtual characters in the target character team; the target game buff is used to enhance the character attributes of each virtual character in the target character team.
[0361] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0362] In response to the target virtual character picking up the first dropped item, the position of the target virtual character in the game scene is made visible to every virtual character in the game scene.
[0363] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0364] In response to the target virtual character being killed, control the dropping of a second dropped item in the game scene; the second dropped item includes virtual items picked up by the target virtual character in the game scene, designated game items of the target virtual character, and the first dropped item;
[0365] The first dropped resources include target credentials for acquiring target resources; the more other virtual characters a virtual character with the first dropped resources kills, the higher the value of the target resources.
[0366] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0367] The multiple task areas are displayed on a small map and / or a large map in the graphical user interface of the terminal device that controls the virtual character of the target character team.
[0368] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0369] When the virtual character of the target character team moves into a preset range of the first task area, a task area prompt message is displayed.
[0370] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0371] When the virtual character enters the task area of the first task area, a location acquisition status duration prompt message is displayed.
[0372] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0373] For each virtual character, before entering the game, a resource selection interface is displayed in the graphical user interface of the terminal device controlling the virtual character; the resource selection interface includes a preset number of game resources to be selected.
[0374] For each virtual character, in response to the selection operation for the specified game resource to be selected, the selected specified game resource is distributed to the virtual character.
[0375] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0376] In response to the virtual character leaving the game with the second dropped supplies, the corresponding target resources are allocated to the game account controlling the virtual character based on the target credentials.
[0377] Through the above methods, multiple virtual characters can form teams to enter the game and complete virtual tasks corresponding to their teams. The team that completes the task first can interact with the target and collect the dropped resources after the target is defeated. This enriches the ways to collect resources in the game and reduces the risk of virtual characters being killed while interacting with other virtual characters to obtain resources, thus ending the game prematurely. This helps improve resource acquisition efficiency and player experience. However, to maintain game balance and prevent other virtual characters entering the game alone from being at a disadvantage and quickly defeated, leading to excessive server data processing and increased performance overhead, it is necessary to limit the resources carried by virtual characters outside the game to improve balance. Furthermore, when determining the first task area, it is necessary to first determine the area near the target team's initial position. This reduces the time and difficulty for controlling the virtual characters in the target team to find the first task area. This further enhances human-computer interaction efficiency and player experience. Furthermore, by identifying a second task area near the first area, the time and difficulty for virtual characters in the target character's team to find this area are reduced, further improving human-computer interaction efficiency and player experience. Virtual tasks assigned to other character teams are only triggered after the target event is determined—for example, after the target object enters the target state. Before the target event is triggered, the virtual tasks assigned to other character teams are displayed. Other character teams, except the target character team, need to continue executing their virtual tasks. This prevents other virtual characters in the game scene from not executing their tasks and instead waiting to find the target object's location before directly interacting with it to obtain dropped resources, thus affecting game balance. It ensures that the character behavior control among all virtual characters in the game scene is roughly the same, improving game balance. Furthermore, it increases the probability of a virtual character actively attacking other virtual characters in the game, increasing the interaction frequency of virtual characters and thus increasing the probability of players obtaining rewards, enhancing the player's gaming experience.
[0378] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0379] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0380] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0381] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0382] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0383] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A control method of a virtual character, characterized by, The control method comprises: in response to a game match starting instruction, controlling a plurality of character teams to enter a game scene corresponding to the game match, and assigning a virtual task to each character team, wherein the virtual task corresponds to a target object, the plurality of character teams include a target character team, and a task area of the virtual task is determined based on an object position of the target object in the game scene; 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 a specified game behavior in the first task area, providing a second task area corresponding to the target character team in the game scene; and in response to the target character team completing the specified game behavior in the second task area, determining that the target character team completes the virtual task; 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 a virtual character in the target character team; in response to a target game event triggering, configuring the target object to be visible to virtual characters in the plurality of character teams; in response to the target object being defeated, controlling a first dropped resource to drop in the game scene.
2. The control method according to claim 1, characterized by, The target game event includes that a match process of the game match meets a first specified condition, and / or an object state of the target object meets a second specified condition.
3. The control method according to claim 1, characterized by, The game scene includes a plurality of task areas, and the virtual task is used to instruct the plurality of character teams to complete a specified game behavior in the plurality of task areas respectively.
4. The control method according to claim 3, characterized by, Before the target character team completes the virtual task first, the control method further comprises: determining an object position of the target object in the game scene; based on the object position, providing a plurality of task areas corresponding to the target character team in the game scene.
5. The control method according to claim 1, characterized by, 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 an 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 a specified game behavior in the first task area comprises: 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 based on the object position and a first area position corresponding to the first task area.
