Methods, devices, electronic devices and readable storage media for controlling virtual characters
By setting the appearance of the first player character and non-player characters to correspond during game matches, the problem of high attack probability for player characters is solved, which avoids non-player characters from attacking first player characters and allows the first player character to attack first. This improves the game win rate and experience, while also optimizing game balance.
Patent Information
- Application Number
- CN202411773958.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-04
- Publication Date
- 2026-03-06
- Estimated Expiration
- 2044-12-04
AI Technical Summary
In game matches, player characters are easily attacked by non-player characters, resulting in a poor experience and a lower probability of winning. Current technologies have little impact on the interaction between non-player characters and player characters, and cannot effectively improve the player character's win rate and experience in the game.
At the start of the game, the appearance of the first player character is set to correspond to that of the non-player character to prevent the non-player character from attacking first. The first player character is allowed to attack the non-player character and/or the second player character. When the first player character interacts with the non-player character, the second player character is eliminated based on the preset conditions that the character attributes meet.
It reduces the probability of the first player character being killed by non-player characters and/or the second player character, increases the success rate of the first player character killing other player characters, improves the winning probability and player experience in the game, and improves the balance of the game and the experience of other players by restricting the use of resources and adjusting appearance.
Smart Images

Figure CN119701360B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to methods, devices, electronic devices, and readable storage media for controlling virtual characters. Background Technology
[0002] In a game, players can control their own character and other player characters in the game scene. In order to win the game, players often need to concentrate on controlling their character and try their best to avoid being discovered by other player characters while attacking other players.
[0003] In related technologies, non-player characters are usually set up in game matches. However, non-player characters are generally configured to launch active attacks against all player characters under certain conditions. Their interaction with player characters and their impact on the game's progress are very small, resulting in a poor player experience. Summary of the Invention
[0004] In view of this, the purpose of this disclosure is to provide a method, device, electronic device, and readable storage medium for controlling virtual characters. At the start of a game, the appearance of the first player character is set to correspond to that of non-player characters, thereby preventing non-player characters from actively attacking the first player character. The first player character can actively attack non-player characters and / or second player characters, gaining an interactive advantage at the start of the game. This reduces the probability of the first player character being killed by non-player characters and / or second player characters, while increasing the success rate of the first player character in killing other player characters, thereby improving the player's winning probability and game experience.
[0005] In a first aspect, embodiments of this disclosure provide a method for controlling a virtual character, the control method comprising:
[0006] Control the first and second game accounts to enter the game;
[0007] In the 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 are generated. The appearance of the first player character corresponds to the appearance of the at least one non-player character. The at least one non-player character is configured not to be hostile to the first player character, but to be hostile to the second player character.
[0008] When the first player character and / or the non-player character performs an interactive action on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game.
[0009] Secondly, this disclosure also provides a control device for a virtual character, the control device comprising:
[0010] The game entry module is used to control the entry of the first game account and the second game account into the game;
[0011] A character generation module is used 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 the 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 not to be hostile to the first player character, but to be 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 when the first player character and / or the non-player character perform interactive behavior on the second player character, in response to the second player character's character attributes meeting preset conditions.
[0013] Thirdly, embodiments of this disclosure also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the virtual character control method as described in the first aspect.
[0014] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the virtual character control method as described in the first aspect.
[0015] The virtual character control method, device, electronic device, and readable storage medium provided in this disclosure control a first game account and a second game account to enter a game match; in the 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 are generated, 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 not to be hostile to the first player character, but to be hostile to the second player character; when the first player character and / or the non-player character perform interactive behavior on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game match. In this way, at the start of the game, the appearance of the first player character is set to correspond to that of the non-player characters, thereby preventing the non-player characters from actively attacking the first player character. The first player character can actively attack the non-player characters and / or the second player character, gaining an interactive advantage at the start of the game. This reduces the probability of the first player character being killed by the non-player characters and / or the second player character, while increasing the success rate of the first player character in killing other player characters, thereby improving the player's winning probability and game experience.
[0016] Furthermore, since the appearance of the first player account is disguised to match that of a non-player character, the non-player character will not actively attack the first player character. This effectively reduces the probability of the first player character being attacked. At this point, in order to maintain the balance of the game and prevent other player characters from being at a disadvantage and being quickly defeated, the current game ends quickly and the next game starts repeatedly, which would cause excessive server data processing and increase the performance overhead of the game server. Therefore, it is necessary to restrict the first resource that the first player character brings into the game, and adjust the appearance of the first player character when the target game buff for the first player character reaches a specified condition, so as to increase the probability that the first player character can be recognized by non-player characters and / or second player characters, thereby improving the balance of the game and the gaming experience of other players.
[0017] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0018] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 A flowchart illustrating a method for controlling a virtual character provided in an embodiment of this disclosure;
[0020] Figure 2 This is a schematic diagram of the game mode selection interface provided in an embodiment of this disclosure;
[0021] Figure 3 One of the schematic diagrams of a first graphical user interface of a first terminal provided in an embodiment of this disclosure;
[0022] Figure 4 This is a second schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0023] Figure 5 This is a third schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0024] Figure 6 This is a fourth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0025] Figure 7 Fifth of a schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0026] Figure 8 This is a sixth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure;
[0027] Figure 9 One of the schematic diagrams of the second graphical user interface of the second terminal provided in the embodiments of this disclosure;
[0028] Figure 10 This is a second schematic diagram of the second graphical user interface of the second terminal provided in the embodiments of this disclosure;
[0029] Figure 11 This is a third schematic diagram of the second graphical user interface of the second terminal provided in the embodiments of this disclosure;
[0030] Figure 12 This is a schematic diagram of the structure of a virtual character control device provided in an embodiment of the present disclosure;
[0031] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0032] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.
[0033] First, let me introduce the terms used in this disclosure:
[0034] (1) Terminal equipment
[0035] The terminal device involved in this disclosure mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: smartphones, tablets, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV) players, personal digital assistants (PDAs), e-book readers, etc. The terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this disclosure, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.
[0036] (2) Graphical User Interface
[0037] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.
[0038] (3) Game Scene
[0039] A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional game scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, a game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.
[0040] Secondly, the technical background of this disclosure will be introduced:
[0041] In different game matches, players can control their own player character to virtually interact 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 character to try their best to avoid being attacked by other player characters or non-player characters provided by the system.
[0042] In related technologies, during a game, players can control their own character and other player characters in the game scene. In order to win the game, players often need to concentrate on controlling their character and try their best to avoid being discovered by other player characters while attacking other players.
[0043] In related technologies, non-player characters are usually set up in game matches. However, non-player characters are generally configured to launch active attacks against all player characters under certain conditions. Their interaction with player characters and their impact on the game's progress are very small, resulting in a poor player experience.
[0044] Based on this, the present disclosure 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 improving the player's winning probability and game experience in the game.
[0045] In one embodiment of the application, the virtual character control method can run on a local mobile terminal or a server. When the virtual character control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0046] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0047] In an alternative implementation, taking a game as an example, the local mobile terminal stores the game program and is used to display the game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local mobile terminal can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local mobile terminal can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0048] In one optional implementation, this invention provides a method for controlling a virtual character, which provides a graphical user interface via a mobile terminal. The mobile terminal can be a local mobile terminal (such as a local touchscreen terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the virtual character control method running on a local mobile terminal (hereinafter referred to as the mobile terminal).
[0049] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for controlling a virtual character as provided in an embodiment of this disclosure. Figure 1 As shown in the embodiments of this disclosure, the method for controlling a virtual character includes:
[0050] S101. Control the first and second game accounts to enter the game.
[0051] S102. In the game scene of the game match, 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, 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 not to be 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 action on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game.
[0053] The virtual character control method provided in this embodiment sets the appearance of the first player character to correspond with that of the non-player characters at the start of a game, thereby preventing the non-player characters from actively attacking the first player character. The first player character can actively attack the non-player characters and / or the second player character, thus gaining an interactive advantage at the start of the game. This reduces the probability of the first player character being killed by the non-player characters and / or the second player characters, while increasing the success rate of the first player character in killing other player characters, thereby improving the player's winning probability and game experience.
[0054] The exemplary steps of the embodiments of this disclosure are described below:
[0055] S101. Control the first and second game accounts to enter the game.
[0056] In this embodiment of the disclosure, there may be multiple players participating in the game at the same time. Each player can enter the game using their respective game account.
[0057] In one alternative implementation, a game may have multiple different game modes. Players can select a game mode on the game mode selection screen and then enter the game corresponding to the selected target game mode.
[0058] Specifically, the game mode selection interface displays multiple game modes to be selected. Players can select the target game mode by touching the area where each of the displayed game modes is located, and then enter the corresponding game match.
[0059] In one alternative implementation, the first game account and the second game account need to be distinguished before entering a game to determine whether the player character controlled in the game corresponds to the appearance of the non-player character in the game.
[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 the game start command, identify the multiple game accounts participating in the game.
[0062] a2: Divide the multiple game accounts into a first game account and a second game account.
[0063] In this embodiment of the disclosure, there may be multiple players participating in the current game match. Each player will enter the current game match through their own game account. In the selected target game mode, the first game account needs to be selected as the target game account so that the appearance of the player character corresponding to the selected first game account is adjusted to be consistent with the non-player character in the game match.
