Virtual character control method and device, electronic equipment and readable storage medium

By setting the first player character to correspond to the appearance of the non-player character in the game game, the problem that the player character is easily attacked by non-player characters is solved, and the effect of improving the winning probability and game experience is achieved.

CN119701360AActive Publication Date: 2025-03-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411773958.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-04
Publication Date
2025-03-28
Estimated Expiration
2044-12-04

AI Technical Summary

Technical Problem

In game games, player characters are easily attacked by non-player characters, resulting in poor player experience and difficulty in achieving victory in the game.

Method used

At the beginning of the game, the first player character corresponds to the appearance of the non-player character, so that the non-player character does not actively attack the first player character, while the first player character can actively attack the non-player character and/or the second player character.

Benefits of technology

Through this method, the first player character gains interactive advantages in the game game, reduces the probability of being killed, and increases the success rate of killing other player characters, thereby improving the probability of winning and game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual character control method and device, electronic equipment and a readable storage medium. A first game account and a second game account are controlled to enter a game match; a first player character corresponding to the first game account, a second player character corresponding to the second game account and at least one non-player character are generated in the game scene of the game match, and the appearance of the first player character corresponds to the appearance of the at least one non-player character; when the first player character and / or the non-player character execute the interaction behavior on the second player character, responding to the character attribute of the second player character meeting the preset condition, and controlling to eliminate the second player character from the game. In this way, the probability that the first player character is killed by the non-player character and / or the second player character can be reduced, meanwhile, the success rate that the first player character hits other player characters is increased, and then the winning probability and the game experience feeling of players in the game are improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a control method, device, electronic device and readable storage medium for a virtual character. Background Art

[0002] During the game, players can control their own player characters and other player characters in the game scene. In order to win the game, players often need to concentrate on controlling their player characters and try their best to avoid being discovered by other player characters while attacking other players.

[0003] In the related art, non-player characters are generally set up in the game. However, the non-player characters are generally configured to initiate active attacks on all player characters under certain conditions. The linkage between the player characters and the impact on the game process are very small, and the player experience is not good. Summary of the invention

[0004] In view of this, the purpose of the present disclosure is to provide a control method, device, electronic device and readable storage medium for a virtual character. At the beginning of a game, for a first player character, the appearance of the first player character is set to correspond to a non-player character, thereby avoiding the non-player character's active attack on the first player character; and the first player character can actively attack the non-player character and / or the second player character, thereby obtaining an interactive advantage at the beginning of the game, reducing the probability of the first player character being killed by the non-player character and / or the second player character, and at the same time increasing the success rate of the first player character killing other player characters, thereby improving the player's chance of winning the game and the game experience.

[0005] In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual character, the method comprising:

[0006] Control the first game account and the second game account to enter the game game;

[0007] Generating a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character;

[0008] When the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to a character attribute of the second player character satisfying a preset condition, control is performed to eliminate the second player character from the game match.

[0009] In a second aspect, an embodiment of the present disclosure further provides a control device for a virtual character, the control device comprising:

[0010] A game match entry module, used to control the first game account and the second game account to enter the game match;

[0011] a character generation module, configured to generate a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character;

[0012] The character interaction control module is used to control the elimination of the second player character from the game match in response to the character attribute of the second player character satisfying a preset condition when the first player character and / or the non-player character performs an interactive behavior on the second player character.

[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the virtual character control method as described in the first aspect.

[0014] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the method for controlling a virtual character as described in the first aspect is executed.

[0015] The virtual character control method, device, electronic device and readable storage medium provided by the embodiments of the present disclosure control a first game account and a second game account to enter a game game; generate a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game game, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be hostile to the second player character instead of the first player character; when the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to the character attribute of the second player character satisfying a preset condition, control the elimination of the second player character from the game game. In this way, at the beginning of the game, for the first player character, the appearance of the first player character is set to correspond to the non-player character, thereby avoiding the non-player character's active attack on the first player character; and the first player character can actively attack the non-player character and / or the second player character, thereby obtaining an interactive advantage at the beginning of the game, reducing the probability of the first player character being killed by the non-player character and / or the second player character, and at the same time increasing the success rate of the first player character killing other player characters, thereby improving the player's chance of winning the game and the game experience.

[0016] Furthermore, since the appearance of the first game account has been disguised to match the appearance of the non-player character, the non-player character will not actively attack the first player character, which effectively reduces the probability of the first player character being attacked. At this time, in order to balance the game and avoid other player characters being at a disadvantage and quickly defeated, the current game game ends quickly and the next game is repeatedly started, resulting in excessive server data processing and increased performance overhead of the game server. It is necessary to limit the first material brought into the game by the first player character, and when the target game gain of the first player character reaches the specified condition, adjust the appearance of the first player character to increase the probability of the first player character being recognized by the non-player character and / or the second player character, so as to improve the balance of the game and the gaming experience of other players.

[0017] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0019] Figure 1 A flowchart of a method for controlling a virtual character provided by an embodiment of the present disclosure;

[0020] Figure 2 A schematic diagram of a game mode selection interface provided by an embodiment of the present disclosure;

[0021] Figure 3 One of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure;

[0022] Figure 4 A second schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;

[0023] Figure 5 A third schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;

[0024] Figure 6 A fourth schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;

[0025] Figure 7 A fifth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;

[0026] Figure 8 A sixth schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;

[0027] Fig. 9 One of the schematic diagrams of the second graphical user interface of the second terminal provided by the embodiment of the present disclosure;

[0028] Fig.10 A second schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure;

[0029] Fig.11 A third schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure;

[0030] Fig.12 A schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present disclosure;

[0031] Fig.13 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0032] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.

[0033] First, the nouns involved in this disclosure are introduced:

[0034] (1) Terminal equipment

[0035] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0036] (2) Graphical User Interface

[0037] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0038] (3) Game scenes

[0039] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0040] Secondly, the technical background of the present disclosure is introduced:

[0041] In different game matches in the game, players can control their own player characters to interact virtually with other player characters in the game scene or non-player characters provided by the system. In order to avoid being eliminated, players need to control their player characters to avoid being attacked by other player characters or non-player characters provided by the system.

[0042] In the related art, in a game, a player can control his own player character and other player characters in the game scene. In order to win the game, the player often needs to concentrate on controlling the player character and try his best to avoid being discovered by other player characters while attacking other players.

[0043] In the related art, non-player characters are generally set up in the game. However, the non-player characters are generally configured to initiate active attacks on all player characters under certain conditions. The linkage between the player characters and the impact on the game process are very small, and the player experience is not good.

[0044] Based on this, the disclosed embodiment provides a method for controlling a virtual character to reduce the probability of a first player character being killed by a non-player character and / or a second player character, while increasing the success rate of the first player character killing other player characters, thereby increasing the player's chance of winning the game and the gaming experience.

[0045] The control method of the virtual character in one embodiment of the application can be run on a local mobile terminal or a server. When the control method of the virtual character is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0046] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0047] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0048] In an optional implementation, an embodiment of the present invention provides a method for controlling a virtual character, providing a graphical user interface through a mobile terminal, wherein the mobile terminal may be the local mobile terminal mentioned above (such as a local touch terminal), or may be a client device in the cloud interaction system mentioned above. The following is an example of the control method for the virtual character running on a local mobile terminal (hereinafter referred to as a mobile terminal).

[0049] See also Figure 1 , Figure 1 Flow chart of a method for controlling a virtual character provided by an embodiment of the present disclosure. Figure 1 As shown in , the control method of the virtual character provided by the embodiment of the present disclosure includes:

[0050] S101, controlling a first game account and a second game account to enter a game match.

[0051] S102, generating a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but to be hostile to the second player character.

[0052] S103: When the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to a character attribute of the second player character satisfying a preset condition, control the elimination of the second player character from the game match.

[0053] The control method of the virtual character provided by the embodiment of the present disclosure sets the appearance of the first player character to correspond to the non-player character at the beginning of the game, thereby avoiding the non-player character's active attack on the first player character; the first player character can actively attack the non-player character and / or the second player character, thereby obtaining an interactive advantage at the beginning of the game, reducing the probability of the first player character being killed by the non-player character and / or the second player character, and increasing the success rate of the first player character killing other player characters, thereby improving the player's chance of winning the game and the game experience.

[0054] The following is a description of the exemplary steps of the embodiment of the present disclosure:

[0055] S101, controlling a first game account and a second game account to enter a game match.

[0056] In the disclosed embodiment, there may be multiple players participating in the game at the same time. Each player can use a corresponding game account. Therefore, when the game starts, the players can enter the game through their respective game accounts.

[0057] In an optional implementation, there may be multiple different game modes for a game, and the player can select the game mode on the game mode selection interface and then enter the game corresponding to the selected target game mode.

[0058] Specifically, a plurality of game modes to be selected are displayed in the game mode selection interface. Players can select the target game mode to be entered by performing touch operations on the areas where the displayed game modes to be selected are located, and then enter the corresponding game game.

[0059] In an optional implementation, before entering the game match, the first game account and the second game account need to be distinguished to determine whether the player character controlled in the game match corresponds to the appearance of the non-player character in the game match.

[0060] Specifically, before the step of "controlling the first game account and the second game account to enter the game match", the control method further includes:

[0061] a1: In response to a game match start instruction, determine a plurality of game accounts participating in the game match.

[0062] a2: Divide the multiple game accounts into a first game account and a second game account.

[0063] In the disclosed embodiment, there may be multiple players participating in the current game match, and each player will enter the current game match through his or her own game account. In the selected target game mode, it is necessary to select the first game account as the target game account so that the appearance of the player character corresponding to the selected first game account can be adjusted to be consistent with the non-player character in the game match.

[0064] In an optional implementation, at least one game account may be randomly selected from multiple game accounts participating in the current game match according to a preset probability as a target game account, i.e., a first game account, and the rest may be classified as ordinary game accounts, i.e., second game accounts.