6. The control method according to claim 1, characterized by, The control method further comprises: canceling the permission of each virtual character carrying a character game resource to enter the game match, and distributing a specified game resource to each virtual character, so that each virtual character starts the game match using the specified game resource.
7. The control method according to claim 6, characterized by The specified game assets include at least one basic asset to meet the battle requirements of the virtual character; and the control method further includes: In response to a game match start instruction, the virtual character is controlled to automatically assemble at least one basic asset included in the specified game assets.
8. The control method according to claim 1, characterized by, The target character team is determined to complete the specified game behavior in the first task area by the following steps: When a virtual character in the target character team enters a task range of the first task area, a task position acquisition state is entered in response to a task execution instruction; In response to a state duration of the task position acquisition state being greater than a preset time threshold, it is determined that the target character team completes the specified game behavior in the first task area.
9. The control method according to claim 1, characterized by, The control method further includes: In response to the target character team completing the specified game behavior in the first task area, a first game asset is distributed to the target character team.
10. The control method according to claim 2, characterized by, The control method further includes: Before the target game event is triggered, a virtual task assigned to a character team other than the target character team is maintained.
11. The control method according to claim 10, characterized by, The control method further includes: After the target game event is triggered, the virtual task assigned to the character team other than the target character team is removed.
12. The control method according to claim 2, characterized by, The object state of the target object satisfies a second specified condition, including that the life value of the target object is less than a preset life value threshold.
13. The control method according to claim 12, characterized by, The target object corresponds to different object stages according to different life values, and for each object stage, the target object corresponds to different attack modes and / or attack effects.
14. The control method according to claim 13, characterized by, The control method further includes: For each object stage of the target object, in response to an attack output total value of the target character team being greater than a preset output threshold, a target game bonus is provided to a virtual character in the target character team; the target game bonus is used to improve a character attribute of each virtual character in the target character team.
15. The control method according to claim 1, characterized by, After the target object is defeated, the control method further includes: In response to a target virtual character picking up the first dropped asset, a position of the target virtual character in the game scene is configured to be visible to each virtual character in the game scene.
16. The control method according to claim 15, characterized by The control method further includes: In response to the target virtual character being killed, a second dropped asset is controlled to be dropped in the game scene; the second dropped asset includes a virtual asset picked up by the target virtual character in the game scene, a specified game asset of the target virtual character, and the first dropped asset; The first dropped asset includes a target credential for obtaining a target resource; the more virtual characters that have the first dropped asset kill other virtual characters, the higher the resource value of the target resource.
17. The control method according to claim 4, characterized by, After the step of providing, in the game scene, a plurality of task areas corresponding to the target character team based on the object position, the control method further includes: Display the plurality of task areas in a small map and / or a large map of a graphical user interface of a terminal device for controlling the virtual characters of the target character team.
18. The control method according to claim 1, characterized by, The control method further includes: In response to the virtual character of the target character team moving into a preset range of the first task area, display task area prompt information.
19. The control method according to claim 5, characterized by, The control method further includes: When the virtual character enters the task range of the first task area, display position acquisition state duration prompt information.
20. The control method according to claim 6, wherein The control method further includes: For each virtual character, before entering the game session, display a material screening interface in a graphical user interface of a terminal device for controlling the virtual character; the material screening interface includes a preset number of to-be-selected designated game materials; For each virtual character, in response to a selection operation on the to-be-selected designated game materials, assign the selected designated game materials to the virtual character.
21. The control method according to claim 16, wherein The control method further includes: In response to the virtual character carrying the second dropped material leaving the game session, assign a corresponding target resource to a game account for controlling the virtual character based on the target credential.
22. A control device for a virtual character, characterized by The control device includes: A task allocation module is configured to, in response to a game session start instruction, control a plurality of character teams to enter a game scene corresponding to the game session, and allocate a virtual task to each character team, wherein the virtual task corresponds to a target object, the plurality of character teams include a target character team, and a task area of the virtual task is determined based on an object position of the target object in the game scene; based on the object position, a first task area corresponding to the target character team is provided in the game scene; in response to the target character team completing a designated game behavior in the first task area, a second task area corresponding to the target character team is provided in the game scene; and 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. An object display module is configured to, 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 virtual characters in the target character team. An object configuration module is configured to, in response to a target game event trigger, configure the target object to be visible to virtual characters in the plurality of character teams. A material drop module is configured to, in response to the target object being defeated, control a first dropped material to drop in the game scene.
23. An electronic device, comprising: It includes: A processor, a memory, and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, the processor executes the machine readable instructions to perform the steps of the virtual character control method of any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, which is executed by the processor to perform the steps of the virtual character control method of any one of claims 1 to 21.
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