[0064] In one alternative implementation, at least one game account can be randomly selected from multiple game accounts participating in the current game match according to a preset probability as the target game account, i.e., the first game account, and the remaining accounts can be classified as ordinary game accounts, i.e., the second game accounts.
[0065] For multiple game accounts, the accounts need to be randomly selected and divided according to a certain ratio. For example, if there are twenty players and twenty game accounts participating in the current game, three or four of the game accounts can be designated as the first game account.
[0066] In another alternative implementation, the multiple game accounts participating in the current game can be divided based on the player's choice of their 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: Identify the multiple game accounts participating in the game match.
[0069] b2: Based on the game identity selection operation corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.
[0070] In one alternative implementation, an identity selection interface can be displayed on each player's terminal device. By the player's selection operation on the identity selection interface, it can be determined whether the player enters the game as a specific target game account (first game account) or a regular second game account, thereby distinguishing the identities of each player participating in the current game.
[0071] Specifically, there is a limit to the number of game accounts that can be identified as the target game account in the current game. The determination of whether a player can be assigned the game identity they have chosen can be made according to the order in which the player performs the identity selection operation.
[0072] For example, if the number of first game accounts allowed in the current game is four, after determining the four first game accounts as target game accounts according to the time sequence of the game identity selection operation, if a fifth player's identity selection operation is received, a prompt message will be displayed to indicate that the current game identity cannot be selected.
[0073] Furthermore, after dividing the multiple game accounts participating in the current game match, and after all the game accounts have entered the game match, a corresponding player character will be generated for each of the corresponding game accounts.
[0074] S102. In the game scene of the game match, 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, 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 not to be 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 is the first player role corresponding to the first game account. The appearance of the first player role corresponds to the appearance of the non-player roles in the game. The first player role can blend into the non-player role team without being attacked by the non-player roles. The second is the second player role corresponding to the second game account. The appearance of the second player role varies depending on the character parameters. The non-player roles will attack the second player role in the game scene. The third is the non-player role, which is controlled by the system. The non-player role will attack the second player role when it enters the non-player role's preset range. At the same time, it will also retaliate if it is attacked.
[0076] In one alternative implementation, the correspondence between the appearance of the first player character and the appearance of at least one non-player character means that the appearance of the first player character and the non-player character are identical or similar.
[0077] Specifically, in one optional implementation, if there are different game areas in the game scene, and non-player characters with different appearances exist in different game areas, the first player character needs to determine its own appearance based on its real-time position / spawn position in the game area it is in.
[0078] For example, if there is a game area A in the game scene, and a non-player character with appearance A1 exists in game area A; if there is a game area B in the game scene, and a non-player character with appearance B1 exists in game area B; and if there is a game area C in the game scene, and a non-player character with appearance C1 exists in game area C, then if the first player character's current position / spawn position is in game area C, then the first player character's appearance should be set to C1 so that the first player character is not noticed when it is among non-player characters C1; if the first player character's current position / spawn position is in game area B, then the first player character's appearance should be set to B1 so that the first player character is not noticed when it is among non-player characters B1.
[0079] In another alternative implementation, a non-player character's appearance can be pre-selected as the default appearance for the selected first player character. In this way, when the first player character spawns in the game scene, the first player character's appearance is directly set to this default appearance.
[0080] In one alternative implementation, attacks on player characters by non-player characters are divided into two types: active attacks and passive attacks. Through different attack methods, non-player characters can attack different player characters. When a non-player character actively attacks, it will only attack a second player character that is different from the non-player character. For the first player character, this can reduce the probability of being attacked by non-player characters, thereby increasing the probability of winning the game.
[0081] Specifically, the control method further includes:
[0082] c1: In response to the target non-player character among the at least one non-player character satisfying the attack trigger condition, control the target non-player character to attack the first player character and / or the second player character.
[0083] Specifically, the attack triggering conditions include at least one of the following:
[0084] The first player character and / or the second player character attack the target non-player character, and the second player character moves to a preset range of the target non-player character.
[0085] In one alternative implementation, the preset range of non-player characters can be set to different ranges based on the attack power or character attributes of the non-player characters. Alternatively, the preset ranges of multiple non-player characters can be set to the same range. Different restrictions can be imposed according to game requirements, and no specific limitations are made here.
[0086] In one alternative implementation, the non-player character's attack is controlled by the system. Therefore, the system can maintain an attack target list, which stores multiple game accounts of player characters that the non-player character can attack. Since the first player character will not be attacked by the non-player character when it is within a preset range, the non-player character is configured not to be hostile to the first player character and will not attack the first player character when it is determined that the first player character has not actively attacked the non-player character. 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, there is a corresponding list of attack targets; the list of attack targets contains 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: Remove 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 non-player character when it moves to the preset range of the target non-player character.
[0089] In one alternative implementation, after determining that at least one first game account has been removed from the list of targets of all non-player characters, if the first player character moves into the preset range of any non-player character, the non-player character will not actively attack the first player character.
[0090] In another alternative implementation, the second player character is always on the non-player character's attack target list during the current game. Therefore, if the second player character moves into the non-player character's preset range, the non-player character will actively attack the second player character.
[0091] For example, in the current game scenario, there is a non-player character X. The active attack range of non-player character X is 50m (game distance) from other non-player characters. At this time, there is a second game account in the non-player character's attack target list. Therefore, when the second player character Y corresponding to the second game account moves to a distance of 40m (game distance) from the non-player character, the system determines that the second game account is in the attack target list. At this time, the system will control non-player character X to actively attack the second player character Y. Since 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 a distance of 30m (game distance) from non-player character X, the system determines 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 non-player character X, 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 a non-player character, the first game account will be added to the attack target list of the attacked non-player character again. The non-player character will retaliate against the first player character and / or the second player character who actively attacked. Moreover, only the non-player character attacked by the first player character will retaliate against the first player character; other non-player characters will still not actively attack the first player character.
[0093] In the example above, when player character Z moves to a distance of 30m (game distance) from non-player character X, player character Z actively attacks non-player character X. At this time, if the first game account is added to non-player character X's attack target list, non-player character X will retaliate against player character Z, meaning non-player character X will passively attack player character Z. However, since player character Z did not actively attack non-player character M, the first game account corresponding to player character Z is not in non-player character M's attack target list. Therefore, even if player character Z moves into non-player character M's attack range, non-player character M will still not actively attack player character Z.
[0094] In one alternative implementation, a non-player character may perform a specified virtual action in the game scene. In order to ensure that the first player character behaves in the same way as the non-player character in the game and is not identified or disguised by the second player character or the non-player character, it is necessary to control the first player character to perform the same virtual action as the non-player character in the game scene.
[0095] Specifically, a target game control can be displayed on the terminal device of the first player who controls the first player character. The first player can control the first player character to perform specified virtual actions in the game scene by triggering the target game control.
[0096] Specifically, the control method further includes:
[0097] e1: Provide the target game controls in the terminal device corresponding to the first player character.
[0098] e2: Configure the target game control 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.
[0099] In this embodiment of the disclosure, the target game control may be displayed in a blank space on the terminal device that does not obscure the game scene and does not affect other controls. The player controls the first player character to perform a specified 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 one alternative implementation, the triggering operation for the target game control can 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 triggering operation for the target game control can be a touch operation (long press, click, or swipe operation, etc.) for the target game control; when the terminal device is a PC, the triggering operation for the target game control can be a click operation (click operation, etc.) for the target game control through an external input device.
[0102] For example, the virtual action performed by the non-player character in the game scene is jumping, while the first player character is walking in the game scene. At this time, the player can control the first player character to also jump in the game scene by triggering the target game control.
[0103] In another alternative implementation, the first player character can automatically follow the non-player character to perform a specified virtual action in the game scene. That is, after determining that the non-player character is performing a specified virtual action in the game scene, the first player character automatically follows the non-player character to perform the specified 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 follow the non-player character to perform the specified virtual action, although it may reduce the perceived delay of the first player character performing the specified virtual action, 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, while the non-player character is jumping in the game scene. If the first player character automatically follows the non-player character to jump in the game scene, it will violate the first player's intention to control the first player character to hide). Therefore, the control of the first player character to perform the specified virtual action is still primarily issued through the player's trigger operation on the target game control.
[0104] In one alternative implementation, players bring a certain amount of resources into the game from outside the game. For a second game account, these resources are brought into the game by the second player character and used and controlled within the game. After the second player character is killed, the resources drop in the game scene and can be picked up by other players. For the first game account, since the appearance of the first game account is disguised to match that of non-player characters, non-player characters will not actively attack the first player character, effectively reducing the probability of the first player character being attacked. However, to maintain game balance and prevent other players from being at a disadvantage and quickly defeated, thus avoiding the problem of excessive server data processing and increased performance overhead, it is necessary to limit the resources brought into the game by the first player character to improve game balance.
[0105] Specifically, the first player character carries first resources prepared by the first game account for the game match, and the second player character carries second resources prepared by the second game account for the game match; the control method further includes:
[0106] f1: Cancel the first player character's access to all resources included in the first resource list, and distribute the specified game resources to the first player character so that the first player character can use the specified game resources to start the game.