[0065] Among them, for multiple game accounts, it is necessary to randomly select and divide the accounts according to the proportion. For example, if there are 20 game accounts corresponding to 20 players participating in the current game, three or four of the game accounts can be divided into the first game accounts.

[0066] In another optional implementation, multiple game accounts participating in the current game may be divided according to the player's selection operation for his own game identity.

[0067] Specifically, before the step of "controlling the first game account and the second game account to enter the game match", the control method further includes:

[0068] b1: Determine multiple game accounts participating in the game match.

[0069] b2: Based on the game identity selection operations corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.

[0070] In an optional implementation, an identity selection interface may be displayed on each player's terminal device, and through the player's selection operation on the identity selection interface, it may be determined whether the player entering the game is a determined target game account (first game account) or an ordinary second game account, thereby distinguishing the identities of each player participating in the current game.

[0071] Specifically, there is a limit on the number of game accounts that can be determined as target game accounts in the current game. It can be determined whether the current player can be assigned the game identity of his / her choice according to the time sequence in which the players perform identity selection operations.

[0072] For example, if the number of first game accounts allowed in the current game match is four, after the four first game accounts as target game accounts are determined in the time order of the game identity selection operations, if a fifth player's identity selection operation is received, a prompt message will be displayed to remind the player that the current game identity cannot be selected.

[0073] Furthermore, after the multiple game accounts participating in the current game match are divided and the multiple game accounts all enter the game match, a corresponding player character will be generated for each corresponding game account.

[0074] S102, generating a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but to be hostile to the second player character.

[0075] Specifically, there are three different roles in the current game. The first type is the first player character corresponding to the first game account. The appearance of the first player character corresponds to the appearance of the non-player character in the game. The first player character can blend into the team of the non-player character without being attacked by the non-player character; the second type is the second player character corresponding to the second game account. The appearance of the second player character presents different images according to the different character parameters of the second player character, and the non-player character will attack the second player character in the game scene; the third type is the non-player character, which is controlled by the system and will attack the second player character when it determines that the second player character enters the preset range of the non-player character. At the same time, it will counterattack if attacked.

[0076] In an optional implementation, the appearance of the first player character corresponds to the appearance of at least one non-player character, which means that the appearance of the first player character is consistent with, similar to, or the like.

[0077] Specifically, in an optional implementation, if there are different game areas in the game scene, and there are non-player characters with different appearances in different game areas, the first player character needs to determine its own appearance based on the real-time position / birth position of the game area where it is located.

[0078] For example, if there is a game area A in the game scene, there is a non-player character with appearance A1 in game area A, there is a game area B in the game scene, there is a non-player character with appearance B1 in game area B, there is a game area C in the game scene, there is a non-player character with appearance C1 in game area C, at this time, if the current position / birth position of the first player character is in game area C, then the appearance of the first player character should be set to C1 so that the first player character is not noticed among non-player character C1; if the current position / birth position of the first player character is in game area B, then the appearance of the first player character should be set to B1 so that the first player character is not noticed among non-player character B1.

[0079] In another optional implementation, a non-player character's appearance may be pre-selected as the default appearance of the first player character, so that when the first player character is born in the game scene, the appearance of the first player character is directly set to the default appearance.

[0080] In an optional implementation, for non-player characters, attacks on player characters are divided into active attacks and passive attacks. Through different attack methods, the non-player characters can attack different player characters. When the non-player character actively attacks, it will only attack the second player character that is inconsistent with the non-player character. For the first player character, the probability of being attacked by the non-player character can be reduced, thereby increasing the probability of winning the game.

[0081] Specifically, the control method further includes:

[0082] c1: In response to a target non-player character among the at least one non-player character satisfying an attack trigger condition, controlling the target non-player character to attack the first player character and / or the second player character.

[0083] Specifically, the attack triggering condition includes at least one of the following:

[0084] The first player character and / or the second player character attacks the target non-player character, and the second player character moves to a preset range of the target non-player character.

[0085] In an optional implementation, the preset range of the non-player character can be set to different ranges according to the attack power or character attributes of the non-player character, or the preset ranges of multiple non-player characters can be set to a consistent range, and different restrictions can be made according to game requirements, which are not specifically limited here.

[0086] In an optional implementation, the non-player character is controlled by the system for attack, and therefore, an attack target list may be maintained in the system, in which game accounts of multiple player characters that the non-player character can attack are stored. Since the first player character will not be attacked by the non-player character when it is within a preset range close to the non-player character, when it is determined that the first player character has not actively attacked the non-player character, the non-player character is configured not to be hostile to the first player character and will not attack the first player character. In order to ensure the accuracy of the non-player character's attack, the game account corresponding to the first player character needs to be deleted from the attack target list.

[0087] Specifically, for each non-player character, the non-player character has a corresponding attack target list; the attack target list includes game accounts that the non-player character can attack; the non-player character is configured to not be hostile to the first player character through the following steps:

[0088] d1: removing the first game account corresponding to the first player character from the attack target list, so that the first player character will not be attacked by the target non-player character when it moves into a preset range of the target non-player character.

[0089] In an optional implementation, after determining to remove at least one first game account from the attack target list of all non-player characters, if the first player character moves within a preset range of any non-player character, the non-player character will not actively attack the first player character.

[0090] In another optional implementation, the second player character is always in the attack target list of the non-player character in the current game match, so if the second player character moves into the preset range of the non-player character, it will be actively attacked by the non-player character.

[0091] Exemplarily, there is a non-player character X in the current game scene, and the active attack range of the non-player character X is 50m (game distance) from the non-player character. At this time, there is a second game account in the attack target list of the non-player character. Therefore, when the second player character Y corresponding to the second game account moves to 40m (game distance) from the non-player character, the system determines through the attack target list that the second game account is in the attack target list. At this time, the system will control the non-player character X to actively attack the second player character Y; because the first game account is not in the attack target list, when the first player character Z corresponding to the first game account moves to 30m (game distance) from the non-player character X, the system determines through the attack target list that the first game account is not in the attack target list. At this time, if the first player character Z does not actively attack the non-player character X, the non-player character X will not actively attack the first player character Z.

[0092] Furthermore, if the first player character corresponding to the first game account actively attacks the non-player character, the first game account will be added to the attack target list of the attacked non-player character again, and the non-player character will counterattack the first player character and / or the second player character who actively attacks, and only the non-player character attacked by the first player character will counterattack the first player character, and other non-player characters will still not actively attack the first player character.

[0093] For the above example, when the first player character Z moves to 30m (game distance) away from the non-player character X, the first player character Z actively attacks the non-player character X. At this time, the first game account is added to the attack target list of the non-player character X, and the non-player character X will counterattack the first player character Z, that is, the non-player character X will passively attack the first player character Z; and because the first player character Z did not actively attack the non-player character M, the first game account corresponding to the first player character Z does not exist in the attack target list of the non-player character M. Therefore, even if the first player character Z moves within the attack range of the non-player character M, the non-player character M will still not actively attack the first player character Z.

[0094] In an optional implementation, a non-player character may perform designated virtual actions in a game scene. In order to ensure that the first player character performs consistently with the non-player character in the game and is not recognized as a disguise by a second player character or the non-player character, it is necessary to control the first player character to perform virtual actions consistent with the non-player character in the game scene.

[0095] The target game control may be displayed on a terminal device of the first player who is determined to control the first player character, and the first player may control the first player character to perform a designated virtual action in the game scene by triggering the target game control.

[0096] Specifically, the control method further includes:

[0097] e1: providing a target game control in a terminal device corresponding to the first player character.

[0098] e2: configuring the target game control to control the first player character to perform the designated virtual action in the game scene when triggered, so that the action performance of the first player character is consistent with the action performance of the at least one non-player character.

[0099] In the disclosed embodiment, the target game control may be displayed at a blank position on the terminal device that does not block the game scene and does not affect other controls. The player controls the first player character to perform a designated virtual action in the game scene that is consistent with the action performance of at least one non-player character by triggering the target game control.

[0100] In an optional implementation, the triggering operation on the target game control may be a touch operation on the target game control or a click operation on the target game control.

[0101] For example, when the terminal device is a mobile terminal, the trigger operation for the target game control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the target game control; when the terminal device is a PC, the trigger operation for the target game control can be a click operation on the target game control through an external input device (through a mouse click operation, etc.).

[0102] For example, the virtual action currently performed by the non-player character in the game scene is jumping, and the first player character is walking in the game scene. At this time, the player can control the first player character to jump in the game scene by triggering the target game control.

[0103] In another optional embodiment, the first player character can automatically follow the non-player character to perform a designated virtual action in the game scene, that is, after determining that the non-player character performs the designated virtual action in the game scene, the first player character automatically follows the non-player character to perform the designated virtual action in the game scene. However, since the first player character is controlled by the first player, if the first player character is automatically controlled to automatically follow the non-player character to automatically perform the designated virtual action, although the sense of delay in the first player character performing the designated virtual action may be reduced, it may conflict with the first player's control over the first player character (for example, the first player controls the first player character to crouch in the virtual grass to hide, and the non-player character is jumping in the game scene at this time. If the first player character automatically follows the non-player character to jump in the game scene, it violates the first player's intention to control the first player character to hide). Therefore, the control of the first player character to perform the designated virtual action is still preferentially issued through the player's trigger operation on the target game control.

[0104] In an optional implementation, when a player enters a game, he or she will bring a certain amount of foreign materials from outside the game into the game for use. For the second game account, the second materials prepared by the second game account for the game will be carried by the second player character into the game, and the second materials will be used and controlled in the game. After the second player character is killed, the second materials will fall into the game scene and be picked up by other player characters. For the first game account, since the appearance of the first game account has been disguised to correspond to the appearance of the non-player character, the non-player character will not actively attack the first player character, which effectively reduces the probability that the first player character is attacked. At this time, in order to balance the game and avoid other player characters being at a disadvantage and being quickly defeated, the current game game ends quickly and the next game is repeatedly started, resulting in excessive server data processing and increased performance overhead of the game server. It is necessary to limit the first materials brought into the game by the first player character to improve the balance of the game.

