Display method and device based on virtual world, equipment, storage medium and product
By introducing a comparison mechanism between mission maps and world maps in the virtual world, players can gradually approach the treasure through target marking points, solving the problem of monotonous gameplay of treasure hunting mode in the existing technology, and achieving rich gameplay experience and efficient game performance.
Patent Information
- Application Number
- CN202411983041.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-16
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-12-16
AI Technical Summary
The gameplay mechanism of the treasure hunting mode in the existing technology is relatively monotonous, lacking challenging and treasure hunting experience.
By introducing a comparison mechanism between mission map and world map in the virtual world, players can gradually approach the location of the treasure materials through target markings on the mission map, and update the location guidance information in stages to help players clearly understand the position and direction of the virtual character in the virtual world.
It enriches the gameplay of treasure hunting mode, increases the challenge and exploration of the game, and improves the overall gaming experience by optimizing computer memory usage and improving game performance.
Smart Images

Figure CN119701364A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a display method, device, equipment, storage medium and product based on a virtual world. Background Art
[0002] Massively Multiplayer Online Role-Playing Game (MMORPG) is a type of game in which players can control their own virtual characters to explore, fight or other activities in the virtual world.
[0003] In the related art, a player can control a virtual character to search for treasure in a virtual world. In a treasure hunting mode, the player finds the area corresponding to the treasure in the virtual world according to the location name or text prompt information provided by the treasure map, and digs for the treasure when arriving at the location of the treasure.
[0004] However, the gameplay mechanism of the treasure hunting mode in the related art is relatively monotonous, and how to enrich the gameplay of the treasure hunting mode is a problem that needs to be solved at present. Summary of the invention
[0005] The present application provides a display method, device, equipment, storage medium and product based on a virtual world, and the technical solution is as follows.
[0006] According to one aspect of the present application, a display method based on a virtual world is provided, the method being executed by a first client, the method comprising:
[0007] A first virtual character is displayed in the virtual world, the first virtual character holds a mission map, a target mark point is displayed on the mission map, and the target mark point is used to indicate the area range of the treasure material;
[0008] receiving a movement operation for the first virtual character, wherein the movement operation is used to control the first virtual character to move to an area where the treasure is located;
[0009] In response to a movement operation on the first virtual character, the movement of the first virtual character is controlled, and the location guidance information on the task map is updated and displayed in stages following the movement progress of the first virtual character, wherein the location guidance information is used to guide the first virtual character to the location of the treasure.
[0010] According to one aspect of the present application, a display device based on a virtual world is provided, the device comprising:
[0011] A display module, used for displaying a first virtual character in the virtual world, wherein the first virtual character holds a mission map, and a target mark point is displayed on the mission map, wherein the target mark point is used for indicating the area range of the treasure material;
[0012] A receiving module, used for receiving a movement operation for the first virtual character, wherein the movement operation is used for controlling the first virtual character to move to an area where the treasure is located;
[0013] The display module is used to control the movement of the first virtual character in response to the movement operation of the first virtual character, and to update and display the location guidance information on the task map in stages according to the movement progress of the first virtual character, wherein the location guidance information is used to guide the first virtual character to the location of the treasure materials.
[0014] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the virtual world-based display method as described above.
[0015] According to another aspect of the present application, a computer storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the virtual world-based display method as described above.
[0016] According to another aspect of the present application, a computer program product is provided, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual world-based display method as described above.
[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0018] When controlling the first virtual character to explore in the virtual world, the mission map can be obtained by collecting. After interpreting the mission map, the player displays the target mark point on the mission map, and the target mark point indicates the area range of the treasure material in the world map. The player controls the first virtual character to go from the current exploration position to the world map where the treasure material is located. By comparing the terrain information of the target mark point on the mission map with the terrain information on the world map, the area range where the treasure material may be buried can be determined. In the process of controlling the first virtual character to move to the area range, follow the movement of the first virtual character, and update the location guidance information on the mission map in stages in the virtual scene screen. The player can guide the first virtual character to the location of the treasure material according to the location guidance information. By updating the location guidance information in stages, it helps the player to clearly understand the position and direction of the first virtual character in the virtual world, and by guiding the player to gradually approach the location of the treasure material, the gameplay of the treasure hunting mode is enriched.