[0107] In one alternative implementation, after determining that the first player character has entered the game, the first player character's access to all resources included in the first resource is revoked. At the same time, in order to ensure that the first player character can participate in the duel at the beginning of the game, the system will distribute designated game resources to the first player character, who can use the virtual resources in the designated resources to start the current game.
[0108] Among the designated game resources, at least one basic resource is required to meet the combat needs of the first player character.
[0109] For example, the specified game resources can be similar to the basic set in the game, such as a virtual gun, a number of virtual bullets, a basic level set, some virtual medicines, etc. These virtual resources can meet the basic combat needs of the first player character at the beginning of the game.
[0110] In one alternative implementation, in order to save the time of the first player character in selecting and executing game resources and improve the combat efficiency of the first player character, the first player character can be automatically equipped with basic resources from the specified game resources when the first player character is determined to enter the game.
[0111] Specifically, the control method further includes:
[0112] g1: In response to the game start command, control the first player character to automatically equip at least one basic resource included in the specified game resources.
[0113] In one alternative implementation, when the start of the current game match is determined, the first player character can automatically equip at least one basic resource. This can be either placing a virtual weapon (e.g., a virtual gun) that the first player character needs to use during combat in the weapon slot, or placing it directly in the first player character's hand. Virtual resources that are less likely to be used at the start of the game match (e.g., medicine) can be stored in the first player character's resource storage space (e.g., a storage slot in the virtual backpack).
[0114] In another alternative implementation, the first resource that is prohibited from being used by the first player is removed from the current game, meaning that the first resource will not exist in the current game.
[0115] Specifically, after the step of "canceling the first player character's access to all resources included in the first resource", the control method further includes:
[0116] h1: Remove the first resource from the game match so that the first resource is not displayed in the game match, and configure the first resource to not occupy the resource storage space of the first player character and not be dropped after the first player character is killed.
[0117] In one alternative implementation, after the first resource is removed from the game, it will no longer be displayed in the current game. That is, the first player character cannot view the first resource in the current game. At the same time, the first resource does not occupy the first player character's resource storage space. Furthermore, if the first player character is killed by a second player character or a non-player character, the first resource will not be dropped. That is, regardless of whether the first player character wins or is killed in the current game, the first resource will be taken out of the game and returned after the first player character leaves the current game.
[0118] Specifically, the control method further includes:
[0119] i1: In response to the first player character completing the game or being eliminated from the game, control the return of the first resource to the first game account.
[0120] In one alternative implementation, the first resource is essentially not transferred during the game and always belongs to the first game account controlling the first player character. When the first player character completes the game (the game ends automatically when the time is up, the first player character kills all non-player characters, or the second player character wins the game) or is eliminated from the game (killed by a non-player character or the second player character), the first resource will not be dropped or transferred. It will always belong to the first player character and will be taken out of the current game by the first player character, and the first resource will be transferred to the first game account.
[0121] Furthermore, during a game, 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. In addition, non-player characters can still actively attack the second player character or passively attack both the first and second player characters. Different characters will drop resources after being killed, and the resources dropped by different characters will vary.
[0122] Specifically, the control method further includes:
[0123] j1: In response to the non-player character being killed in the game scene, control the non-player character to drop the first dropped resource in the game scene; wherein, the first dropped resource 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, control the second player character to drop a second dropped item in the game scene; wherein the second dropped item includes the second item and / or the item 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, control the first player character to drop a third dropped item in the game scene; wherein, the third dropped item includes the specified game item and the target token for obtaining the target resource.
[0126] In one alternative implementation, if a non-player character is killed in the game scene, the non-player character will receive a first drop of resources, which is a first target resource determined from a first resource pool.
[0127] Here, whether it is the first player character or the second player character who kills a non-player character, they will obtain the same first dropped resource. The first dropped resource is the first target resource determined by the system from the first resource pool, and the first dropped resource is the same for each non-player character.
[0128] In one alternative implementation, the first target resource is a resource of relatively low value.
[0129] In another alternative implementation, if the second player character is killed in the game scene, the second player character will drop a second dropped item. The second dropped item includes the second item brought into the game by the second player character and the item picked up by the second player character in the game scene. After it is confirmed that the second player character has dropped the second dropped item, if the first player character kills the second player character, the first player character can pick up the second dropped item dropped by the second player character.
[0130] In one alternative implementation, the second player character will be eliminated from the current game and will be unable to continue playing the current game after being defeated by the first player character or a non-player character.
[0131] S103. When the first player character and / or the non-player character performs an interactive action on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game.
[0132] In one alternative implementation, the second player character's attribute can meet a preset condition, such as the second player character's health being less than a preset health threshold (which can be set to 0). In this case, the second player character can no longer perform interactive behaviors in the game scene, and the second player character will be directly eliminated from the current game match.
[0133] In another alternative implementation, if the first player character is killed in the game scene, the first player character will not drop the first item brought into the game, but will drop the third item. In addition to the game items configured by the system for the first player character, the third item will also provide an additional target token. After the second player character takes the target token out of the current game, he / she can use the target token to exchange for high-value items.
[0134] In one alternative implementation, the third loot dropped after the first player character is killed falls in the game scene. Other player characters need to move to the location where the third loot fell to pick it up and thus possess it.
[0135] This increases the likelihood of the second player character actively attacking non-player characters and the first player character whose appearance corresponds to that of the non-player character during the game. This increases the frequency of interaction with non-player characters during the game, thereby increasing the probability of players obtaining rewards and improving the player's gaming experience.
[0136] Furthermore, if a second player character completes a kill in the game scene, they can obtain the first dropped item dropped by a non-player character, the second dropped item dropped by another second player character, and the third dropped item dropped by the first player character. The second player character can then pick up these items. As for the first player character, after completing a kill in the game scene, in addition to picking up the dropped items from different characters, they can also obtain additional buffs, thereby improving their own character skills or adjusting their appearance.
[0137] Specifically, the control method further includes:
[0138] k1: In response to the first player character completing a kill in the game scene, apply a target game buff to the first player character based on the kill.
[0139] In one alternative implementation, the target game buffs applied to the first player character can be determined based on the number of other characters killed by the first player character.
[0140] For example, each time a first player character kills a character in the game scene (a non-player character, another first player character, or a second player character), one layer of target game buff is accumulated. When the target game buff 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 alternative implementation, different target game buffs can be accumulated based on the different characters killed by the first player character.
[0142] For example, a first player character kills a non-player character and accumulates a 10% target game bonus; a first player character kills a second player character and accumulates a 20% target game bonus; a first player character kills another first player character and accumulates a 50% target game bonus.
[0143] In one alternative implementation, to allow players to visually observe the accumulation of the current target game buff, a buff notification can be displayed during the accumulation process to inform the player of the current primary player character's target game buff accumulation status, 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, display a buff notification message; the buff notification message is used to show the game buff increase of the first player character.
[0146] To minimize obstruction of the game scene, the gain indicator information can be displayed in the upper left corner of the graphical user interface of the terminal device.
[0147] In one alternative implementation, the gain indicator information can be an entire display area, in which multiple different sub-areas are displayed, and the filling status of each sub-area represents the accumulation status of the target game gain of the current first player character.
[0148] For example, the current display area contains 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 buff resources.
[0149] In another alternative implementation, the gain indicator can also be displayed as a progress bar, and the target game gain of the current first player character can be determined by the fill ratio of the progress bar.
[0150] For example, if the current gain progress bar is 50% full, it means that the first player character has completed half of the accumulation of the target gain resources.
[0151] In one alternative implementation, after determining that the first player character has completed a kill in the game scene, the attributes of the first player character can be improved, thereby increasing the success rate and effectiveness 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, control the first player character to provide a target character buff; the target character buff is used to improve the character attributes of the first player character.
[0154] The character attributes include at least one of the following:
[0155] The first player character's movement speed in the game scene, the first player character's health points, and the first player character's attack damage value.
[0156] In this embodiment of the disclosure, after determining that the first player character has completed a kill in the game scene, the first player character can be controlled to obtain the target character's buff. After determining that the first player character has obtained the target character's buff, any one or any combination of the following can be increased: the first player character's movement speed in the game scene, the first player character's health, and the first player character's attack damage.
[0157] In one alternative implementation, the target character buffs that the first player character can obtain can be determined based on the different characters killed by the first player character.
[0158] For example, if the first player character kills a non-player character, the first player character's movement speed in the game scene will be increased; if the first player character kills a second player character, the first player character's movement speed in the game scene will be increased and the first player character's health will be increased; if the first player character kills another first player character, the first player character's movement speed in the game scene will be increased, the first player character's health will be increased, and the first player character's attack damage will be increased.
[0159] In another alternative implementation, if the first player character completes the kill, the first player character's movement speed in the game scene, the first player character's health, and the first player character's attack damage can all be increased simultaneously. However, different increase ratios can be set depending on the character killed by the first player.
[0160] For example, the percentage increase in attribute bonus for the first player character when killing a non-player character is lower than the percentage increase in attribute bonus for the first player character when killing a second player character; the percentage increase in attribute bonus for the first player character when killing a second player character is lower than the percentage increase in attribute bonus for the first player character when killing other first player characters.
[0161] In one alternative implementation, as the first player character completes kills in the game scene, the target game buffs gradually accumulate. Once it is determined that the target game buffs of the first player character have reached the specified conditions, the appearance of the first player character can be changed.