[0105] Specifically, the first player character carries a first material prepared by the first game account for the game match, and the second player character carries a second material prepared by the second game account for the game match; the control method further includes:

[0106] f1: canceling the first player character's permission to use all the materials included in the first materials, and distributing designated game materials to the first player character, so that the first player character starts the game with the designated game materials.

[0107] In an optional implementation, after determining that the first player character has entered into a game match, the first player character's right to use all materials included in the first materials is revoked. At the same time, in order to ensure that the first player character can participate in the match at the beginning of the game match, the system will distribute designated game materials to the first player character, and the first player character can use the virtual materials in the designated materials to start the current game match.

[0108] The designated game supplies include at least one basic supply for satisfying the combat requirements of the first player character.

[0109] Exemplarily, the designated game supplies may be similar to the basic set in the game, such as a virtual gun, several virtual bullets, a set of basic level suits, some virtual medicines, etc. These virtual supplies can meet the basic combat needs of the first player character at the beginning of the game.

[0110] In an optional implementation, in order to save the time of the first player character in screening and executing game supplies and improve the combat efficiency of the first player character, when it is determined that the first player character enters the game, the basic supplies in the designated game supplies can be directly and automatically equipped for the first player character.

[0111] Specifically, the control method further includes:

[0112] g1: In response to a game start instruction, control the first player character to automatically equip at least one basic material included in the designated game materials.

[0113] In an optional embodiment, when it is determined that the current game match has started, the first player character can automatically equip at least one basic supply, which can be a virtual weapon (e.g., a virtual firearm, etc.) that the first player character needs to use when fighting is placed in a weapon slot, or directly placed in the hands of the first player character, while virtual supplies (e.g., medicines, etc.) that have a low probability of being used at the beginning of the game match can be stored in the supply storage space of the first player character (e.g., in the storage compartment of a virtual backpack).

[0114] In another optional implementation, the first material that the first player is prohibited from using is in a removed state in the current game match, that is, the first material will no longer exist in the current game match.

[0115] Specifically, after the step of “canceling the first player character's permission to use all the materials included in the first materials”, the control method further includes:

[0116] h1: Remove the first material from the game match so that the first material is not displayed in the game match, and configure the first material not to occupy the material storage space of the first player character and not to drop after the first player character is killed.

[0117] In an optional implementation, after the first material is removed from the game match, the first material will no longer be displayed in the current game match, that is, the first player character cannot view the first material in the current game match, and at the same time, the first material does not occupy the material storage space of the first player character. Furthermore, if the first player character is killed by the second player character or a non-player character, the first material will not be dropped. That is, no matter whether the first player character wins or is killed in the current game match, the first material will be taken out of the game match and returned after the first player character exits the current game match.

[0118] Specifically, the control method further includes:

[0119] i1: In response to the first player character completing the game match or being eliminated from the game match, controlling the return of the first material to the first game account.

[0120] In an optional implementation, the first material is equivalent to not being transferred within the game game, and always belongs to the first game account that controls the first player character. When it is determined that the first player character completes the game game (the game ends automatically when the time expires, the first player character kills all non-player characters, or the second player character wins the game) or is eliminated from the game game (killed by non-player characters or the second player character), the first material will not drop or transfer, and will always belong to the first player character. It will be taken out of the current game game by the first player character, and the first material will be assigned to the first game account.

[0121] Furthermore, in a game match, the first player character can actively or passively attack the second player character or a non-player character. At the same time, the second player character can actively or passively attack the first player character or a non-player character. Moreover, the non-player character can still actively attack the second player character, or passively attack the first player character and the second player character. Different characters will drop supplies after being killed, and the supplies dropped by different characters are different.

[0122] Specifically, the control method further includes:

[0123] j1: In response to the non-player character being killed in the game scene, controlling the non-player character to drop a first dropped material in the game scene; wherein the first dropped material is a first target resource determined from a preset first resource pool.

[0124] j2: In response to the second player character being killed in the game scene, controlling the second player character to drop second dropped supplies in the game scene; wherein the second dropped supplies include the second supplies and / or supplies picked up by the second player character in the game scene.

[0125] j3: In response to the first player character being killed in the game scene, controlling the first player character to drop a third dropped material in the game scene; wherein the third dropped material includes the designated game material and a target certificate for obtaining a target resource.

[0126] In an optional implementation, if a non-player character is killed in the game scene, the non-player character will drop a first dropped material, and the first dropped material is a first target resource determined from a first resource pool.

[0127] Here, whether the first player character or the second player character kills the non-player character, the same first dropped material will be obtained. The first dropped material is the first target resource determined by the system from the first resource pool, and the first dropped material dropped by each non-player character is consistent.

[0128] In an optional implementation, the first target resource is a resource of relatively low value.

[0129] In another optional implementation, if the second player character is killed in the game scene, the second player character will drop a second drop of supplies, which includes the second supplies brought into the game by the second player character and the supplies picked up by the second player character in the game scene. After determining that the second player character drops the second drop of supplies, if the first player character kills the second player character, the first player character can pick up the second drop of supplies dropped by the second player character.

[0130] In an optional implementation, after being defeated by the first player character or the non-player character, the second player character will be directly eliminated from the current game match and will no longer be able to participate in the current game match.

[0131] S103: When the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to a character attribute of the second player character satisfying a preset condition, control the elimination of the second player character from the game match.

[0132] In an optional embodiment, the character attribute of the second player character satisfies the preset condition that the character health value of the second player character is less than a preset health value threshold (which can be set to 0). At this time, the second player character can no longer perform interactive behaviors in the game scene, and the second player character is directly eliminated from the current game.

[0133] In another optional implementation, if the first player character is killed in the game scene, the first player character will not drop the first material brought into the game, but will drop the third dropped material. In addition to the designated game materials configured by the system for the first player character, the third dropped material will also provide additional target vouchers. After the second player character takes the target voucher out of the current game, he can exchange it for high-value materials with the target voucher.

[0134] In an optional implementation, the third dropped material dropped after the first player character is killed falls in the game scene, and other player characters need to move to the location where the third dropped material falls to pick up the third dropped material, and then possess the third dropped material.

[0135] In this way, the second player character can be increased to actively attack the non-player character and the first player character corresponding to the appearance of the non-player character in the game, so as to increase the frequency of interaction with the non-player character in the game, thereby increasing the probability of the player obtaining rewards and improving the player's gaming experience.

[0136] Furthermore, if the second player character completes the kill in the game scene, he can obtain the first dropped materials dropped by the non-player character, the second dropped materials dropped by other second player characters, and the third dropped materials dropped by the first player character, and the second player character picks up the materials; and for the first player character, after the first player character completes the kill in the game scene, in addition to picking up the dropped materials of different characters, he can also obtain additional gains, thereby improving the character skills of the first player character itself, or adjusting his own appearance.

[0137] Specifically, the control method further includes:

[0138] k1: In response to the first player character completing a kill in the game scene, adding a target game gain to the first player character according to the kill.

[0139] In an optional implementation, the target game gain added to the first player character may be determined by the number of other characters killed by the first player character.

[0140] Exemplarily, each time the first player character kills a character in the game scene (non-player character, other first player characters, second player characters), a layer of target game gain is accumulated. When the target game gain is determined based on the number of characters killed, the attributes of the characters killed by the first player character are not distinguished.

[0141] In another optional implementation, different target game gains may be accumulated according to different characters killed by the first player character.

[0142] Exemplarily, if the first player character kills a non-player character, 10% of the target game gain is accumulated; if the first player character kills a second player character, 20% of the target game gain is accumulated; if the first player character kills another first player character, 50% of the target game gain is accumulated.

[0143] In an optional implementation, in order for the player to visually observe the accumulation of the current target game gain, gain prompt information may be displayed during the accumulation of the target game gain to prompt the player of the accumulation of the target game gain of the current first player character, thereby further enhancing the player's gaming experience.

[0144] Specifically, the control method further includes:

[0145] l1: In response to the first player character completing a kill in the game scene, displaying gain prompt information; the gain prompt information is used to show the game gain growth of the first player character.

[0146] Here, in order to reduce the obstruction of the game scene, the gain prompt information can be displayed in the upper left corner of the graphical user interface of the terminal device.

[0147] In an optional implementation, the gain prompt information may be an entire display area, with multiple different sub-areas displayed in the display area, and the accumulation of the target game gain of the current first player character is represented by the filling status of each sub-area.

[0148] Exemplarily, the display area currently includes four display sub-areas. If all three display sub-areas are filled, it indicates that the first player character has completed three quarters of the accumulation of the target gain resources.

[0149] In another optional implementation, the gain prompt information may also be displayed in the form of a progress bar, and the target game gain of the current first player character may be determined by the filling ratio of the progress bar.

[0150] For example, if the current filling area of ​​the gain prompt progress bar is 50%, it indicates that the first player character has completed one half of the accumulation of the target gain resources.

[0151] In an optional implementation, after determining that the first player character completes the kill in the game scene, the attributes of the first player character itself may be improved, thereby improving the success rate and effect of the first player character's interactive behavior in the game scene.

[0152] Specifically, the control method further includes:

[0153] m1: In response to the first player character completing a kill in the game scene, controlling the first player character to provide a target character gain; the target character gain is used to enhance the character attributes of the first player character.

[0154] The role attributes include at least one of the following:

[0155] The moving speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character.

[0156] In the disclosed embodiment, after determining that the first player character completes the kill in the game scene, the first player character can be controlled to obtain the target character gain. After determining that the first player character obtains the target character gain, any one of the first player character's movement speed in the game scene, the first player character's health value, and the first player character's attack damage value, or any combination of several of them can be increased.

[0157] In an optional implementation, the target character gain that the first player character can obtain can be determined based on different characters killed by the first player character.

[0158] For example, if the first player character kills a non-player character, the movement speed of the first player character in the game scene can be increased; if the first player character kills the second player character, the movement speed of the first player character in the game scene can be increased and the life value of the first player character can be increased; if the first player character kills other first player characters, the movement speed of the first player character in the game scene can be increased, the life value of the first player character and the attack damage value of the first player character can be increased.