[0019] Furthermore, by following the movement of the first virtual character and updating the location guidance information on the task map in stages, corresponding scene resources can be loaded at different stages according to the location of the first virtual character, thereby optimizing computer memory usage and improving game performance. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 It is a schematic diagram of the architecture of a computer system provided by an embodiment of the present application;
[0022] Figure 2 This is a scene schematic diagram of a treasure hunting mode in the related technology provided by an embodiment of the present application;
[0023] Figure 3 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0024] Figure 4 is a flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0025] Figure 5 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0026] Figure 6is a flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0027] Figure 7 is a flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0028] Figure 8 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0029] Fig. 9 is a flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0030] Fig.10 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0031] Fig.11 is a flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0032] Fig.12 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0033] Fig.13 is a flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0034] Fig.14 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0035] Fig.15 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0036] Fig.16 is a schematic diagram of a display method based on a virtual world provided by an embodiment of the present application;
[0037] Fig.17 is an overall flow chart of a display method based on a virtual world provided by an embodiment of the present application;
[0038] Fig.18 is a structural block diagram of a display device based on a virtual world provided by an embodiment of the present application;
[0039] Fig.19 It is a schematic diagram of the structure of a computer device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0040] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0041] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0042] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms of "a", "said" and "the" used in this application and the appended claims are also intended to include plural forms unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.
[0043] It should be understood that, although the terms first, second, etc. may be used in the present application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0044] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
[0045] First, the relevant terms involved in this application are introduced:
[0046] Virtual world: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual world is implemented based on the virtual environment. The virtual world can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and this application does not limit this. The following embodiments are illustrated by taking the virtual environment as a three-dimensional virtual environment.
[0047] For example, the virtual environment includes the sky, land, ocean, etc. The land includes environmental elements such as plants and houses, and the user can control the virtual character to move in the virtual environment. Of course, the virtual environment also includes virtual objects, which can be interactive, such as props such as virtual beds, virtual chairs, virtual lights, virtual bathtubs, etc. The user can control the virtual character to lie on the virtual bed or sit on the virtual chair; the virtual object can also be non-interactive, such as virtual trees, virtual stones, virtual house structures (which can include roofs, floors, pillars, doors and windows, etc.). The virtual environment can also be used to simulate the real environment under different weather conditions, such as sunny days, rainy days, foggy days or night weather. A variety of scene elements enhance the diversity and authenticity of the virtual environment.
[0048] Virtual character: a movable object in a virtual environment. The movable object may be at least one of a virtual character, a virtual animal, and a cartoon character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character may be a three-dimensional virtual model, each virtual character having its own shape and volume in the three-dimensional virtual environment, and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional object constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0049] Mission map: A mission map is a map prop used to find treasures and materials. Marking points are usually displayed on the mission map to indicate the location of hidden treasures and materials in the virtual world. The mission map usually displays terrain information of a certain area, such as mountains, rivers, buildings, etc., as a key clue for players to interpret the mission map. By interpreting the mission map and combining the terrain information displayed on the mission map (such as mountains, forests, buildings, etc.), players can determine the approximate area that the mission map points to, and find places in the virtual world that match the terrain information on the mission map through the world map. In the embodiment of the present application, the mission map may also be referred to as a treasure map or treasure map.
[0050] World map: refers to a map in the virtual world, which displays geographical information such as explorable areas, cities, and mission points in the virtual world. When interpreting the mission map, players need to compare the terrain information of the marked points on the mission map with the terrain information on the world map to determine the approximate area where the treasures may be hidden. After finding the corresponding terrain on the world map, players can go to the location for further exploration and look for the treasures on the mission map in the virtual world indicated by the world map. In the embodiment of the present application, the world map can also be referred to as a large game map.
[0051] Optionally, the granularity of the world map corresponding to the virtual world is different. For example, based on the local granularity, the virtual world can be divided into multiple world maps, different plots or regions can be divided into different world maps, and each plot or each region can be called a world map. For another example, based on the overall granularity, the virtual world can be divided into an entire world map. In the embodiments of the present application, the example of the virtual world being divided into multiple world maps is mainly used for explanation.
[0052] MMORPG game: is a massively multiplayer online game that focuses on role-playing. In all MMORPG games, players can play one or more virtual characters and control the characters to carry out activities in the virtual world of the game.
[0053] NPC (Non-Player Character): A character set up for the game, generally plays a role in promoting the development of the plot in the game. NPC characters are characters that players cannot control, such as: characters that issue tasks to players, characters that trigger plots.
[0054] Figure 1 A schematic diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 may include: a first terminal device 110 , a server 120 , and a second terminal device 130 .