[0162] Specifically, the control method further includes:
[0163] n1: The control method further includes:
[0164] In response to the target game buffs attached to the first player character reaching a specified condition, the appearance of the first player character is adjusted so that the appearance of the first player character is at least partially different from the appearance of the non-player character.
[0165] In one alternative implementation, a preset gain threshold can 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 reached the specified condition. Alternatively, a target game gain accumulation time can 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 reached the specified condition.
[0166] In one alternative implementation, after determining that the target game buffs attached to the first player character have reached the specified conditions, the character attributes of the first player character will also be improved. That is, when the target game buffs attached to the first player character have reached the specified conditions, the first player character's movement speed in the game scene, the first player character's health, and the first player character's attack damage will all be increased simultaneously.
[0167] In another alternative implementation, once the target game buff attached to the first player character reaches a specified condition, the appearance of the first player character will also change, so that the non-player character or the second player character can identify the first player character and attack it. This prevents the first player character from being disguised as a non-player character and reducing the interactivity of the game, thereby further enhancing the player's gaming experience.
[0168] For example, after the target game buff attached to the first player character reaches the specified condition, the appearance of the first player character can be superimposed with special effects to make it at least partially different from the appearance of the non-player character, so as to facilitate the identification of the first player character by the non-player character or the second player character.
[0169] Specifically, when the target game buff attached to the first player character does not meet the specified conditions, the appearance of the first player character is consistent with that of the non-player character, for example, both are virtual zombies; when it is determined that the target game buff attached to the first player character meets the specified conditions, the appearance of the first player character is a virtual zombie with superimposed effects (e.g., emitting fluorescence) evolving into a "virtual zombie king", which makes it easier for non-player characters or second player characters to identify the first player character.
[0170] Furthermore, the resources dropped by the first player character after being killed differ before and after the first player character's target game buffs reach the specified conditions.
[0171] Specifically, the step "in response to the first player character being killed in the game scene, controlling the first player character to drop a third type of dropped item in the game scene" includes:
[0172] o1: When the target game buff attached to the first player character does not meet the specified conditions, in response to the first player character being killed in the game scene, control the first player character to drop the specified game materials and the first certificate in the game scene, wherein the first certificate is used to obtain the second target resource from the preset second resource pool.
[0173] o2: When the target game buff attached to the first player character reaches the specified condition, in response to the first player character being killed in the game scene, control the first player character to drop the specified game materials and second token in the game scene, wherein the second token is used to obtain a third target resource from a preset third resource pool.
[0174] In one optional implementation, regardless of whether the target game buffs attached to the first player character meet the specified conditions, the specified game resources allocated by the system will drop upon being killed. Simultaneously, when the target game buffs attached to the first player character do not meet the specified conditions, the resources dropped upon the first player character's death include a first token, which can be picked up and taken out of the current match to activate or exchange for a second target resource. When the target game buffs attached to the first player character meet the specified conditions, the resources dropped upon the first player character's death include a second token, which can be picked up and taken out of the current match to activate or exchange for a third target resource.
[0175] Here, the resource value, resource quality, and resource rarity of the virtual resources included in the third target resource are all higher than those of the virtual resources included in the third target resource. That is, the first player character who kills the additional target game buff and reaches the specified conditions can obtain resources with higher value, better quality, and higher rarity outside of the game.
[0176] In another optional implementation, when it is determined that the target game buff attached to the first player character has reached the specified conditions, the first player character will be provided with a target game skill again. The target game skill can see the position of the obscured non-player character and / or second player character and / or other first player character, and then move towards the position of the non-player character and / or second player character and / or other first player character, which helps to improve the accuracy of the first player character's movement and attack and the efficiency of human-machine interaction.
[0177] Specifically, the control method further includes:
[0178] p1: In response to the target game buffs attached to the first player character reaching the specified conditions, configure the target game skill 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 effective range of the target game skill, identify the real-time position of the second player character and / or the non-player character and / or the other player characters.
[0180] In an alternative implementation, if the second player character and / or the non-player character and / or other player characters whose appearance corresponds to that of at least one non-player character enter the effective range of the target game skill, but are obscured by an occlusion from the current viewpoint of the first player character (the second player character and / or the non-player character and / or other player characters are located behind a virtual occlusion or inside a virtual building), it is also necessary to display the position of the second player character and / or the non-player character and / or other player characters. In this case, the character identifiers of the second player character and / or the non-player character and / or other player characters can be displayed at the relative position of the occlusion.
[0181] The character identifier can be the outline information of the second player character and / or the non-player character and / or other player characters, or it can be the location information (text information, icon information, etc.) of the second player character and / or the non-player character and / or other player characters.
[0182] In one alternative implementation, taking the character identifier as the outline information of the second player character and / or the non-player character and / or other player character as an example, the outline information of the second player character and / or the non-player character and / or other player character can be projected onto the occluder based on the current position of the second player character and / or the non-player character and / or other player character, so that the first player character has a "perspective" visual effect, "penetrating" the occluder to reveal the position of the second player character and / or the non-player character and / or other player character.
[0183] Specifically, the character outline information of the second player character and / or the non-player character and / or other player character can be the projected shape of the entire outline information of the second player character and / or the non-player character and / or other player character, which moves along with the movement of the second player character and / or the non-player character and / or other player character. When the second player character and / or the non-player character and / or other player character moves to a position where they are no longer obscured, the outline information of the second player character and / or the non-player character and / or other player character can be stopped from being displayed, and instead, the movement of the second player character and / or the non-player character and / or other player character in the game scene can be directly displayed.
[0184] In one alternative implementation, the target game skill may have a cooldown period after use. It is necessary to determine when the target game skill can be used again after the cooldown period ends. During the cooldown period of the target game skill, the first player character cannot use the target game skill again.
[0185] In one alternative implementation, the effective time of the target game skill can be set. If the effective time of the target game skill is exceeded, it is no longer possible to see through the second player character and / or the non-player character and / or other player characters.
[0186] For example, if it is determined that the current display time of the character identifier is greater than the preset display time, it will no longer be displayed. For example, the preset display time can be 10 seconds. When it is determined that the display time of the character identifier has reached 10 seconds, the display of the character identifier will be canceled.
[0187] In one alternative implementation, to increase the interactivity of the game and enable the first player character to continuously use the target game skill to determine the location of the target enemy, the number of times the target game skill can be used can be set. Once the number of uses is exceeded, the target game skill cannot be used again.
[0188] In one optional implementation, the triggering of the target game skill can be automatic or triggered by the player through a triggering operation. For example, if it is determined that there is a second player character and / or the non-player character and / or other player character that is obscured within the effective range of the target game skill, the target game skill can be automatically triggered to display the position of the second player character and / or the non-player character and / or other player character. Alternatively, the game skill control can be displayed in the graphical user interface of the terminal device controlling the first player character. The player can release the target game skill by triggering the game skill control, thereby "seeing through" the second player character and / or the non-player character and / or other player character that is obscured within the effective range of the target game skill.
[0189] Furthermore, for the first player character and / or the second player character, in addition to being eliminated in the game scene to complete the current match, they can also withdraw from the current match according to the withdrawal point set in the game scene, carrying the resources and / or target tokens obtained in the game scene, thereby ending the current match early.
[0190] In one alternative implementation, in order to increase the winning probability of the first player character, in addition to providing regular extraction locations in the game scene, a designated extraction location visible only to the first player character can also be provided. The first player character can choose to extract from the designated extraction location or the regular extraction location to leave the current game.
[0191] Specifically, the control method further includes:
[0192] q1: Configure at least one designated extraction location visible only to the first player character and at least one regular extraction location in the game scene; wherein, the designated extraction location is used to provide extraction services for the first player character, and the regular extraction location is used to provide extraction services for at least the second player character.
[0193] q2: In response to the first player character completing the withdrawal from the normal withdrawal location or the designated withdrawal location, it is determined that the first player character has completed the game.
[0194] In one alternative implementation, multiple different extraction points can be set in the game scene. Player characters can extract from the extraction points to leave the current game and complete the current game. This reduces the time players spend in the game and ensures that players can extract from the game after acquiring enough resources, rather than being killed while waiting for the game to end. This increases the probability of winning for players and further enhances the player's gaming experience.
[0195] Here, different regular evacuation locations can be set at different locations in the game scene. These regular evacuation locations are visible to all player characters in the game scene, meaning that both the first player character and the second player character can evacuate from these regular evacuation locations.
[0196] In another alternative implementation, in order to increase the winning probability of the first player character, a designated withdrawal location can be set for the first player character. These designated withdrawal locations are only visible to the first player character and can only provide withdrawal services for the first player character. The second player character cannot view the designated withdrawal locations, nor can they withdraw from the current game from the designated withdrawal locations.
[0197] Specifically, a viewing control for a specified extraction location can be displayed on the graphical user interface of the terminal device controlling the first player character. Players can view the specified extraction location in the game scene by triggering the viewing control.
[0198] Specifically, the control method further includes:
[0199] r1: In response to a viewing operation for the specified evacuation location, display the location information of at least one specified evacuation location contained in the game scene, as well as the open / closed status of each specified evacuation location.