[0159] In another optional implementation, if the first player character completes the kill, the movement speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character can be increased at the same time, but different increase ratios can be set according to different characters killed by the first player.

[0160] Exemplarily, the ratio of character attribute improvement for the first player character when the first player character kills a non-player character is lower than the ratio of character attribute improvement for the first player character when the first player character kills a second player character; the ratio of character attribute improvement for the first player character when the first player character kills a second player character is lower than the ratio of character attribute improvement for the first player character when the first player character kills other first player characters.

[0161] In an optional implementation, as the first player character completes kills in the game scene, the target game gain gradually accumulates, and after determining that the target game gain of the first player character reaches a specified condition, the appearance of the first player character can be controlled to change.

[0162] Specifically, the control method further includes:

[0163] n1: The control method further includes:

[0164] In response to the target game gain attached to the first player character reaching a specified condition, controlling to adjust the appearance of the first player character so that the appearance of the first player character is at least partially different from the appearance of the non-player character.

[0165] In an optional implementation, a preset gain threshold may be set for the target game gain. When the accumulation of the target game gain reaches the preset gain threshold, it is determined that the target game gain attached to the first player character has met the specified condition. Alternatively, a target game gain accumulation time may be set. When the accumulation time of the target game gain reaches the target game gain accumulation time, it is determined that the target game gain attached to the first player character has met the specified condition.

[0166] In an optional embodiment, after determining that the target game gain attached to the first player character meets the specified conditions, the character attributes of the first player character will also be improved, that is, the target game gain attached to the first player character meets the specified conditions, the movement speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character are improved at the same time.

[0167] In another optional implementation, after determining that the target game gain attached to the first player character meets the specified conditions, the appearance of the first player character will also change, so that the non-player character or the second player character can recognize the first player character and attack the first player character, thereby preventing the first player character from always disguising itself among the non-player characters, reducing the interactivity of the game, and further enhancing the player's gaming experience.

[0168] Exemplarily, after the target game gain attached to the first player character reaches a specified condition, the appearance of the first player character can be a special effect prompt superimposed on the current appearance, so as to be at least partially different from the appearance of the non-player character, thereby facilitating the non-player character or the second player character to identify the first player character.

[0169] Specifically, when the target game gain attached to the first player character does not meet the specified conditions, the appearance of the first player character is consistent with the appearance of the non-player character, for example, both are the image of a virtual zombie; when it is determined that the target game gain attached to the first player character meets the specified conditions, the appearance of the first player character is a virtual zombie with special effects superimposed (for example, emitting fluorescence, etc.) and evolved into the image of a "virtual zombie king", which is convenient for the non-player character or the second player character to identify the first player character.

[0170] Furthermore, the materials dropped after the first player character is killed are also different before and after the target game gain of the first player character reaches the specified condition.

[0171] Specifically, the step of “in response to the first player character being killed in the game scene, controlling the first player character to drop a third dropped material in the game scene” includes:

[0172] o1: When the target game gain attached to the first player character does not meet the specified condition, in response to the first player character being killed in the game scene, the first player character is controlled to drop the specified game supplies and a first voucher in the game scene, wherein the first voucher is used to obtain a second target resource from a preset second resource pool.

[0173] o2: When the target game gain attached to the first player character reaches a specified condition, in response to the first player character being killed in the game scene, the first player character is controlled to drop the specified game supplies and a second voucher in the game scene, wherein the second voucher is used to obtain a third target resource from a preset third resource pool.

[0174] In an optional embodiment, regardless of whether the target game gain attached to the first player character meets the specified conditions, the specified game supplies allocated by the system will be dropped after being killed; at the same time, when the target game gain attached to the first player character does not meet the specified conditions, the supplies dropped after the first player character is killed include a first voucher, which can be picked up and taken out of the current game to start or exchanged for a second target resource; when the target game gain attached to the first player character meets the specified conditions, the supplies dropped after the first player character is killed include a second voucher, which can be picked up and taken out of the current game to start or exchanged for a third target resource.

[0175] Here, the resource value, resource quality and resource rarity of the virtual resources contained in the third target resource are all higher than the resource value, resource quality and resource rarity of the virtual resources contained in the third target resource, that is, the first player character who kills the additional target game gain to meet the specified conditions can obtain resources with higher value, better quality and higher rarity outside the game.

[0176] In another optional embodiment, when it is determined that the target game gain attached to the first player character meets the specified conditions, the target game skill will be provided to the first player character again. The target game skill can check the position of the obscured non-player character and / or the second player character and / or other first player characters, and then move toward the position of the non-player character and / or the second player character and / or other first player characters, which helps to improve the accuracy of the first player character's mobile attack and the human-computer efficiency.

[0177] Specifically, the control method further includes:

[0178] p1: In response to the target game gain added to the first player character reaching a specified condition, a target game skill is assigned to the first player character.

[0179] p2: In response to the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of the at least one non-player character entering the skill effective range of the target game skill, identifying the real-time position of the second player character and / or the non-player character and / or the other player characters.

[0180] In an optional embodiment, if the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of at least one non-player character enter the effective skill range of the target game skill, but are blocked by an obstruction from the current viewing angle of the first player character (the second player character and / or the non-player character and / or the other player characters are located behind a virtual obstruction or inside a virtual building), the positions of the second player character and / or the non-player character and / or the other player characters also need to be displayed. At this time, the character identification of the second player character and / or the non-player character and / or the other player characters can be displayed at the relative position of the obstruction.

[0181] The character identification may be outline information of the second player character and / or the non-player character and / or other player characters, or may be location prompt information (text information, icon information, etc.) of the second player character and / or the non-player character and / or other player characters.

[0182] In an optional implementation, taking the character identification being the outline information of the second player character and / or the non-player character and / or other player characters as an example, the current location of the second player character and / or the non-player character and / or other player characters may be used as a reference, and projected toward the current location of the first player character, and the character outline information of the second player character and / or the non-player character and / or other player characters may be projected onto an obstruction, so that the first player character has a "perspective" visual effect, and the location of the second player character and / or the non-player character and / or other player characters is displayed "through" the obstruction.

[0183] Specifically, the character outline information of the second player character and / or the non-player character and / or the other player characters may be the projection shape of the entire outline information of the second player character and / or the non-player character and / or the other player characters, which moves with the movement of the second player character and / or the non-player character and / or the other player characters, and when the second player character and / or the non-player character and / or the other player characters move to a position that is no longer obscured, the outline information of the second player character and / or the non-player character and / or the other player characters may no longer be displayed, and instead the movement of the second player character and / or the non-player character and / or the other player characters in the game scene may be directly displayed.

[0184] In an optional implementation, the target game skill may have a cool-down period after use, and it is necessary to determine whether the target game skill can be used again after the cool-down period ends. During the cool-down period of the target game skill, the first player character cannot use the target game skill again.

[0185] In an optional implementation, the effective time of the target game skill may be set. If the effective time of the target game skill is exceeded, the second player character and / or the non-player character and / or other player characters can no longer be viewed through.

[0186] Exemplarily, if it is determined that the current display time of the character logo is greater than the preset display time, it will no longer be displayed. Exemplarily, the preset display time may be 10 seconds. When it is determined that the display time of the character logo reaches 10 seconds, the display of the character logo is canceled.

[0187] In an optional implementation, in order to increase the interactivity of the game, the first player character may always use the target game skill to determine the location of the target enemy object. The number of times the target game skill is used may be set. If the number of uses is exceeded, the target game skill cannot be used again.

[0188] In an optional embodiment, the triggering of the target game skill may be automatic or may be triggered by a trigger operation performed by the player. For example, if it is determined that there is an obscured second player character and / or the non-player character and / or other player characters within the effective skill range of the target game skill, then the target game skill may be automatically triggered to display the positions of the second player character and / or the non-player character and / or other player characters. Alternatively, the game skill control may be displayed in a graphical user interface of a terminal device that controls the first player character, and the player may cast the target game skill by performing a trigger operation on the game skill control, thereby performing a "perspective" display of the obscured second player character and / or the non-player character and / or other player characters within the effective skill range of the target game skill.

[0189] Furthermore, for the first player character and / or the second player character, in addition to being killed and eliminated in the game scene to complete the current game, they can also evacuate the current game according to the evacuation point set in the game scene, carrying the supplies and / or target credentials obtained in the game scene, thereby ending the current game early.

[0190] In an optional embodiment, in order to improve the first player character's probability of winning the game, while providing a regular evacuation position in the game scene, a designated evacuation position visible only to the first player character can also be provided for the first player character, and the first player character can choose to evacuate the current game from the designated evacuation position or the regular evacuation position.

[0191] Specifically, the control method further includes:

[0192] q1: Configure at least one designated evacuation position visible only to the first player character and at least one regular evacuation position in the game scene; wherein the designated evacuation position is used to provide evacuation services for the first player character, and the regular evacuation position is used to provide evacuation services at least for the second player character.

[0193] q2: In response to the first player character completing the evacuation from the regular evacuation position or the designated evacuation position, determining that the first player character completes the game match.

[0194] In an optional implementation, multiple different evacuation positions can be set in the game scene, and the player character can evacuate the current game from the evacuation position to complete the current game. In this way, the time the player character stays in the game can be reduced, ensuring that the player can evacuate from the game after obtaining enough supplies, rather than being killed while waiting for the game to end. This can increase the player character's chance of winning and further enhance the player's gaming experience.

[0195] Here, different regular evacuation positions may be set at different locations in the game scene. The regular evacuation positions are visible to all player characters in the game scene, that is, both the first player character and the second player character can evacuate from the regular evacuation positions.

[0196] In another optional implementation, in order to increase the winning probability of the first player character, additional designated evacuation locations may be set for the first player character. These designated evacuation locations are only visible to the first player character and can only provide evacuation services for the first player character. The second player character cannot view the designated evacuation locations and cannot evacuate the current game from the designated evacuation locations.