[0055] The first terminal device 110 is installed and runs a client 111 that supports a virtual environment, and the client 111 can be a multiplayer online battle program. When the first terminal device 110 runs the client 111, the game interface of the client 111 is displayed on the screen of the first terminal device 110. The client 111 can be any one of a massively multiplayer online role-playing game, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a MOBA (Multiplayer Online Battle Arena, multiplayer online tactical competitive) game, and a strategy game (SLG). In this embodiment, the client 111 is an MMORPG game for example. The first terminal device 110 is a terminal used by the first user 112. The first user 112 uses the first terminal device 110 to control the first virtual character in the virtual world to perform activities and operate the virtual items owned by the first virtual character. The first virtual character can be called the virtual character of the first user 112, the virtual character controlled by the first user 112, etc. The first user 112 can assemble, disassemble, and uninstall the virtual items owned by the first virtual character, and this application does not limit this. The activities of the first virtual character include but are not limited to: at least one of moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
[0056] The second terminal device 130 is installed and runs a client 131 that supports a virtual environment, and the client 131 can be a multiplayer online battle program. When the second terminal device 130 runs the client 131, the game interface of the client 131 is displayed on the screen of the second terminal device 130. The client can be any one of an MMORPG game, a MOBA game, a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, and an SLG. In this embodiment, an MMORPG game is used as an example. The second terminal device 130 is a terminal used by the second user 132. The second user 132 uses the second terminal device 130 to control the second virtual character in the virtual world to perform activities and operate virtual items owned by the second virtual character. The second virtual character can be called the virtual character of the second user 132, the virtual character controlled by the second user 132, etc. The activities of the second virtual character include but are not limited to: at least one of moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
[0057] Optionally, the user can choose to enter different virtual environments; or, the user can choose to enter different virtual environments randomly; or, the user will enter different virtual environments according to the random order preset by the developer. The virtual environment is pre-designed by the developer; or, the virtual environment is created by the user using the UGC editor provided by the client.
[0058] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions.
[0059] Optionally, the client installed on the first terminal device 110 and the second terminal device 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal device 110 can refer to one of a plurality of terminals, and the second terminal device 130 can refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal device 110 and the second terminal device 130 as examples. The device types of the first terminal device 110 and the second terminal device 130 are the same or different, and the device type includes at least one of: a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
[0060] Figure 1Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to the developer, and a development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the installation package in the updated client to the server 120 through a wired or wireless network. The first terminal device 110 can download the client installation package from the server 120 to update the client.
[0061] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client 111. Optionally, the server 120 undertakes the main computing work, and the first terminal device 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal device 110 undertakes the main computing work; or, the server 120 and the first terminal device 110 adopt a distributed computing architecture for collaborative computing.
[0062] Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-oriented input / output interface (I / O interface) 124. The processor 121 is used to load instructions stored in the server 120 and process data in the user account database 122 and the battle service module 123; the user account database 122 is used to store data of user accounts used by the first terminal device 110 and other terminals 140, such as the user account's avatar, the user account's name, the user account's combat power index, and the service area where the user account is located; the battle service module 123 is used to provide multiple battle rooms for users to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.; the user-oriented I / O interface 124 is used to establish communication and exchange data with the first terminal device 110 and / or other terminals 140 through a wireless network or a wired network.
[0063] The first terminal device 110 , the second terminal device 130 and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0064] In some embodiments, the first terminal device 110 and the second terminal device 130 send the operation data of the user in the game to the server 120. The server 120 receives the operation data and processes the operation data to obtain a processing result. The server 120 sends the processing result to the first terminal device 110 and the second terminal device 130 respectively.
[0065] In the related art, a player can control a virtual character to search for treasure in a virtual world. In a treasure hunting mode, the player finds the area corresponding to the treasure in the virtual world according to the location name or text prompt information provided by the treasure map, and digs for the treasure when arriving at the location of the treasure.
[0066] Figure 2 This is a scene diagram of a treasure hunting mode in a related technology provided by an embodiment of the present application. Figure 2 In the virtual scene screen 200 displayed in the virtual world, the player searches for treasures using the treasure map 201, such as Figure 2 As shown in Figure (a) in the figure, the location name or text prompt information 202 of the treasure map 201 is displayed in the virtual scene 200. For example, the location name is "Sky Island", and the text prompt information 202 is displayed as "It is a magical beach, with soft sand connected to the white sea of clouds. The treasure is under the largest coconut tree on the beach." The text prompt information 202 includes the specific burial location of the treasure "under the largest coconut tree". The player reaches the area corresponding to the treasure according to the location name and text prompt information 202, such as Figure 2 As shown in FIG. (b), after the player controls the virtual character 203 to reach the specific buried location of the treasure, the excavation button 204 is displayed in the virtual scene screen, and the player obtains the treasure after triggering the excavation button 204. However, the gameplay mechanism of the treasure hunting mode in the related art is relatively monotonous, and the treasure location is directly displayed on the map, which lacks challenge and treasure hunting experience for the players. How to enrich the gameplay of the treasure hunting mode is a problem that needs to be solved at present.