[0200] In one alternative implementation, different designated extraction locations in the game scene have corresponding open times. The first player character can only extract from the current game scene through the designated extraction location during the open time period. Therefore, when the first player character views the designated extraction location in the game scene, different location icons need to be displayed according to the open and closed state of the designated extraction location.
[0201] In one alternative implementation, after determining that a view operation for a specified extraction location has been received, the minimap in the graphical user interface can be expanded to display different specified extraction locations and their open / closed states at specific game scene locations on the map.
[0202] The open / closed state of the designated evacuation location includes at least one of the following:
[0203] Status: Not open, Open, Closed.
[0204] Specifically, the "not open" status indicates that the designated evacuation location has not yet reached its opening time; the "open" status indicates that the designated evacuation location is currently open during its opening period, and users can move to the designated evacuation location to evacuate; and the "closed" status indicates that the designated evacuation location has been open for a period of time and is currently closed and unusable by users.
[0205] When displaying different designated extraction locations at specific game scene locations on the map, different display formats can be used to show designated extraction locations in different open / closed states.
[0206] For example, the location can be distinguished by the color of the indicator: green indicates that the designated evacuation location is currently open, red indicates that the designated evacuation location is currently closed, and gray indicates that the designated evacuation location is currently closed.
[0207] In another alternative implementation, upon receiving a view operation for a specified extraction location, a list of specified extraction locations can be displayed on the graphical user interface of the first player character's terminal device. The list displays each specified extraction location and its corresponding open / closed state. However, displaying the specified extraction location through a list does not allow players to intuitively see the specific location of the specified extraction location in the game scene, which is not conducive to players judging the currently selectable extraction location. Therefore, in order to improve the player's gaming experience and the accuracy and efficiency of selecting a specified extraction location, it is preferred to display the specified extraction locations on the map by expanding the map.
[0208] Furthermore, to help players better plan their evacuation time and choose their evacuation location, players can filter by the open / closed status of a specified evacuation location, displaying the specified evacuation location that is not open.
[0209] Specifically, the control method further includes:
[0210] s1: In response to a viewing operation for a specified evacuation location that is not open, display identification information of at least one specified evacuation location that is not open and the time information since the specified evacuation location became open.
[0211] In one alternative implementation, to reduce the obstruction of the game scene when viewing a designated extraction location, only the location identifier information of the designated extraction location that is not open and the time information of the time until the designated extraction location becomes open can be displayed.
[0212] In one alternative implementation, designated evacuation locations that are not currently open can be viewed in a list. When sorting multiple designated evacuation locations that are not currently open, they can be sorted in ascending order of the time since the designated evacuation location became open. This allows players to more quickly locate the designated evacuation location where they can evacuate the fastest, further improving the efficiency of human-computer interaction.
[0213] Furthermore, if there are cases where the designated evacuation locations become open at the same time, they can be sorted again according to the distance between the designated evacuation locations and the current location of the first player character, from shortest to longest.
[0214] For example, in the current game scene, there are three designated extraction locations that are not currently open: designated extraction location A, designated extraction location B, and designated extraction location C. The time until designated extraction location A becomes open is 5 minutes, the time until designated extraction location B becomes open is 8 minutes, and the time until designated extraction location C becomes open is 8 minutes. However, the distance between designated extraction location B and the current position of the first player character is greater than the distance between designated extraction location C and the current position of the first player character. Therefore, when displaying designated extraction locations A, B, and C in the list, the display order can be designated extraction location A, designated extraction location C, and then designated extraction location B.
[0215] In one alternative implementation, if a player selects a specific extraction location that is not currently available from the list, a minimap can be expanded in the graphical user interface to display the exact location of the selected extraction location within the game scene. This allows the player to accurately understand the specific information of the selected extraction location, further improving the accuracy of the player's extraction location selection.
[0216] Furthermore, the first player character can also evacuate from the current game from the regular evacuation location. While the player is viewing the designated evacuation location, the location information and open / closed status of the regular evacuation location can also be displayed, and they can be displayed with a different indicator than the designated evacuation location. This further enhances the player's choice of evacuation location, helps to improve the accuracy of the evacuation location selection, and thus improves the player's gaming experience.
[0217] In one alternative implementation, in addition to the player character being killed to complete the current game match, or the player character withdrawing from the current game match from the withdrawal point in the current game match to complete the current game match, the decision to complete the current game match can also be based on the duration of the current game match.
[0218] For example, the preset time threshold for the current game is 20 minutes. During the game, if it is determined that the current game time has reached 20 minutes, the game is also determined to end.
[0219] The control process of the virtual character in this embodiment will be illustrated below with specific examples, 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] Please see Figure 2 , Figure 2 This is a schematic diagram of the game mode selection interface provided in an embodiment of this disclosure, as shown below. 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] Please see Figure 3 , Figure 3 One of the schematic diagrams of the first graphical user interface of the first terminal provided in the embodiments of this disclosure is shown below. Figure 3 As shown, the first graphical user interface 300 contains a first player character 301, a second player character 302, and a non-player character 303. The appearance of the first player character 301 corresponds to the appearance of the non-player character 303. It also displays designated game supplies 304 distributed by the system to the first player character 301. The first graphical user interface 300 also includes a minimap 305, which allows players to observe the current game scene. Furthermore, the first graphical user interface 300 includes an unopened control 306, which allows players to view designated evacuation locations that are currently in an unopened state by triggering actions on the unopened control 306.
[0222] For further details, please refer to Figure 4 , Figure 4 This is a second schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 4 As shown, in response to a trigger operation on the unopened control 306, a designated evacuation location display area 307 is displayed in the first graphical user interface 300. The designated evacuation location display area 307 includes the designated evacuation location in an unopened state and the time information of the time until the designated evacuation location becomes open.
[0223] For further details, please refer to Figure 5 , Figure 5 This is a third schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 3. Figure 5As shown, if a player issues a viewing operation for a specific extraction location, a map extension area 308 is displayed in the first graphical user interface 300. The map extension area 308 displays icons for the specified extraction locations in different open / closed states. At the same time, corresponding prompt icons are also displayed at preset positions in the map extension area 308. Specifically, a first prompt icon 309 corresponds to a specified extraction location in an closed state, a second prompt icon 310 corresponds to a specified extraction location in an open state, and a third prompt icon 311 corresponds to a specified extraction location in a closed state.
[0224] For further details, please refer to Figure 6 , Figure 6 This is a fourth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 6 As shown, a game boost indicator area 312 is also displayed in the first graphical user interface 300. Multiple indicator sub-areas 3121 to be filled are displayed in the game boost indicator area 312. After the first player character completes the kill, the multiple indicator sub-areas 3121 to be filled will be filled.
[0225] For further details, please refer to Figure 7 , Figure 7 This is the fifth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown below. Figure 7 As shown, when multiple sub-regions 3121 of the game boost indicator area 312 are filled, it is determined that the target game boost attached to the first player character 301 has reached the specified conditions, and the appearance of the first player character 301 is adjusted.
[0226] For further details, please refer to Figure 8 , Figure 8 This is a sixth schematic diagram of the first graphical user interface of the first terminal provided in the embodiments of this disclosure, as shown in Figure 6. Figure 8 As shown, after the target game buff attached to the first player character reaches a specified condition, a target game skill control 313 is displayed in the first graphical user interface 300. The player releases the target game skill by triggering the target game skill control 313, thereby causing the second player character and / or a non-player character and / or other player characters whose appearance corresponds to at least one non-player character to enter the effective range of the target game skill. The real-time positions of the second player character and / or the non-player character and / or other player characters are identified, such as... Figure 8 As shown, the real-time location of the second player character and / or non-player character and / or other player characters can be displayed through character identifier 314.
[0227] Please see Figure 9 Figure 9One of the schematic diagrams of the second graphical user interface of the second terminal provided in this disclosure embodiment is shown below. Figure 9 As shown in the second graphical user interface 900, if the second player character 302 defeats a non-player character, the non-player character drops a first dropped resource 910, where the first dropped resource 910 is a low-value first target resource determined from a preset first resource pool.
[0228] Please see Figure 10 , Figure 10 This is a second schematic diagram of the second graphical user interface of the second terminal provided in the embodiments of this disclosure, as shown below. Figure 10 As shown, in the second graphical user interface 900, if the second player character 302 defeats the first player character but the additional target game buff does not reach the specified conditions, the first player character drops the specified game material 304 and the first voucher 920. The second player can take the first voucher 920 out of the game and use it or exchange it to obtain the second target resource from the preset second resource pool.
[0229] Please see Figure 11 , Figure 11 This is a third schematic diagram of the second graphical user interface of the second terminal provided in the embodiments of this disclosure, as shown below. Figure 11 As shown, in the second graphical user interface 900, if the second player character 302 defeats the first player character with the additional target game buff reaching the specified conditions, the first player character drops the specified game material 304 and the second token 930. The second player can take the second token 930 out of the game to use or exchange it to obtain the third target resource from the preset third resource pool; wherein, the resource value, resource quality and resource rarity of the third target resource are all higher than those of the second target resource.