[0197] Specifically, a viewing control for a designated evacuation location may be displayed on a graphical user interface of a terminal device that controls the first player character, and the player may view the designated evacuation location in the game scene by triggering an operation on the viewing control.

[0198] Specifically, the control method further includes:

[0199] r1: In response to a viewing operation on the designated evacuation position, position information of at least one designated evacuation position included in the game scene and an open / closed state of each designated evacuation position are displayed.

[0200] In an optional embodiment, different designated evacuation locations in the game scene have corresponding opening times, and the first player character can evacuate from the current game match via the designated evacuation location only when the designated evacuation location is within the opening time period. Therefore, when the first player character views the designated evacuation location in the game scene, different location identifiers need to be displayed according to the opening and closing states of the designated evacuation location.

[0201] In an optional implementation, after determining that a viewing operation for a designated evacuation location has been received, the mini-map in the graphical user interface may be expanded to display different designated evacuation locations and the opening and closing states of the evacuation locations at specific game scene locations in the map.

[0202] The opening and closing states of the designated evacuation positions include at least one of the following:

[0203] Unopened state, opened state, closed state.

[0204] Specifically, the unopened state indicates that the designated evacuation location has not yet reached the opening time, the opened state indicates that the designated evacuation location is currently within the opening time period, and you can move to the designated evacuation location for evacuation; the closed state indicates that the designated evacuation location has been opened and has exceeded the opening time, and is currently in a closed state and is not accessible to users.

[0205] When different designated evacuation locations are displayed at specific game scene locations in a map, designated evacuation locations in different opening and closing states may be displayed in different identification display forms.

[0206] Exemplarily, the identification can be distinguished by the color of the logo display: a green logo indicates that the designated evacuation location is currently in an open state, a red logo indicates that the designated evacuation location is currently in a closed state, and a gray logo indicates that the designated evacuation location is currently in a closed state.

[0207] In another optional implementation, after receiving a viewing operation for a designated evacuation position, a designated evacuation position list may be displayed on the graphical user interface of the first player character's terminal device, and each designated evacuation position and the corresponding open and closed status may be displayed in the designated evacuation position list. However, the display scheme using the designated evacuation position list cannot intuitively view the specific position of the designated evacuation position in the game scene, which is not conducive to the player's judgment of the currently selectable evacuation position. Therefore, in order to improve the player's gaming experience and the accuracy and efficiency of selecting the designated evacuation position, it is preferred to display the designated evacuation position in the map by expanding the map.

[0208] Furthermore, in order for players to better plan their evacuation time and select evacuation locations, they can also filter by the opening and closing status of designated evacuation locations to display designated evacuation locations that are not open.

[0209] Specifically, the control method further includes:

[0210] s1: In response to a viewing operation on a designated evacuation location that is not open, identification information of at least one designated evacuation location that is not open and time information from when the designated evacuation location becomes open are displayed.

[0211] In an optional implementation, in order to reduce the obstruction of the game scene when viewing the designated evacuation position, only the location identification information of the designated evacuation position in an unopened state and the time information from the designated evacuation position to the open state may be displayed.

[0212] In an optional implementation, the designated evacuation locations that are not open can be viewed in the form of a list, and when sorting multiple designated evacuation locations that are not open, they can be sorted in order from short to long time from the designated evacuation location to the open state. This can facilitate players to more quickly locate the designated evacuation location that can be evacuated fastest, further improving the efficiency of human-computer interaction.

[0213] Furthermore, if there is a situation where the time when the designated evacuation positions become open is the same, the designated evacuation positions can be sorted again according to the direct distance between the designated evacuation positions and the current position of the first player character from short to long.

[0214] Exemplarily, there are three designated evacuation positions in the current game scene that are not open, namely designated evacuation position A, designated evacuation position B and designated evacuation position C. The time from the current designated evacuation position A to becoming open is 5 minutes, the time from the designated evacuation position B to becoming open is 8 minutes, and the time from the designated evacuation position C to becoming open is 8 minutes; and the distance from the designated evacuation position B to the current position of the first player character is greater than the distance from the designated evacuation position C to the current position of the first player character. Then, when the designated evacuation position A, the designated evacuation position B and the designated evacuation position C are displayed in a list, the display order may be designated evacuation position A, designated evacuation position C and designated evacuation position B.

[0215] In an optional implementation, if the player selects a designated evacuation location that is not open in the list, a small map can be expanded in the graphical user interface to display the specific location of the designated evacuation location selected by the player in the game scene, so that the player can accurately understand the specific information of the current designated evacuation location, further improving the accuracy of the player's selection of the evacuation location.

[0216] Furthermore, the first player character can also evacuate the current game from the regular evacuation position. When the player views the designated evacuation position, the position information and opening and closing status of the regular evacuation position can also be displayed, and displayed with a display mark different from the designated evacuation position, further enhancing the player's choice of evacuation position, helping to improve the accuracy of evacuation position selection, and thus enhancing the player's gaming experience.

[0217] In an optional implementation, in addition to the situation where the player character is killed to complete the current game, or the player character evacuates the current game from the evacuation position in the current game, thereby completing the current game, whether to complete the current game can also be determined based on the duration of the current game.

[0218] Exemplarily, the preset duration threshold of the current game is 20 minutes. During the game process, if it is determined that the current game time has reached 20 minutes, then it is determined that the game is over.

[0219] The following will use a specific example to illustrate the control process of the virtual character in the embodiment of the present disclosure, taking the example of a first player controlling a first player character corresponding to a first game account through a first terminal, and a second player controlling a second player character corresponding to a second game account through a second terminal:

[0220] See also Figure 2 , Figure 2 A schematic diagram of a game mode selection interface provided by an embodiment of the present disclosure, such as Figure 2 As shown, the game mode selection interface 200 includes multiple game modes 210 to be selected. After confirming the selection of the target game mode, the player can enter the game by triggering the confirmation selection control 220 in the game mode selection interface 200.

[0221] See also Figure 3 , Figure 3 This is one of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure, such as Figure 3 As shown, in the first graphical user interface 300, there are a first player character 301, a second player character 302 and a non-player character 303, wherein the appearance of the first player character 301 corresponds to the appearance of the non-player character 303; at the same time, the designated game supplies 304 distributed by the display system to the first player character 301 are displayed; the first graphical user interface 300 also includes a small map 305, through which the player can observe the specific situation in the current game scene; the first graphical user interface 300 also includes an unopened control 306, through which the player can expand and view the situation of the designated evacuation position in an unopened state by triggering the unopened control 306.

[0222] For further information, see Figure 4 , Figure 4 A second schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 4 As shown, in response to a trigger operation on the unopened control 306, a designated evacuation position display area 307 is displayed in the first graphical user interface 300, and the designated evacuation position display area 307 includes designated evacuation positions in an unopened state and time information from when the designated evacuation position becomes an opened state.

[0223] For further information, see Figure 5 , Figure 5 The third schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure is as follows: Figure 5As shown, if the player issues a viewing operation for a designated evacuation position, a map expansion area 308 is displayed in the first graphical user interface 300, and the map expansion area 308 displays the logos of the designated evacuation positions in different opening and closing states; at the same time, corresponding prompt logos are also displayed at preset positions in the map expansion area 308, specifically, a first prompt logo 309 corresponding to a designated evacuation position in an unopened state, a second prompt logo 310 corresponding to a designated evacuation position in an opened state, and a third prompt logo 311 corresponding to a designated evacuation position in a closed state.

[0224] For further information, see Figure 6 , Figure 6 A fourth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 6 As shown, a game gain prompt area 312 is also displayed in the first graphical user interface 300, and multiple prompt sub-areas 3121 to be filled are displayed in the game gain prompt area 312. After it is determined that the first player character has completed the kill, the multiple prompt sub-areas 3121 to be filled will be filled.

[0225] For further information, see Figure 7 , Figure 7 A fifth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Figure 7 As shown, when the game gain prompt area 312 displays multiple prompt sub-areas 3121 to be filled and all are filled, it is determined that the target game gain attached to the first player character 301 meets the specified condition, and the appearance of the first player character 301 is controlled and adjusted.

[0226] For further information, see Figure 8 , Figure 8 A sixth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, as shown in FIG. Figure 8 As shown, after the target game gain attached to the first player character reaches the specified condition, the target game skill control 313 is displayed in the first graphical user interface 300, and the player releases the target game skill by triggering the target game skill control 313, so that the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of at least one non-player character enter the skill effective range of the target game skill, and the real-time position of the second player character and / or the non-player character and / or other player characters is identified, such as Figure 8 As shown, the real-time location of the second player character and / or non-player characters and / or other player characters may be displayed via character identification 314 .

[0227] See also Fig. 9 Fig. 9One of the schematic diagrams of the second graphical user interface of the second terminal provided by the embodiment of the present disclosure is as follows: Fig. 9 As shown in the second graphical user interface 900, if the second player character 302 defeats the non-player character, the non-player character drops a first dropped material 910, wherein the first dropped material 910 is a low-value first target resource determined from a preset first resource pool.

[0228] See also Fig.10 , Fig.10 A second schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure, such as Fig.10 As shown, in the second graphical user interface 900, if the second player character 302 defeats the first player character whose attached target game gain does not meet the specified conditions, the first player character drops the specified game supplies 304 and the first voucher 920, and the second player can take the first voucher 920 out of the game for use or redeem it to obtain the second target resource from the preset second resource pool.

[0229] See also Fig.11 , Fig.11 The third schematic diagram of the second graphical user interface of the second terminal provided in the embodiment of the present disclosure is as follows: Fig.11 As shown, in the second graphical user interface 900, if the second player character 302 defeats the first player character whose additional target game gain reaches the specified conditions, the first player character drops the specified game supplies 304 and the second voucher 930, and the second player can take the second voucher 930 out of the game to use or exchange it for a third target resource from a preset third resource pool; wherein the resource value, resource quality and resource rarity of the third target resource are all higher than the second target resource.