[0067] Based on this, in order to solve the problems existing in the related art, an embodiment of the present application provides a display method based on a virtual world. Figure 3 A schematic diagram of a display method based on a virtual world provided by an exemplary embodiment of the present application is shown. The method is described by taking the execution of the method by a first client of an application supporting a virtual environment as an example. A first account is logged in on the first client, and the first account has control authority over a first virtual character.
[0068] Exemplary, with reference to Figure 3 The player controls the first virtual character 10 to explore in the virtual world. The first virtual character 10 holds at least one mission map 20, which is a mission map that the first virtual character 10 has collected. Optionally, the mission map 20 includes a single-player map and a team map. Different mission maps 20 are used to start different mission types. The single-player map is used to start a single-player treasure hunting mission, and the team map is used to start a team treasure hunting mission.
[0069] In some embodiments, the mission map 20 displays a target mark point 30, which is used to indicate the area where the treasure material 70 is located. The world map refers to a map in the virtual world, which displays information such as explorable areas, cities, mission points, etc. in the virtual world. The world map can also be called a large game map. Optionally, the granularity of the world map corresponding to the virtual world is different.
[0070] For example, based on the local granularity, the virtual world can be divided into multiple world maps, different plots or regions can be divided into different world maps, and the area where the treasures are located refers to the area on a certain world map. For another example, based on the overall granularity, the virtual world can be divided into a world map, and the area where the treasures are located refers to the area on a certain local map on the world map.
[0071] In the embodiments of the present application, the virtual world can be divided into multiple world maps as an example for explanation.
[0072] Optionally, the first client receives the movement operation of the first account for the first virtual character 10, and transmits the first virtual character 10 to the world map where the treasure material 70 is located. After the first virtual character 10 arrives at the world map, the player can compare the mission map 20 with the world map, and determine the area of the treasure material 70 marked on the mission map 20 on the world map by comparing the terrain information on the mission map 20 with the terrain information on the world map.
[0073] In some embodiments, after the first virtual character 10 arrives at the world map, the player controls the first virtual character 10 to go to the location of the treasure 70. Optionally, the first client responds to the movement operation of the first virtual character 10, controls the first virtual character 10 to move in the virtual world, follows the movement of the first virtual character 10, and updates the location guidance information on the task map 20 in stages in the virtual scene screen, and the location guidance information is used to guide the first virtual character 10 to the location of the treasure 70. Among them, the staged update display means that according to the movement of the first virtual character 10, the location guidance information on the task map 20 will dynamically change, and gradually guide the first virtual character 10 to the location of the treasure 70.
[0074] In some embodiments, the location guidance information on the mission map 20 includes distance information 40 and radar information 50. The distance information 40 is used to indicate the distance between the first virtual character 10 and the treasure material 70. The radar information 50 is used to indicate the direction between the first virtual character 10 and the location of the treasure material 70.
[0075] Optionally, in the process of controlling the first virtual character 10 to search for treasure materials 70, if the treasure materials 70 are not on the world map where the first virtual character 10 is currently located (taking the virtual world as an example, the treasure materials 70 are not on the world map where the first virtual character 10 is currently located, it can also be understood that the treasure materials 70 are not on the local map where the first virtual character 10 is currently located), the distance information 40 displayed on the task map 20 is used to prompt that the treasure materials 70 are not on the current world map. For example, the distance information 40 is displayed as "not nearby". At this time, the radar information 50 on the task map 20 has no display effect.
[0076] Optionally, in the process of controlling the first virtual character 10 to search for treasure materials 70, if the treasure materials 70 are in the current world map (taking the virtual world as an example, the world map where the first virtual character 10 is currently located can also be understood as the local map where the treasure materials 70 are currently located), following the movement of the first virtual character 10, the location guidance information on the task map 20 is updated from the display form of the first stage to the display form of the second stage.
[0077] Take the example that the location guidance information includes distance information 40 and radar information 50 .