[0230] The virtual character control method provided in this embodiment controls a first game account and a second game account to enter a game match; in the 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 are generated, 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 not to be hostile to the first player character, but to be hostile to the second player character; when the first player character and / or the non-player character perform interactive behavior on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game match. In this way, at the start of the game, the appearance of the first player character is set to correspond to that of the non-player characters, thereby preventing the non-player characters from actively attacking the first player character. The first player character can actively attack the non-player characters and / or the second player character, gaining an interactive advantage at the start of the game. This reduces the probability of the first player character being killed by the non-player characters and / or the second player character, while increasing the success rate of the first player character in killing other player characters, thereby improving the player's winning probability and game experience.
[0231] Based on the same inventive concept, this disclosure also provides a virtual character control device corresponding to the virtual character control method. Since the principle of the device in this disclosure for solving the problem is similar to the virtual character control method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0232] Please see Figure 12 , Figure 12 This is a schematic diagram of the structure of a control device for a virtual character provided in an embodiment of this disclosure. Figure 12 As shown, the control device 1200 includes:
[0233] The game entry module 1210 is used to control the first game account and the second game account to enter the game;
[0234] The character generation module 1220 is used 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 the 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 not to be hostile to the first player character, but to be 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 when the first player character and / or the non-player character performs an interaction behavior on the second player character, in response to the second player character's character attributes meeting preset conditions.
[0236] In an optional embodiment, the control device 1200 further includes a first game account allocation module (not shown in the figure), the first game account allocation module being used for:
[0237] In response to the game start command, identify the multiple game accounts participating in the game;
[0238] The multiple game accounts are divided into a first game account and a second game account.
[0239] In an optional embodiment, the control device 1200 further includes a second game account allocation module (not shown in the figure), the second game account allocation module being used for:
[0240] Identify the multiple game accounts participating in the aforementioned game matches;
[0241] Based on the game identity selection operation 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 embodiment, the control device 1200 further includes a gain enhancement module (not shown in the figure), the gain enhancement module being used for:
[0243] In response to the first player character completing a kill in the game scene, a target game buff is applied to the first player character based on the kill.
[0244] In an optional embodiment, the control device 1200 further includes a character appearance adjustment module (not shown in the figure), the character appearance adjustment module being used for:
[0245] In response to the target game buffs attached to the first player character reaching a specified condition, the appearance of the first player character is adjusted so that the appearance of the first player character is at least partially different from the appearance of the non-player character.
[0246] In one optional implementation, the first player character carries first resources prepared by the first game account for the game match, and the second player character carries second resources prepared by the second game account for the game match; the control device 1200 further includes a resource authorization module (not shown in the figure), the resource authorization module being used for:
[0247] Cancel the first player character's access to all resources included in the first resource list, and distribute the designated game resources to the first player character so that the first player character can use the designated game resources to start the game.
[0248] In one optional implementation, the designated game resources include at least one basic resource to meet the combat needs of the first player character; the control device 1200 further includes a resource assembly module (not shown in the figure), the resource assembly module being used for:
[0249] In response to the game start command, the first player character is controlled to automatically equip at least one basic resource from the specified game resources.
[0250] In an optional embodiment, the control device 1200 further includes a material removal module (not shown in the figure), the material removal module being used for:
[0251] Remove the first resource from the game match so that it is not displayed in the game match, and configure the first resource so that it does not occupy the resource storage space of the first player character and is not dropped after the first player character is killed.
[0252] In an optional embodiment, the control device 1200 further includes a material return module (not shown in the figure), the material return module being used for:
[0253] In response to the first player character completing the game or being eliminated from the game, the system controls the return of the first resource to the first game account.
[0254] In an optional embodiment, the control device 1200 further includes a non-player character control module (not shown), which is used for:
[0255] In response to the target non-player character among the at least one non-player character satisfying the attack triggering condition, the target non-player character is controlled to attack the first player character and / or the second player character;
[0256] The attack triggering conditions include at least one of the following:
[0257] The first player character and / or the second player character attack the target non-player character, and the second player character moves to a preset range of the target non-player character.
[0258] In one optional implementation, for each non-player character, there is a corresponding list of attack targets; the list of attack targets contains 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] Remove 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 non-player character when it moves to the preset range of the target non-player character.
[0260] In an optional embodiment, the control device 1200 further includes a material dropping module (not shown in the figure), the material dropping module being used for:
[0261] In response to the non-player character being killed in the game scene, the non-player character is controlled to drop a first dropped resource in the game scene; wherein, the first dropped resource 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, the system controls the second player character to drop a second type of dropped item in the game scene; wherein the second type of dropped item includes the second item and / or the item 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 system controls the first player character to drop a third type of dropped item in the game scene; wherein, the third type of dropped item includes the specified game item and a target token for obtaining the target resource.
[0264] In one optional implementation, when the resource drop module is used to control the first player character to drop a third type of resource in the game scene in response to the first player character being killed in the game scene, the resource drop module is configured to:
[0265] When the target game buff attached to the first player character does not reach 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 materials and the first certificate in the game scene, wherein the first certificate is used to obtain the second target resource from the preset second resource pool;
[0266] When the target game buff attached to the first player character reaches 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 materials and the second token in the game scene, wherein the second token is used to obtain a third target resource from a preset third resource pool.
[0267] In an optional embodiment, the control device 1200 further includes an evacuation position configuration module (not shown in the figure), the evacuation position configuration module being used for:
[0268] In the game scene, at least one designated extraction location visible only to the first player character and at least one regular extraction location are configured; wherein, the designated extraction location is used to provide extraction services for the first player character, and the regular extraction location is used to provide extraction services for at least the second player character;
[0269] In response to the first player character completing the withdrawal from the normal withdrawal location or the designated withdrawal location, it is determined that the first player character has completed the game.
[0270] In an optional embodiment, the control device 1200 further includes a target skill usage module (not shown), the target skill usage module being used for:
[0271] In response to the target game buff attached to the first player character reaching a specified condition, the target game skill is configured on 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 effective range of the target game skill, the real-time position of the second player character and / or the non-player character and / or the other player character is identified.
[0273] In one 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), the specified action control module being used for:
[0274] Provide the target game controls in the 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 embodiment, the control device 1200 further includes a character gain providing module (not shown in the figure), the character gain providing module being used for:
[0277] In response to the first player character completing a kill in the game scene, the system controls the first player character to provide a target character buff; the target character buff is used to improve the character attributes of the first player character.
[0278] The character attributes include at least one of the following:
[0279] The first player character's movement speed in the game scene, the first player character's health points, and the first player character's attack damage value.
[0280] In one optional implementation, the designated evacuation location has an open time; the control device 1200 further includes a first evacuation location viewing module (not shown in the figure), the first evacuation location viewing module being used for:
[0281] In response to a viewing operation for the specified evacuation location, the location information of at least one specified evacuation location contained in the game scene, as well as the open / closed status of each specified evacuation location, are displayed.
[0282] The open / closed state of the designated evacuation location includes at least one of the following:
[0283] Status: Not open, Open, Closed.
[0284] In an optional embodiment, the control device 1200 further includes a second evacuation position viewing module (not shown in the figure), the second evacuation position viewing module being used for:
[0285] In response to a viewing operation targeting a designated evacuation location that is currently closed, the system displays identification information of at least one designated evacuation location that is currently closed, along with information about the time elapsed since the designated evacuation location became open.
[0286] In an optional embodiment, the control device 1200 further includes a gain indication module (not shown in the figure), the gain indication module being used for:
[0287] In response to the first player character completing a kill in the game scene, a buff notification is displayed; the buff notification is used to show the increase in the first player character's game buffs.
[0288] The virtual character control device provided in this embodiment controls a first game account and a second game account to enter a game match; in the 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 are generated, 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 not to be hostile to the first player character, but to be hostile to the second player character; when the first player character and / or the non-player character perform interactive behavior on the second player character, in response to the second player character's character attributes meeting preset conditions, the device controls the elimination of the second player character from the game match. In this way, at the start of the game, the appearance of the first player character is set to correspond to that of the non-player characters, thereby preventing the non-player characters from actively attacking the first player character. The first player character can actively attack the non-player characters and / or the second player character, gaining an interactive advantage at the start of the game. This reduces the probability of the first player character being killed by the non-player characters and / or the second player character, while increasing the success rate of the first player character in killing other player characters, thereby improving the player's winning probability and game experience.
[0289] Please see Figure 13 , Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 13 As shown, the electronic device 1300 includes a processor 1310, a memory 1320, and a bus 1330.
[0290] Memory 1320 stores machine-readable instructions executable by processor 1310. When electronic device 1300 is running, processor 1310 communicates with memory 1320 via bus 1330, causing processor 1310 to execute the following instructions during operation:
[0291] Control the first and second game accounts to enter the game;
[0292] In the 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 are generated. The appearance of the first player character corresponds to the appearance of the at least one non-player character. The at least one non-player character is configured not to be hostile to the first player character, but to be hostile to the second player character.
[0293] When the first player character and / or the non-player character performs an interactive action on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game.
[0294] In one optional implementation, the instructions executed by the processor 1210 further include:
[0295] In response to the game start command, identify the multiple game accounts participating in the game;
[0296] The multiple game accounts are divided into a first game account and a second game account.
[0297] In one optional implementation, the instructions executed by the processor 1210 further include:
[0298] Identify the multiple game accounts participating in the aforementioned game matches;
[0299] Based on the game identity selection operation corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.