[0230] The virtual character control method provided by the embodiment of the present disclosure controls a first game account and a second game account to enter a game game; generates a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game game, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be hostile to the second player character instead of being hostile to the first player character; when the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to the character attribute of the second player character satisfying a preset condition, controls the elimination of the second player character from the game game. In this way, at the beginning of the game, for the first player character, the appearance of the first player character is set to correspond to the non-player character, thereby avoiding the non-player character's active attack on the first player character; and the first player character can actively attack the non-player character and / or the second player character, thereby obtaining an interactive advantage at the beginning of the game, reducing the probability of the first player character being killed by the non-player character and / or the second player character, and at the same time increasing the success rate of the first player character killing other player characters, thereby improving the player's chance of winning the game and the game experience.

[0231] Based on the same inventive concept, the embodiment of the present disclosure also provides a control device for a virtual character corresponding to the control method for a virtual character. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the control method for a virtual character in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0232] See also Fig.12 , Fig.12 This is a schematic diagram of the structure of a control device for a virtual character provided by an embodiment of the present disclosure. Fig.12 As shown in , the control device 1200 includes:

[0233] A game game entry module 1210, used to control the first game account and the second game account to enter a game game;

[0234] a character generation module 1220, configured to generate, in a game scene of the game match, a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character;

[0235] The character interaction control module 1230 is used to control the elimination of the second player character from the game match in response to the character attribute of the second player character satisfying a preset condition when the first player character and / or the non-player character performs an interactive behavior on the second player character.

[0236] In an optional implementation, the control device 1200 further includes a first game account division module (not shown in the figure), and the first game account division module is used to:

[0237] In response to a game match start instruction, determining a plurality of game accounts participating in the game match;

[0238] The multiple game accounts are divided into a first game account and a second game account.

[0239] In an optional implementation, the control device 1200 further includes a second game account division module (not shown in the figure), and the second game account division module is used to:

[0240] Determine multiple game accounts participating in the game match;

[0241] Based on the game identity selection operations corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.

[0242] In an optional implementation, the control device 1200 further includes a gain addition module (not shown in the figure), and the gain addition module is used to:

[0243] In response to the first player character completing a kill in the game scene, a target game gain is added to the first player character according to the kill.

[0244] In an optional implementation, the control device 1200 further includes a character appearance adjustment module (not shown in the figure), and the character appearance adjustment module is used to:

[0245] In response to the target game gain attached to the first player character reaching a specified condition, controlling to adjust the appearance of the first player character so that the appearance of the first player character is at least partially different from the appearance of the non-player character.

[0246] In an optional implementation, the first player character carries a first material prepared by the first game account for the game match, and the second player character carries a second material prepared by the second game account for the game match; the control device 1200 further includes a material authority module (not shown in the figure), and the material authority module is used to:

[0247] The first player character is revoked of the right to use all the materials included in the first materials, and designated game materials are distributed to the first player character so that the first player character starts the game with the designated game materials.

[0248] In an optional implementation, the designated game supplies include at least one basic supply to meet the combat requirements of the first player character; the control device 1200 further includes a supply assembly module (not shown in the figure), and the supply assembly module is used to:

[0249] In response to a game match start instruction, the first player character is controlled to automatically equip at least one basic material included in the designated game materials.

[0250] In an optional implementation, the control device 1200 further includes a material removal module (not shown in the figure), and the material removal module is used to:

[0251] The first material is removed from the game match so that the first material is not displayed in the game match, and the first material is configured not to occupy material storage space of the first player character and not to drop after the first player character is killed.

[0252] In an optional implementation, the control device 1200 further includes a material return module (not shown in the figure), and the material return module is used to:

[0253] In response to the first player character completing the game match or being eliminated from the game match, controlling the return of the first supply to the first game account.

[0254] In an optional implementation, the control device 1200 further includes a non-player character control module (not shown in the figure), and the non-player character control module is used to:

[0255] In response to a target non-player character among the at least one non-player character satisfying an attack trigger condition, controlling the target non-player character to attack the first player character and / or the second player character;

[0256] The attack triggering condition includes at least one of the following:

[0257] The first player character and / or the second player character attacks the target non-player character, and the second player character moves to a preset range of the target non-player character.

[0258] In an optional implementation, for each non-player character, the non-player character has a corresponding attack target list; the attack target list includes game accounts that the non-player character can attack; the character generation module 1120 is used to configure the non-player character to not be hostile to the first player character through the following steps:

[0259] The first game account corresponding to the first player character is removed from the attack target list, so that the first player character is not attacked by the target non-player character when the first player character moves into a preset range of the target non-player character.

[0260] In an optional implementation, the control device 1200 further includes a material drop module (not shown in the figure), and the material drop module is used to:

[0261] In response to the non-player character being killed in the game scene, controlling the non-player character to drop a first dropped material in the game scene; wherein the first dropped material is a first target resource determined from a preset first resource pool;

[0262] In response to the second player character being killed in the game scene, controlling the second player character to drop second dropped supplies in the game scene; wherein the second dropped supplies include the second supplies and / or supplies picked up by the second player character in the game scene;

[0263] In response to the first player character being killed in the game scene, the first player character is controlled to drop a third dropped material in the game scene; wherein the third dropped material includes the designated game material and a target certificate for obtaining a target resource.

[0264] In an optional implementation, when the material drop module is used to control the first player character to drop a third material drop in the game scene in response to the first player character being killed in the game scene, the material drop module is used to:

[0265] When the target game gain attached to the first player character does not meet the specified condition, in response to the first player character being killed in the game scene, controlling the first player character to drop the specified game supplies and a first voucher in the game scene, wherein the first voucher is used to obtain a second target resource from a preset second resource pool;

[0266] When the target game gain attached to the first player character reaches a specified condition, in response to the first player character being killed in the game scene, the first player character is controlled to drop the specified game supplies and a second voucher in the game scene, wherein the second voucher is used to obtain a third target resource from a preset third resource pool.

[0267] In an optional implementation, the control device 1200 further includes an evacuation position configuration module (not shown in the figure), and the evacuation position configuration module is used to:

[0268] At least one designated evacuation position visible only to the first player character and at least one regular evacuation position are configured in the game scene; wherein the designated evacuation position is used to provide evacuation services for the first player character, and the regular evacuation position is used to provide evacuation services for at least the second player character;

[0269] In response to the first player character completing evacuation from the regular evacuation location or the designated evacuation location, it is determined that the first player character completes the game match.

[0270] In an optional implementation, the control device 1200 further includes a target skill use module (not shown in the figure), and the target skill use module is used to:

[0271] In response to the target game gain added to the first player character reaching a specified condition, assigning a target game skill to the first player character;

[0272] In response to the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of the at least one non-player character entering the skill effective range of the target game skill, the real-time location of the second player character and / or the non-player character and / or the other player characters is identified.

[0273] In an optional implementation, the at least one non-player character is configured to perform a specified virtual action in the game scene; the control device 1200 further includes a specified action control module (not shown in the figure), and the specified action control module is used to:

[0274] Providing a target game control in a terminal device corresponding to the first player character;

[0275] The target game control is configured to control the first player character to perform the specified virtual action in the game scene when triggered, so that the action performance of the first player character is consistent with the action performance of the at least one non-player character.

[0276] In an optional implementation, the control device 1200 further includes a character gain providing module (not shown in the figure), and the character gain providing module is used to:

[0277] In response to the first player character completing a kill in the game scene, controlling the first player character to provide a target character gain; the target character gain is used to improve the character attribute of the first player character;

[0278] The role attributes include at least one of the following:

[0279] The moving speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character.

[0280] In an optional implementation, the designated evacuation location has an opening time; the control device 1200 further includes a first evacuation location viewing module (not shown in the figure), the first evacuation location viewing module is used to:

[0281] In response to a viewing operation for the designated evacuation position, displaying position information of at least one designated evacuation position included in the game scene, and an open or closed state of each designated evacuation position;

[0282] The opening and closing states of the designated evacuation positions include at least one of the following:

[0283] Unopened state, opened state, closed state.

[0284] In an optional implementation, the control device 1200 further includes a second evacuation position viewing module (not shown in the figure), and the second evacuation position viewing module is used to:

[0285] In response to a viewing operation on a designated evacuation location that is not open, identification information of at least one designated evacuation location that is not open and time information from when the designated evacuation location becomes open are displayed.

[0286] In an optional implementation, the control device 1200 further includes a gain prompt module (not shown in the figure), and the gain prompt module is used to:

[0287] In response to the first player character completing a kill in the game scene, gain prompt information is displayed; the gain prompt information is used to show the growth of the game gain of the first player character.

[0288] The control device for virtual characters provided by the embodiments of the present disclosure controls a first game account and a second game account to enter a game match; generates a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be hostile to the second player character instead of being hostile to the first player character; when the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to the character attribute of the second player character satisfying a preset condition, controls the elimination of the second player character from the game match. In this way, at the beginning of the game, for the first player character, the appearance of the first player character is set to correspond to the non-player character, thereby avoiding the non-player character's active attack on the first player character; and the first player character can actively attack the non-player character and / or the second player character, thereby obtaining an interactive advantage at the beginning of the game, reducing the probability of the first player character being killed by the non-player character and / or the second player character, and at the same time increasing the success rate of the first player character killing other player characters, thereby improving the player's chance of winning the game and the game experience.

[0289] See also Fig.13 , Fig.13 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.13 As shown in , the electronic device 1300 includes a processor 1310 , a memory 1320 and a bus 1330 .

[0290] The memory 1320 stores machine-readable instructions executable by the processor 1310. When the electronic device 1300 is running, the processor 1310 communicates with the memory 1320 via the bus 1330, so that the processor 1310 executes the following instructions when running:

[0291] Control the first game account and the second game account to enter the game game;

[0292] Generating a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character;

[0293] When the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to a character attribute of the second player character satisfying a preset condition, control is performed to eliminate the second player character from the game match.

[0294] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0295] In response to a game match start instruction, determining a plurality of game accounts participating in the game match;

[0296] The multiple game accounts are divided into a first game account and a second game account.

[0297] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0298] Determine multiple game accounts participating in the game match;

[0299] Based on the game identity selection operations corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.