[0078] In the case where the distance between the first virtual character 10 and the location of the treasure material 70 is greater than the preset distance, the distance information 40 is updated in real time on the task map 20 as an explicit distance, and the explicit distance is used to indicate the actual distance between the first virtual character 10 and the location of the treasure material 70 in numerical form, and the radar information 50 on the task map 20 is displayed in a first display form. In the case where the distance between the first virtual character 10 and the location of the treasure material 70 is less than or equal to the preset distance, the distance information 40 is updated on the task map 20 as an implicit distance, and the implicit distance is used to indicate the first virtual character 10 is close to the location of the treasure material 70 in a generalized text form, and the radar information 50 on the task map 20 is displayed in a second display form. Optionally, the display form of the radar information 50 is positively correlated with the location of the treasure material 70. For example, the closer the first virtual character 10 is to the treasure material 70, the more significant the display form of the radar information 50 is, and the display form of the radar information 50 includes at least one of display light effect, display size, and induction wave frequency change.
[0079] For example, taking the preset distance as 200 meters, Figure 3As shown in FIG. (a), when the distance between the first virtual character 10 and the treasure material 70 is greater than 200 meters, the distance information 40 on the mission map 20 is displayed as the actual distance, for example, "973 meters", the display light effect of the radar information 50 is yellow, and the induction wave frequency of the radar information 50 changes to a moderate frequency change, for example, the induction wave frequency is 0.429 Hz, that is, it flashes once every 2.33 seconds. Figure 3 As shown in Figure (b), when the distance between the first virtual character 10 and the treasure material 70 is less than or equal to 200 meters, the distance information 40 on the task map 20 is displayed as an implicit distance, such as "nearby", the display light effect of the radar information 50 is green, and the induction wave frequency of the radar information 50 changes to an intensity frequency change. As the distance between the first virtual character 10 and the location of the treasure material 70 is closer, the induction wave frequency of the radar information 50 changes faster. For example, when the distance is between 100 meters and 200 meters, the induction wave frequency is 0.429Hz, that is, it flashes once every 2.33 seconds; when the distance is within 100 meters, the induction wave frequency is 0.751Hz, that is, it flashes once every 1.33 seconds.
[0080] In some embodiments, the first virtual character 10 has the permission to open the treasure materials 70. When the first virtual character 10 reaches the surrounding range of the treasure materials 70, for example, within the surrounding range of a radius of 5 meters from the treasure materials 70, the opening control 60 is displayed on the virtual world screen. In response to the triggering operation of the opening control 60, the treasure materials 70 are displayed on the virtual world screen. Optionally, if the task map 20 is a single-player map, that is, the task type is a single-player treasure hunting task, the first virtual character 10 has the permission to open the treasure materials 70; or, if the task map 20 is a team map, that is, the task type is a team treasure hunting task, when the first virtual character 10 is the captain virtual character in the team, the first virtual character 10 has the permission to open the treasure materials 70.
[0081] In some embodiments, the first virtual character 10 does not have the permission to open the treasure material 70. When the first virtual character 10 reaches the surrounding side of the treasure material 70, the mark control is displayed on the virtual world screen, and in response to the trigger operation of the mark control, the treasure material 70 is marked, and the marked position of the treasure material 70 is displayed on the world map, waiting for the captain virtual character in the team or the teammate virtual character with the opening permission to arrive at the marked position to open the box. After the captain virtual character or the teammate virtual character with the opening permission arrives at the marked position, the opening control 60 is displayed on the virtual scene screen. In response to the trigger operation for the opening control 60, the treasure material 70 is displayed on the virtual world screen. Optionally, if the task map 20 is a task map, that is, the task type is a team treasure hunt task, the first virtual character 10 is a member of the team, and usually does not have the permission to open the treasure material.
[0082] In some embodiments, when the player controls the first virtual character 10 to open the treasure 70, there is a probability that the monster guarding the treasure 70 is triggered, and the player needs to control the first virtual character 10 to defeat the monster to obtain the treasure 70. Alternatively, when the team leader or a teammate with the opening authority opens the treasure 70, there is a probability that the monster guarding the treasure 70 is triggered, and the virtual characters in the team cooperate to defeat the monster to obtain the treasure 70.
[0083] Exemplarily, the first virtual character 10 has the permission to open the treasure material 70. When the first virtual character 10 reaches the surrounding area of the treasure material 70, Figure 3 As shown in FIG. 5( c ), the opening control 60 is displayed on the virtual world screen, and in response to the triggering operation for the opening control 60, as shown in FIG. Figure 3 As shown in FIG. 5( d ) , treasure materials 70 are displayed around the first virtual character 10 .