[0300] In one optional implementation, 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 buff is applied to the first player character based on the kill.
[0302] In one optional implementation, the instructions executed by the processor 1210 further include:
[0303] In response to the target game buffs attached to the first player character reaching a specified condition, the appearance of the first player character is adjusted so that the appearance of the first player character is at least partially different from the appearance of the non-player character.
[0304] In one optional implementation, the first player character carries first resources prepared by the first game account for the game match, and the second player character carries second resources prepared by the second game account for the game match; the instructions executed by the processor 1210 further include:
[0305] Cancel the first player character's access to all resources included in the first resource list, and distribute the designated game resources to the first player character so that the first player character can use the designated game resources to start the game.
[0306] In one optional implementation, the designated game resources include at least one basic resource to meet the combat needs of the first player character; the instructions executed by the processor 1210 further include:
[0307] In response to the game start command, the first player character is controlled to automatically equip at least one basic resource from the specified game resources.
[0308] In one optional implementation, the instructions executed by the processor 1210 further include:
[0309] Remove the first resource from the game match so that it is not displayed in the game match, and configure the first resource so that it does not occupy the resource storage space of the first player character and is not dropped after the first player character is killed.
[0310] In one optional implementation, the instructions executed by the processor 1210 further include:
[0311] In response to the first player character completing the game or being eliminated from the game, the system controls the return of the first resource to the first game account.
[0312] In one optional implementation, the instructions executed by the processor 1210 further include:
[0313] In response to the target non-player character among the at least one non-player character satisfying the attack triggering condition, the target non-player character is controlled to attack the first player character and / or the second player character;
[0314] The attack triggering conditions include at least one of the following:
[0315] The first player character and / or the second player character attack the target non-player character, and the second player character moves to a preset range of the target non-player character.
[0316] In one optional implementation, for each non-player character, there is a corresponding attack target list; the attack target list contains game accounts that the non-player character can attack; the instructions executed by the processor 1210 configure the non-player character to not be hostile to the first player character through the following steps:
[0317] Remove 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 non-player character when it moves to the preset range of the target non-player character.
[0318] In one optional implementation, the instructions executed by the processor 1210 further include:
[0319] In response to the non-player character being killed in the game scene, the non-player character is controlled to drop a first dropped resource in the game scene; wherein, the first dropped resource 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, the system controls the second player character to drop a second type of dropped item in the game scene; wherein the second type of dropped item includes the second item and / or the item 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 system controls the first player character to drop a third type of dropped item in the game scene; wherein, the third type of dropped item includes the specified game item and a target token for obtaining the target resource.
[0322] In one optional implementation, the instructions executed by the processor 1210, in response to the first player character being killed in the game scene, include controlling the first player character to drop a third type of loot in the game scene, which includes:
[0323] When the target game buff attached to the first player character does not reach 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 materials and the first certificate in the game scene, wherein the first certificate is used to obtain the second target resource from the preset second resource pool;
[0324] When the target game buff attached to the first player character reaches 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 materials and the second token in the game scene, wherein the second token is used to obtain a third target resource from a preset third resource pool.
[0325] In one optional implementation, the instructions executed by the processor 1210 further include:
[0326] In the game scene, at least one designated extraction location visible only to the first player character and at least one regular extraction location are configured; wherein, the designated extraction location is used to provide extraction services for the first player character, and the regular extraction location is used to provide extraction services for at least the second player character;
[0327] In response to the first player character completing the withdrawal from the normal withdrawal location or the designated withdrawal location, it is determined that the first player character has completed the game.
[0328] In one optional implementation, the instructions executed by the processor 1210 further include:
[0329] In response to the target game buff attached to the first player character reaching a specified condition, the target game skill is configured on 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 effective range of the target game skill, the real-time position of the second player character and / or the non-player character and / or the other player character is identified.
[0331] In one 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] Provide the target game controls in the 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 one optional implementation, the instructions executed by the processor 1210 further include:
[0335] In response to the first player character completing a kill in the game scene, the system controls the first player character to provide a target character buff; the target character buff is used to improve the character attributes of the first player character.
[0336] The character attributes include at least one of the following:
[0337] The first player character's movement speed in the game scene, the first player character's health points, and the first player character's attack damage value.
[0338] In one optional implementation, the designated evacuation location has an open time; the instructions executed by the processor 1210 further include:
[0339] In response to a viewing operation for the specified evacuation location, the location information of at least one specified evacuation location contained in the game scene, as well as the open / closed status of each specified evacuation location, are displayed.
[0340] The open / closed state of the designated evacuation location includes at least one of the following:
[0341] Status: Not open, Open, Closed.
[0342] In one optional implementation, the instructions executed by the processor 1210 further include:
[0343] In response to a viewing operation targeting a designated evacuation location that is currently closed, the system displays identification information of at least one designated evacuation location that is currently closed, along with information about the time elapsed since the designated evacuation location became open.
[0344] In one optional implementation, the instructions executed by the processor 1210 further include:
[0345] In response to the first player character completing a kill in the game scene, a buff notification is displayed; the buff notification is used to show the increase in the first player character's game buffs.
[0346] By employing the above method, at the start of a game, the appearance of the first player character is set to correspond to that of non-player characters, thus preventing non-player characters from initiating attacks on the first player character. The first player character can then actively attack non-player characters and / or the second player character, gaining an interactive advantage from the start. This reduces the probability of the first player character being killed by non-player characters and / or the second player character, while increasing the first player character's success rate in killing other player characters, thereby improving the player's win rate and overall game experience. Simultaneously, because the first player's appearance is disguised to correspond to that of non-player characters, non-player characters will not actively attack the first player character, effectively reducing the probability of the first player character being attacked. However, to maintain game balance and prevent other player characters from being at a disadvantage and quickly defeated, leading to rapid game ends and repeated restarts of new games, which would cause excessive server data processing and increase server performance overhead, it is necessary to limit the first resource that the first player character brings into the game to improve game balance.
[0347] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0348] Control the first and second game accounts to enter the game;
[0349] In the 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 are generated. The appearance of the first player character corresponds to the appearance of the at least one non-player character. The at least one non-player character is configured not to be hostile to the first player character, but to be hostile to the second player character.
[0350] When the first player character and / or the non-player character performs an interactive action on the second player character, in response to the second player character's character attributes meeting preset conditions, the second player character is controlled to be eliminated from the game.
[0351] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0352] In response to the game start command, identify the multiple game accounts participating in the game;
[0353] The multiple game accounts are divided into a first game account and a second game account.
[0354] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0355] Identify the multiple game accounts participating in the aforementioned game matches;
[0356] Based on the game identity selection operation corresponding to the multiple game accounts, the multiple game accounts are divided into a first game account and a second game account.
[0357] In one optional implementation, 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 buff is applied to the first player character based on the kill.
[0359] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0360] In response to the target game buffs attached to the first player character reaching a specified condition, the appearance of the first player character is adjusted so that the appearance of the first player character is at least partially different from the appearance of the non-player character.
[0361] In one optional implementation, the first player character carries first resources prepared by the first game account for the game match, and the second player character carries second resources prepared by the second game account for the game match; the instructions executable by the computer-readable storage medium further include:
[0362] Cancel the first player character's access to all resources included in the first resource list, and distribute the designated game resources to the first player character so that the first player character can use the designated game resources to start the game.
[0363] In one optional implementation, the designated game resources include at least one basic resource to meet the combat needs of the first player character; the instructions executed by the computer-readable storage medium further include:
[0364] In response to the game start command, the first player character is controlled to automatically equip at least one basic resource from the specified game resources.
[0365] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0366] Remove the first resource from the game match so that it is not displayed in the game match, and configure the first resource so that it does not occupy the resource storage space of the first player character and is not dropped after the first player character is killed.
[0367] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0368] In response to the first player character completing the game or being eliminated from the game, the system controls the return of the first resource to the first game account.
[0369] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0370] In response to the target non-player character among the at least one non-player character satisfying the attack triggering condition, the target non-player character is controlled to attack the first player character and / or the second player character;
[0371] The attack triggering conditions include at least one of the following:
[0372] The first player character and / or the second player character attack the target non-player character, and the second player character moves to a preset range of the target non-player character.
[0373] In one optional implementation, for each non-player character, there is a corresponding list of attack targets; the list of attack targets includes game accounts that the non-player character can attack; the instructions executed by the computer-readable storage medium configure the non-player character to not be hostile to the first player character through the following steps:
[0374] Remove 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 non-player character when it moves to the preset range of the target non-player character.
[0375] In one optional implementation, 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, the non-player character is controlled to drop a first dropped resource in the game scene; wherein, the first dropped resource 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, the system controls the second player character to drop a second type of dropped item in the game scene; wherein the second type of dropped item includes the second item and / or the item 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 system controls the first player character to drop a third type of dropped item in the game scene; wherein, the third type of dropped item includes the specified game item and a target token for obtaining the target resource.
[0379] In one optional implementation, the instructions executable by the computer-readable storage medium, in response to the first player character being killed in the game scene, include controlling the first player character to drop a third type of loot in the game scene, comprising:
[0380] When the target game buff attached to the first player character does not reach 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 materials and the first certificate in the game scene, wherein the first certificate is used to obtain the second target resource from the preset second resource pool;
[0381] When the target game buff attached to the first player character reaches 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 materials and the second token in the game scene, wherein the second token is used to obtain a third target resource from a preset third resource pool.