[0300] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0301] In response to the first player character completing a kill in the game scene, a target game gain is added to the first player character according to the kill.

[0302] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0303] In response to the target game gain attached to the first player character reaching a specified condition, controlling to adjust the appearance of the first player character so that the appearance of the first player character is at least partially different from the appearance of the non-player character.

[0304] In an optional implementation, the first player character carries a first material prepared by the first game account for the game match, and the second player character carries a second material prepared by the second game account for the game match; the instructions executed by the processor 1210 further include:

[0305] The first player character is revoked of the right to use all the materials included in the first materials, and designated game materials are distributed to the first player character so that the first player character starts the game with the designated game materials.

[0306] In an optional implementation, the designated game supplies include at least one basic supply for satisfying the combat requirements of the first player character; the instructions executed by the processor 1210 further include:

[0307] In response to a game match start instruction, the first player character is controlled to automatically equip at least one basic material included in the designated game materials.

[0308] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0309] The first material is removed from the game match so that the first material is not displayed in the game match, and the first material is configured not to occupy material storage space of the first player character and not to drop after the first player character is killed.

[0310] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0311] In response to the first player character completing the game match or being eliminated from the game match, controlling the return of the first supply to the first game account.

[0312] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0313] In response to a target non-player character among the at least one non-player character satisfying an attack trigger condition, controlling the target non-player character to attack the first player character and / or the second player character;

[0314] The attack triggering condition includes at least one of the following:

[0315] The first player character and / or the second player character attacks the target non-player character, and the second player character moves to a preset range of the target non-player character.

[0316] In an optional implementation, for each of the non-player characters, the non-player character has a corresponding attack target list; the attack target list includes game accounts that the non-player character can attack; in the instructions executed by the processor 1210, the non-player character is configured to not be hostile to the first player character through the following steps:

[0317] The first game account corresponding to the first player character is removed from the attack target list, so that the first player character is not attacked by the target non-player character when the first player character moves into a preset range of the target non-player character.

[0318] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0319] In response to the non-player character being killed in the game scene, controlling the non-player character to drop a first dropped material in the game scene; wherein the first dropped material is a first target resource determined from a preset first resource pool;

[0320] In response to the second player character being killed in the game scene, controlling the second player character to drop second dropped supplies in the game scene; wherein the second dropped supplies include the second supplies and / or supplies picked up by the second player character in the game scene;

[0321] In response to the first player character being killed in the game scene, the first player character is controlled to drop a third dropped material in the game scene; wherein the third dropped material includes the designated game material and a target certificate for obtaining a target resource.

[0322] In an optional implementation, in the instructions executed by the processor 1210, in response to the first player character being killed in the game scene, controlling the first player character to drop a third dropped material in the game scene includes:

[0323] When the target game gain attached to the first player character does not meet the specified condition, in response to the first player character being killed in the game scene, controlling the first player character to drop the specified game supplies and a first voucher in the game scene, wherein the first voucher is used to obtain a second target resource from a preset second resource pool;

[0324] When the target game gain attached to the first player character reaches a specified condition, in response to the first player character being killed in the game scene, the first player character is controlled to drop the specified game supplies and a second voucher in the game scene, wherein the second voucher is used to obtain a third target resource from a preset third resource pool.

[0325] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0326] At least one designated evacuation position visible only to the first player character and at least one regular evacuation position are configured in the game scene; wherein the designated evacuation position is used to provide evacuation services for the first player character, and the regular evacuation position is used to provide evacuation services for at least the second player character;

[0327] In response to the first player character completing evacuation from the regular evacuation location or the designated evacuation location, it is determined that the first player character completes the game match.

[0328] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0329] In response to the target game gain added to the first player character reaching a specified condition, assigning a target game skill to the first player character;

[0330] In response to the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of the at least one non-player character entering the skill effective range of the target game skill, the real-time location of the second player character and / or the non-player character and / or the other player characters is identified.

[0331] In an optional implementation, the at least one non-player character is configured to perform a specified virtual action in the game scene; the instructions executed by the processor 1210 further include:

[0332] Providing a target game control in a terminal device corresponding to the first player character;

[0333] The target game control is configured to control the first player character to perform the specified virtual action in the game scene when triggered, so that the action performance of the first player character is consistent with the action performance of the at least one non-player character.

[0334] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0335] In response to the first player character completing a kill in the game scene, controlling the first player character to provide a target character gain; the target character gain is used to improve the character attribute of the first player character;

[0336] The role attributes include at least one of the following:

[0337] The moving speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character.

[0338] In an optional implementation manner, the designated evacuation location has an opening time; the instructions executed by the processor 1210 further include:

[0339] In response to a viewing operation for the designated evacuation position, displaying position information of at least one designated evacuation position included in the game scene, and an open / closed state of each designated evacuation position;

[0340] The opening and closing states of the designated evacuation positions include at least one of the following:

[0341] Unopened state, opened state, closed state.

[0342] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0343] In response to a viewing operation on a designated evacuation location that is not open, identification information of at least one designated evacuation location that is not open and time information from when the designated evacuation location becomes open are displayed.

[0344] In an optional implementation manner, the instructions executed by the processor 1210 further include:

[0345] In response to the first player character completing a kill in the game scene, gain prompt information is displayed; the gain prompt information is used to show the growth of the game gain of the first player character.

[0346] Through the above method, at the beginning of the game match, for the first player character, the appearance of the first player character is set to correspond to the non-player character, thereby avoiding the non-player character's active attack on the first player character; and the first player character can actively attack the non-player character and / or the second player character, and obtain an interactive advantage at the beginning of the game match, reducing the probability of the first player character being killed by the non-player character and / or the second player character, while increasing the success rate of the first player character killing other player characters, thereby improving the player's winning probability and game experience in the game match. At the same time, since the appearance of the first game account has been disguised to correspond to the appearance of the non-player character, the non-player character will not actively attack the first player character, which effectively reduces the probability of the first player character being attacked. At this time, in order to balance the game match, avoid other player characters from being at a disadvantage and being quickly defeated, the current game match ends quickly, and the next game is repeatedly started, resulting in excessive server data processing and increasing the performance overhead of the game server. It is necessary to limit the first material brought into the game by the first player character to improve the balance of the game match.

[0347] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:

[0348] Control the first game account and the second game account to enter the game game;

[0349] Generating a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character;

[0350] When the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to a character attribute of the second player character satisfying a preset condition, control is performed to eliminate the second player character from the game match.

[0351] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0352] In response to a game match start instruction, determining a plurality of game accounts participating in the game match;

[0353] The multiple game accounts are divided into a first game account and a second game account.

[0354] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0355] Determine multiple game accounts participating in the game match;

[0356] Based on the game identity selection operations corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.

[0357] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0358] In response to the first player character completing a kill in the game scene, a target game gain is added to the first player character according to the kill.

[0359] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0360] In response to the target game gain attached to the first player character reaching a specified condition, controlling to adjust the appearance of the first player character so that the appearance of the first player character is at least partially different from the appearance of the non-player character.

[0361] In an optional implementation, the first player character carries a first supply prepared by the first game account for the game match, and the second player character carries a second supply prepared by the second game account for the game match; the instructions executed by the computer-readable storage medium further include:

[0362] The first player character is revoked of the right to use all the materials included in the first materials, and designated game materials are distributed to the first player character so that the first player character starts the game with the designated game materials.

[0363] In an optional implementation, the designated game supplies include at least one basic supply for satisfying the combat requirements of the first player character; the instructions executed by the computer-readable storage medium further include:

[0364] In response to a game match start instruction, the first player character is controlled to automatically equip at least one basic material included in the designated game materials.

[0365] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0366] The first material is removed from the game match so that the first material is not displayed in the game match, and the first material is configured not to occupy material storage space of the first player character and not to drop after the first player character is killed.

[0367] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0368] In response to the first player character completing the game match or being eliminated from the game match, controlling the return of the first supply to the first game account.

[0369] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0370] In response to a target non-player character among the at least one non-player character satisfying an attack trigger condition, controlling the target non-player character to attack the first player character and / or the second player character;

[0371] The attack triggering condition includes at least one of the following:

[0372] The first player character and / or the second player character attacks the target non-player character, and the second player character moves to a preset range of the target non-player character.

[0373] In an optional implementation, for each of the non-player characters, the non-player character has a corresponding attack target list; the attack target list includes game accounts that the non-player character can attack; in the instructions executed by the computer-readable storage medium, the non-player character is configured to not be hostile to the first player character through the following steps:

[0374] The first game account corresponding to the first player character is removed from the attack target list, so that the first player character is not attacked by the target non-player character when the first player character moves into a preset range of the target non-player character.

[0375] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0376] In response to the non-player character being killed in the game scene, controlling the non-player character to drop a first dropped material in the game scene; wherein the first dropped material is a first target resource determined from a preset first resource pool;

[0377] In response to the second player character being killed in the game scene, controlling the second player character to drop second dropped supplies in the game scene; wherein the second dropped supplies include the second supplies and / or supplies picked up by the second player character in the game scene;

[0378] In response to the first player character being killed in the game scene, the first player character is controlled to drop a third dropped material in the game scene; wherein the third dropped material includes the designated game material and a target certificate for obtaining a target resource.

[0379] In an optional implementation, in the instructions executed by the computer-readable storage medium, in response to the first player character being killed in the game scene, controlling the first player character to drop a third dropped material in the game scene includes:

[0380] When the target game gain attached to the first player character does not meet the specified condition, in response to the first player character being killed in the game scene, controlling the first player character to drop the specified game supplies and a first voucher in the game scene, wherein the first voucher is used to obtain a second target resource from a preset second resource pool;

[0381] When the target game gain attached to the first player character reaches a specified condition, in response to the first player character being killed in the game scene, the first player character is controlled to drop the specified game supplies and a second voucher in the game scene, wherein the second voucher is used to obtain a third target resource from a preset third resource pool.