[0084] Figure 4 is a flowchart of a display method based on a virtual world provided by an exemplary embodiment of the present application. Figure 1 The terminal device 110 is used as an example, and the terminal device 110 can be considered as a first client, and the first client is used to control the first virtual character, or the first terminal running the first client is used to control the first virtual character. The method includes steps 210, 220 and 230.
[0085] Step 210: Displaying a first virtual character in the virtual world, the first virtual character holding a mission map;
[0086] In some embodiments, the terminal running the first client is the first terminal. The first terminal runs the first client supporting the virtual environment, and the display screen of the first terminal can display the virtual scene screen, which is the scene screen in the virtual environment collected by the camera model, and the user can control the activities of the first virtual character through interactive operations with the display screen (the display screen is a touch-supported display screen, which can also be called a touch screen) or an external interactive device (such as a mouse, keyboard, electronic stylus, game controller, etc.).
[0087] In a possible implementation, the first client displays a virtual environment in a virtual world through a virtual scene screen. Optionally, in the first client, the virtual environment screen is a screen for observing the virtual environment from the perspective of the first virtual character. The perspective refers to the observation angle when observing in the virtual environment from a first-person perspective or a third-person perspective. Optionally, in an embodiment of the present application, the perspective is the angle when observing the first virtual character through a camera model in the virtual environment. When the first-person perspective is adopted, the camera model is located near the head of the first virtual character or at the head of the first virtual character; when the third-person perspective is adopted, the camera model can be located behind the first virtual character and bound to the first virtual character, or can be located at any position at a preset distance from the first virtual character, and the first virtual character in the virtual environment can be observed from different angles through the camera model. Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a bird's-eye view; when the bird's-eye view is adopted, the camera model can be located above the head of the first virtual character, and the bird's-eye view is a perspective for observing the virtual environment from an aerial perspective. Optionally, the camera model will not be actually displayed in the virtual environment, that is, the camera model will not be displayed in the virtual environment displayed in the game interface.
[0088] Among them, the first virtual character can also be called the main virtual character, which is a virtual character controlled by the first account. Optionally, the first virtual character can be a virtual character controlled by a player, or the first virtual character is a virtual character controlled by artificial intelligence (AI), or the first virtual character is a virtual character controlled by a computer program (of a terminal and / or a server). The embodiment of the present application is described by taking the first virtual character as a virtual character controlled by a player as an example. Optionally, the player plays the game or interacts with the virtual world by manipulating the first virtual character. The first account logged in by the player through the first client has control authority over the first virtual character.
[0089] Optionally, the player controls the first virtual character to explore the virtual world, and the first virtual character in the exploration state in the virtual world is displayed on the first client. For example, the first virtual character walks, runs, jumps, searches for treasures, collects resources, discovers new places, completes tasks, solves puzzles, captures wild monsters, fights, attacks other virtual characters, and other activities in the virtual world.
[0090] In some embodiments, the first virtual character explores in the virtual world, and the first virtual character holds at least one mission map, and at least one mission map is a mission map that the first virtual character has successfully collected. The mission map is a map prop used to find treasure materials. Optionally, a target mark point is displayed on the mission map, and the target mark point is used to indicate the area range of the treasure materials in the virtual world.
[0091] In some embodiments, the world map refers to a map in the virtual world, which displays information such as explorable areas, cities, and mission points in the virtual world. The world map can also be called a large game map. Optionally, the granularity of the world map corresponding to the virtual world is different. For example, based on the local granularity, the virtual world can be divided into multiple world maps, and different plots or areas can be divided into different world maps. For another example, based on the overall granularity, the virtual world can be divided into one world map.
[0092] In the embodiments of the present application, the virtual world can be divided into multiple world maps as an example for explanation.
[0093] In some embodiments, the mission map usually displays terrain information of a certain area, such as mountains, rivers, buildings, etc. Players interpret the mission map and combine the terrain information (such as mountains, forests, buildings, etc.) displayed on the mission map to find the place in the virtual world that matches the terrain information on the mission map through the world map, and then determine the area pointed to by the target mark on the mission map.
[0094] Among them, the target mark point is a mark point on the mission map, which is used to indicate the area range of the treasure material in the world map. The target mark point is usually displayed on the mission map in the form of some indicator symbol, icon or mark. Treasure materials refer to items or resources that players need to find in the virtual world. For example, treasure materials are precious items, equipment, props, gold coins or other rewards in the game. This application does not limit this.