[0382] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0383] In the game scene, at least one designated extraction location visible only to the first player character and at least one regular extraction location are configured; wherein, the designated extraction location is used to provide extraction services for the first player character, and the regular extraction location is used to provide extraction services for at least the second player character;
[0384] In response to the first player character completing the withdrawal from the normal withdrawal location or the designated withdrawal location, it is determined that the first player character has completed the game.
[0385] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0386] In response to the target game buff attached to the first player character reaching a specified condition, the target game skill is configured on 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 effective range of the target game skill, the real-time position of the second player character and / or the non-player character and / or the other player character is identified.
[0388] In one 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] Provide the target game controls in the 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 one optional implementation, 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, the system controls the first player character to provide a target character buff; the target character buff is used to improve the character attributes of the first player character.
[0393] The character attributes include at least one of the following:
[0394] The first player character's movement speed in the game scene, the first player character's health points, and the first player character's attack damage value.
[0395] In one optional implementation, the designated evacuation location has an open time; the instructions executed by the computer-readable storage medium further include:
[0396] In response to a viewing operation for the specified evacuation location, the location information of at least one specified evacuation location contained in the game scene, as well as the open / closed status of each specified evacuation location, are displayed.
[0397] The open / closed state of the designated evacuation location includes at least one of the following:
[0398] Status: Not open, Open, Closed.
[0399] In one optional implementation, the instructions executed by the computer-readable storage medium further include:
[0400] In response to a viewing operation targeting a designated evacuation location that is currently closed, the system displays identification information of at least one designated evacuation location that is currently closed, along with information about the time elapsed since the designated evacuation location became open.
[0401] In one optional implementation, 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, a buff notification is displayed; the buff notification is used to show the increase in the first player character's game buffs.
[0403] By employing the above method, at the start of a game, the appearance of the first player character is set to correspond to that of non-player characters, thus preventing non-player characters from initiating attacks on the first player character. The first player character can then actively attack non-player characters and / or the second player character, gaining an interactive advantage from the start. This reduces the probability of the first player character being killed by non-player characters and / or the second player character, while increasing the first player character's success rate in killing other player characters, thereby improving the player's win rate and overall game experience. Simultaneously, because the first player's appearance is disguised to correspond to that of non-player characters, non-player characters will not actively attack the first player character, effectively reducing the probability of the first player character being attacked. However, to maintain game balance and prevent other player characters from being at a disadvantage and quickly defeated, leading to rapid game ends and repeated restarts of new games, which would cause excessive server data processing and increase server performance overhead, it is necessary to limit the first resource that the first player character brings into the game to improve game balance.
[0404] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0405] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0406] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0407] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0408] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0409] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A control method of a virtual character, characterized by, The control method comprises: controlling a first game account and a second game account to enter a game match; 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 an appearance of the first player character corresponds to an 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 interaction behavior on the second player character, and in response to a character attribute of the second player character satisfying a preset condition, controlling the second player character to be eliminated from the game match.
2. The control method according to claim 1, characterized by, Before the step of controlling the first game account and the second game account to enter the game match, the control method further comprises: in response to a game match start instruction, determining a plurality of game accounts participating in the game match; dividing the plurality of game accounts into the first game account and the second game account.
3. The control method according to claim 1, characterized by, Before the step of controlling the first game account and the second game account to enter the game match, the control method further comprises: determining a plurality of game accounts participating in the game match; based on a game identity selection operation corresponding to the plurality of game accounts, dividing the plurality of game accounts into the first game account and the second game account.
4. The control method according to claim 1, characterized by, The control method further comprises: in response to the first player character completing a kill in the game scene, attaching a target game gain to the first player character according to the kill.
5. The control method according to claim 4, characterized by The control method further comprises: in response to the target game gain attached to the first player character reaching a specified condition, controlling the appearance of the first player character to be adjusted 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 by The first player character carries first supplies prepared for the game match by the first game account, and the second player character carries second supplies prepared for the game match by the second game account; The control method further comprises: canceling a use permission of the first player character on all supplies included in the first supplies, and distributing a specified game supply to the first player character, so that the first player character starts the game match by using the specified game supply.
7. The control method according to claim 6, characterized by The specified game supply includes at least one basic supply meeting a battle requirement of the first player character; the control method further comprises: in response to a game match start instruction, controlling the first player character to automatically assemble the at least one basic supply included in the specified game supply.
8. The control method according to claim 6, characterized by, After the step of canceling the use permission of the first player character on all supplies included in the first supplies, the control method further comprises: removing the first supplies from the game match, so that the first supplies are not displayed in the game match, and the first supplies are configured to not occupy a supply storage space of the first player character and not to be dropped after the first player character is killed.
9. The control method according to claim 8, characterized by, The control method further comprises: In response to the first player character leaving or being eliminated from the game match, the first game asset is returned to the first game account.
10. The control method according to claim 1, characterized by, The control method further includes: In response to a target non-player character in the at least one non-player character satisfying an attack trigger condition, the target non-player character attacks the first player character and / or the second player character; The attack trigger condition includes at least one of: The first player character and / or the second player character attacks the target non-player character, and / or the second player character moves to a preset range of the target non-player character.
11. The control method according to claim 10, characterized by For each non-player character, the non-player character corresponds to an attack object list, and the attack object list includes game accounts that can be attacked by the non-player character. The non-player character is configured to not be hostile to the first player character by: Removing the first game account corresponding to the first player character from the attack object list, so that the first player character is not attacked by the non-player character when the first player character moves to a preset range of the target non-player character.
12. The control method according to claim 6, characterized by The control method further includes: In response to the non-player character being killed in the game scene, the non-player character drops a first dropped asset in the game scene; wherein the first dropped asset 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, the second player character drops a second dropped asset in the game scene; wherein the second dropped asset includes the second asset and / or an asset 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 drops a third dropped asset in the game scene; wherein the third dropped asset includes the specified game asset and a target voucher for obtaining a target resource.
13. The control method according to claim 12, characterized by, The response to the first player character being killed in the game scene, the first player character drops a third dropped asset in the game scene, includes: When the target game benefit attached to the first player character does not meet a specified condition, in response to the first player character being killed in the game scene, the first player character drops the specified game asset 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 benefit attached to the first player character meets a specified condition, in response to the first player character being killed in the game scene, the first player character drops the specified game asset 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 by, The control method further includes: at least one designated evacuation position only visible to the first player character and at least one regular evacuation position are configured in the game scene; the designated evacuation position is configured to provide evacuation service for the first player character, and the regular evacuation position is configured to provide evacuation service for at least the second player character; the first player character evacuates from the game session, including that the first player character completes evacuation from the regular evacuation position or the designated evacuation position.
15. The control method according to claim 5, characterized by, The control method further includes: in response to the target game gain attached to the first player character meeting a specified condition, configuring a target game skill for the first player character; in response to the second player character and / or the non-player character and / or other player characters corresponding to the appearance of the at least one non-player character entering a skill effective range of the target game skill, identifying real-time positions of the second player character and / or the non-player character and / or the other player characters.
16. The control method according to claim 1, characterized by The at least one non-player character is configured to perform a designated virtual action in the game scene; the control method further includes: providing a target game control in the terminal device corresponding to the first player character; 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.
17. The control method according to claim 4, characterized by, The control method further includes: 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 configured to improve a character attribute of the first player character; wherein the character attribute includes at least one of: a movement speed of the first player character in the game scene, a health value of the first player character, and an attack damage value of the first player character.
18. The control method according to claim 14, wherein The designated evacuation position 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 opening / closing states of each designated evacuation position; wherein the opening / closing state of the designated evacuation position includes at least one of: an unopened state, an opened state, and a closed state.
19. The control method according to claim 18, characterized by, The control method further includes: in response to a viewing operation for a designated evacuation position in an unopened state, displaying identification information of at least one designated evacuation position in the unopened state and time information of a distance from the designated evacuation position to become an opened state.
20. The control method according to claim 4, characterized by, The control method further includes: in response to the first player character completing a kill in the game scene, displaying gain prompt information; the gain prompt information is configured to display a game gain growth of the first player character.
21. A control device for a virtual character, characterized by The control device includes: a game session entering module configured to control a first game account and a second game account to enter a game session; The role generation module is configured to generate a first player role corresponding to the first game account, a second player role corresponding to the second game account, and at least one non-player role in a game scene of the game session, wherein an appearance of the first player role corresponds to an appearance of the at least one non-player role, and the at least one non-player role is configured to be not hostile to the first player role but hostile to the second player role. The role interaction control module is configured to, when the first player role and / or the non-player role performs an interaction behavior on the second player role, control the second player role to be eliminated from the game session in response to a role attribute of the second player role satisfying a preset condition.
22. An electronic device, comprising: The method comprises the following steps: The processor, the memory and the bus, the memory stores machine readable instructions executable by the processor, when the electronic device runs, the processor and the memory are communicated through the bus, the processor executes the machine readable instructions, to execute the steps of the virtual role control method as claimed 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, when the processor runs, the computer program executes the steps of the virtual role control method as claimed in any one of claims 1 to 20.
Citation Information
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