[0382] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0383] At least one designated evacuation position visible only to the first player character and at least one regular evacuation position are configured in the game scene; wherein the designated evacuation position is used to provide evacuation services for the first player character, and the regular evacuation position is used to provide evacuation services for at least the second player character;

[0384] In response to the first player character completing evacuation from the regular evacuation location or the designated evacuation location, it is determined that the first player character completes the game match.

[0385] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0386] In response to the target game gain added to the first player character reaching a specified condition, assigning a target game skill to the first player character;

[0387] In response to the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of the at least one non-player character entering the skill effective range of the target game skill, the real-time location of the second player character and / or the non-player character and / or the other player characters is identified.

[0388] In an optional implementation, the at least one non-player character is configured to perform a specified virtual action in the game scene; the instructions executed by the computer-readable storage medium further include:

[0389] Providing a target game control in a terminal device corresponding to the first player character;

[0390] The target game control is configured to control the first player character to perform the specified virtual action in the game scene when triggered, so that the action performance of the first player character is consistent with the action performance of the at least one non-player character.

[0391] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0392] In response to the first player character completing a kill in the game scene, controlling the first player character to provide a target character gain; the target character gain is used to improve the character attribute of the first player character;

[0393] The role attributes include at least one of the following:

[0394] The moving speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character.

[0395] In an optional implementation manner, the designated evacuation location has an opening time; the instructions executed by the computer-readable storage medium further include:

[0396] In response to a viewing operation for the designated evacuation position, displaying position information of at least one designated evacuation position included in the game scene, and an open / closed state of each designated evacuation position;

[0397] The opening and closing states of the designated evacuation positions include at least one of the following:

[0398] Unopened state, opened state, closed state.

[0399] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0400] In response to a viewing operation on a designated evacuation location that is not open, identification information of at least one designated evacuation location that is not open and time information from when the designated evacuation location becomes open are displayed.

[0401] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:

[0402] In response to the first player character completing a kill in the game scene, gain prompt information is displayed; the gain prompt information is used to show the growth of the game gain of the first player character.

[0403] Through the above method, at the beginning of the game match, for the first player character, the appearance of the first player character is set to correspond to the non-player character, thereby avoiding the non-player character's active attack on the first player character; and the first player character can actively attack the non-player character and / or the second player character, and obtain an interactive advantage at the beginning of the game match, reducing the probability of the first player character being killed by the non-player character and / or the second player character, while increasing the success rate of the first player character killing other player characters, thereby improving the player's winning probability and game experience in the game match. At the same time, since the appearance of the first game account has been disguised to correspond to the appearance of the non-player character, the non-player character will not actively attack the first player character, which effectively reduces the probability of the first player character being attacked. At this time, in order to balance the game match, avoid other player characters from being at a disadvantage and being quickly defeated, the current game match ends quickly, and the next game is repeatedly started, resulting in excessive server data processing and increasing the performance overhead of the game server. It is necessary to limit the first material brought into the game by the first player character to improve the balance of the game match.

[0404] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0405] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0406] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0407] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0408] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0409] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A method for controlling a virtual character, characterized in that: The control method comprises: Control the first game account and the second game account to enter the game game; Generating a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character; When the first player character and / or the non-player character performs an interactive behavior on the second player character, in response to a character attribute of the second player character satisfying a preset condition, control is performed to eliminate the second player character from the game match.

2. The control method according to claim 1, characterized in that: Before the step of controlling the first game account and the second game account to enter the game match, the control method further includes: In response to a game match start instruction, determining a plurality of game accounts participating in the game match; The multiple game accounts are divided into a first game account and a second game account.

3. The control method according to claim 1, characterized in that: Before the step of controlling the first game account and the second game account to enter the game match, the control method further includes: Determine multiple game accounts participating in the game match; Based on the game identity selection operations corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.

4. The control method according to claim 1, characterized in that: The control method further comprises: In response to the first player character completing a kill in the game scene, a target game gain is added to the first player character according to the kill.

5. The control method according to claim 4, characterized in that: The control method further comprises: In response to the target game gain attached to the first player character reaching a specified condition, controlling to adjust the appearance of the first player character so that the appearance of the first player character is at least partially different from the appearance of the non-player character.

6. The control method according to claim 5, characterized in that: The first player character carries a first supply prepared by the first game account for the game match, and the second player character carries a second supply prepared by the second game account for the game match; The control method further comprises: The first player character is revoked of the right to use all the materials included in the first materials, and designated game materials are distributed to the first player character so that the first player character starts the game with the designated game materials.

7. The control method according to claim 6, characterized in that: The designated game supplies include at least one basic supply for satisfying the combat requirements of the first player character; the control method further includes: In response to a game match start instruction, the first player character is controlled to automatically equip at least one basic material included in the designated game materials.

8. The control method according to claim 6, characterized in that: After the step of canceling the first player character's permission to use all the materials included in the first materials, the control method further includes: The first material is removed from the game match so that the first material is not displayed in the game match, and the first material is configured not to occupy material storage space of the first player character and not to drop after the first player character is killed.

9. The control method according to claim 8, characterized in that: The control method further comprises: In response to the first player character completing the game match or being eliminated from the game match, controlling the return of the first supply to the first game account.

10. The control method according to claim 1, characterized in that: The control method further comprises: In response to a target non-player character among the at least one non-player character satisfying an attack trigger condition, controlling the target non-player character to attack the first player character and / or the second player character; The attack triggering condition includes at least one of the following: The first player character and / or the second player character attacks the target non-player character, and the second player character moves to a preset range of the target non-player character.

11. The control method according to claim 10, characterized in that: For each of the non-player characters, the non-player character has a corresponding attack target list; the attack target list includes game accounts that the non-player character can attack; The non-player character is configured to be non-hostile to the first player character by the following steps: The first game account corresponding to the first player character is removed from the attack target list, so that the first player character is not attacked by the target non-player character when the first player character moves into a preset range of the target non-player character.

12. The control method according to claim 6, characterized in that: The control method further comprises: In response to the non-player character being killed in the game scene, controlling the non-player character to drop a first dropped material in the game scene; wherein the first dropped material is a first target resource determined from a preset first resource pool; In response to the second player character being killed in the game scene, controlling the second player character to drop second dropped supplies in the game scene; wherein the second dropped supplies include the second supplies and / or supplies picked up by the second player character in the game scene; In response to the first player character being killed in the game scene, the first player character is controlled to drop a third dropped material in the game scene; wherein the third dropped material includes the designated game material and a target certificate for obtaining a target resource.

13. The control method according to claim 12, characterized in that: In response to the first player character being killed in the game scene, controlling the first player character to drop a third dropped material in the game scene includes: When the target game gain attached to the first player character does not meet the specified condition, in response to the first player character being killed in the game scene, controlling the first player character to drop the specified game supplies and a first voucher in the game scene, wherein the first voucher is used to obtain a second target resource from a preset second resource pool; When the target game gain attached to the first player character reaches a specified condition, in response to the first player character being killed in the game scene, the first player character is controlled to drop the specified game supplies and a second voucher in the game scene, wherein the second voucher is used to obtain a third target resource from a preset third resource pool.

14. The control method according to claim 9, characterized in that: The control method further comprises: At least one designated evacuation position visible only to the first player character and at least one regular evacuation position are configured in the game scene; wherein the designated evacuation position is used to provide evacuation services for the first player character, and the regular evacuation position is used to provide evacuation services for at least the second player character; In response to the first player character completing evacuation from the regular evacuation location or the designated evacuation location, it is determined that the first player character completes the game match.

15. The control method according to claim 5, characterized in that: The control method further comprises: In response to the target game gain added to the first player character reaching a specified condition, assigning a target game skill to the first player character; In response to the second player character and / or the non-player character and / or other player characters whose appearance corresponds to the appearance of the at least one non-player character entering the skill effective range of the target game skill, the real-time location of the second player character and / or the non-player character and / or the other player characters is identified.

16. The control method according to claim 1, characterized in that: The at least one non-player character is configured to perform a specified virtual action in the game scene; the control method further comprises: Providing a target game control in a terminal device corresponding to the first player character; The target game control is configured to control the first player character to perform the specified virtual action in the game scene when triggered, so that the action performance of the first player character is consistent with the action performance of the at least one non-player character.

17. The control method according to claim 4, characterized in that: The control method further comprises: In response to the first player character completing a kill in the game scene, controlling the first player character to provide a target character gain; the target character gain is used to improve the character attribute of the first player character; The role attributes include at least one of the following: The moving speed of the first player character in the game scene, the health value of the first player character, and the attack damage value of the first player character.

18. The control method according to claim 13, characterized in that: The designated evacuation location has an opening time; the control method further includes: In response to a viewing operation for the designated evacuation position, displaying position information of at least one designated evacuation position included in the game scene, and an open or closed state of each designated evacuation position; The opening and closing states of the designated evacuation positions include at least one of the following: Unopened state, opened state, closed state.

19. The control method according to claim 18, characterized in that: The control method further comprises: In response to a viewing operation on a designated evacuation location that is not open, identification information of at least one designated evacuation location that is not open and time information from when the designated evacuation location becomes open are displayed.

20. The control method according to claim 4, characterized in that: The control method further comprises: In response to the first player character completing a kill in the game scene, gain prompt information is displayed; the gain prompt information is used to show the growth of the game gain of the first player character.

21. A control device for a virtual character, characterized in that: The control device comprises: A game match entry module, used to control the first game account and the second game account to enter the game match; a character generation module, configured to generate a first player character corresponding to the first game account, a second player character corresponding to the second game account, and at least one non-player character in a game scene of the game match, wherein the appearance of the first player character corresponds to the appearance of the at least one non-player character, and the at least one non-player character is configured to be not hostile to the first player character but hostile to the second player character; The character interaction control module is used to control the elimination of the second player character from the game match in response to the character attribute of the second player character satisfying a preset condition when the first player character and / or the non-player character performs an interactive behavior on the second player character.

22. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for controlling a virtual character as described in any one of claims 1 to 20.

23. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for controlling a virtual character according to any one of claims 1 to 20.

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