[0095] Step 220: receiving a movement operation for the first virtual character, where the movement operation is used to control the first virtual character to move to an area where the treasure is located;
[0096] In some embodiments, the granularity of the world map corresponding to the virtual world is different. For example, based on the local granularity, the virtual world can be divided into multiple world maps, different plots or regions can be divided into different world maps, and the area range where the treasure materials are located refers to the area range on a certain world map. For another example, based on the overall granularity, the virtual world can be divided into a world map, and the area range where the treasure materials are located refers to the area range on a certain local map on the world map.
[0097] In the embodiments of the present application, the virtual world can be divided into a plurality of world maps as an example for explanation, that is, the area where the treasures are located is an area on a certain world map as an example for explanation.
[0098] Optionally, in response to a trigger operation on a target mark point on the mission map, the terrain information of the world map is displayed. The player can compare the mission map with the world map, and by comparing the terrain information on the mission map with the terrain information on the world map, determine the area of the treasure marked on the mission map on the world map.
[0099] In some embodiments, after determining the area of the treasure materials marked on the mission map on the world map, the player controls the first virtual character to go from the current position to the world map where the treasure materials are located. Optionally, the first terminal receives the player's control operation on the first virtual character, and in response to the control operation on the first virtual character, controls the first virtual character to go from the current position to the world map where the treasure materials are located. Normally, the first virtual character arrives at a starting position on the world map from the current position. Among them, the current position refers to the original exploration position of the first virtual character in the virtual world. The starting position refers to the starting position when the first virtual character arrives at the world map from the exploration position. Optionally, the starting position is a fixed position or a non-fixed position on the world map. This application is not limited to this.
[0100] Optionally, the method for the first virtual character to move from the current position to the world map where the treasure is located includes but is not limited to at least one of the following: a teleportation method, a fast travel method, a flight method, and a coordinate navigation method.
[0101] Exemplarily, the first virtual character's way of going includes a teleportation method. Optionally, in response to a teleportation operation on the first virtual character, the first virtual character is teleported from a current location to a world map where the treasure is located. The teleportation method allows the first virtual character to quickly teleport from a current location to a fixed teleportation point on the world map. The teleportation method usually relies on mechanisms such as teleportation points, magic teleportation, and portals in the game, which greatly shortens the movement time of the first virtual character.
[0102] Exemplarily, the first virtual character's travel method includes a fast travel method. The fast travel method allows the first virtual character to quickly switch between travel points that have been explored. The fast travel method requires the player to first explore and unlock travel points in a certain area, and then quickly travel to the unlocked travel points from any location. The fast travel method greatly shortens the movement time of the first virtual character.
[0103] Exemplarily, the first virtual character's way of going includes a flying way. The flying way is used to indicate that the first virtual character uses a flying mount, flying skills, or flying props to move from the current position to the world map. For a world map with complex terrain or a relatively vast area, the flying way can bypass obstacles and shorten the travel time.
[0104] Exemplarily, the first virtual character's way of going includes a coordinate navigation method. The coordinate navigation method allows the first virtual character to go from the explored location to the world map where the treasure is located by inputting coordinates. Optionally, the player determines the location by inputting or selecting the coordinates of the target location (e.g., the longitude and latitude of a location on the world map), and automatically goes along the planned route.
[0105] The above is merely an illustrative example, and the present application does not limit the manner in which the first virtual character moves from the exploration location to the world map where the treasure and materials are located.
[0106] Step 230: In response to the movement operation on the first virtual character, control the movement of the first virtual character, and update the location guidance information on the task map in stages according to the movement progress of the first virtual character.
[0107] The location guidance information is used to guide the first virtual character to the location of the treasure.
[0108] In some embodiments, after the first virtual character reaches the starting position on the world map where the treasure is located, the player controls the first virtual character to go to the location of the treasure. The location of the treasure refers to the specific location of the treasure in the virtual world. Optionally, in response to the movement operation of the first virtual character, the first virtual character is controlled to move, and the location guidance information on the task map is updated in stages according to the movement progress of the first virtual character. The movement progress is used to measure the progress of the first virtual character in the process of going to the location of the treasure.
[0109] Optionally, the movement progress of the first virtual character includes at least one of the following:
[0110] · The distance progress of the first avatar;
[0111] · The path progress of the first avatar;
[0112] The time progress of the first avatar.
[0113] Exemplarily, the movement progress of the first virtual character includes distance progress. The distance progress is used to indicate the actual distance change between the first virtual character and the location of the treasure. The distance progress is used to measure the distance that the first virtual character has moved in the world map after reaching the world map (reaching the starting point on the world map) and the completion ratio of the total distance. The total distance refers to the distance from a starting point on the world map to the location of the treasure. Optionally, the distance progress is based on text display or graphic display. For example, the text is displayed as at least one of the distance traveled, the remaining distance, and the distance percentage, and the graphic display is a progress bar, etc.
[0114] For example, the distance between the first virtual character and a starting point on the world map and the location of the treasure is 1,000 meters. The first virtual character has traveled 300 meters from the starting point, and the distance progress can be displayed as "300 meters traveled" or "distance progress 30%".
[0115] Exemplarily, the movement progress of the first virtual character includes a path progress. The path progress is used to indicate the completion progress of the first virtual character on a preset path. Optionally, the preset path selected by the first virtual character includes a plurality of path nodes (e.g., road signs), and the path progress can be updated based on whether the first virtual character has reached these path nodes. Optionally, the path progress is based on text display or graphic display.
[0116] For example, the path from the starting point to the location of the treasure is divided into five path nodes. The first virtual character completes the first two path nodes, and the path progress can be displayed as "2 / 5 completed" or "40% distance to progress".
[0117] Exemplarily, the movement progress of the first virtual character includes time progress. Wherein, time progress refers to the degree of progress of the time taken by the first virtual character to move from the starting position to the location of the treasure material. Optionally, after the first virtual character arrives at the world map where the treasure material is located, the game system will set a preset completion time, and the first virtual character needs to reach the location of the treasure material within the preset completion time. When the first virtual character starts to move, the game system will record the current time and calculate the time progress based on the time taken by the first virtual character. Optionally, the time progress is based on text display or graphic display.
[0118] For example, if the preset completion time is 10 minutes, and the first virtual character has been moving for 5 minutes, the time progress can be displayed as "5 minutes have passed" or as a time countdown.
[0119] The above is merely an illustrative example, and the present application does not limit the form of expression of the moving progress.
[0120] In some embodiments, the phased update means that according to the movement progress of the first virtual character, the location guidance information on the task map will dynamically change in stages, gradually guiding the first virtual character to approach the location of the treasure.
[0121] Exemplarily, when the moving progress of the first virtual character is the path progress, the location guidance information on the task map is updated in stages according to the path progress of the first virtual character. For example, the preset path selected by the first virtual character includes two path nodes, namely path node A and path node B. The two path nodes can divide the total distance into three stages, and each arrival at a path node can be regarded as the first virtual character arriving at a new stage. For example, the first stage is from the starting position to node A, the second stage is from node A to node B, and the third stage is from node B to the location of the treasure. In the first stage, the location guidance information on the task map is displayed as "keep moving forward, XX meters away from node A", in the second stage, the location guidance information on the task map is displayed as "keep moving forward, XX meters away from node B", and in the third stage, the location guidance information on the task map is displayed as "about to reach the location of the treasure".
[0122] In summary, the method provided in this embodiment can obtain the task map by collecting when controlling the first virtual character to explore in the virtual world. After interpreting the task map, the player displays the target mark point on the task map, and the target mark point indicates the regional range of the treasure material in the world map. The player controls the first virtual character to go from the current exploration position to the world map where the treasure material is located. By comparing the terrain information of the target mark point on the task map with the terrain information on the world map, the regional range where the treasure material may be buried is determined. In the process of controlling the movement of the first virtual character to the regional range, following the movement of the first virtual character, the position guidance information on the task map is updated in stages in the virtual scene screen, and the player can guide the first virtual character to the location of the treasure material according to the position guidance information. By updating the position guidance information in stages, it helps the player to clearly understand the position and direction of the first virtual character in the virtual world, and by guiding the player to gradually approach the location of the treasure material, the gameplay of the treasure hunting mode is enriched.
[0123] Furthermore, by following the movement of the first virtual character and updating the location guidance information on the task map in stages, corresponding scene resources can be loaded at different stages according to the location of the first virtual character, thereby optimizing computer memory usage and improving game performance.
[0124] Select the mission map and confirm the target mark point based on the mission map
[0125] In some embodiments, a first virtual character is displayed in an exploration state in a virtual world. The first virtual character holds at least one mission map. Before controlling the first virtual character to move from the exploration position to the world map where the treasure and materials are located, it is necessary to confirm the mission map selected by the first virtual character and confirm the target marker point based on the selected mission map.
[0126] In some embodiments, at least one mission map is displayed in the virtual scene screen, and the at least one mission map is a mission map that the first virtual character has acquired.
[0127] Optionally, the task map may be obtained in a manner including but not limited to at least one of the following:
[0128] Based on the collection and acquisition of the first virtual character;
[0129] Unlocked based on the first virtual character reaching a preset level;
[0130] Based on the first virtual character picking up and obtaining in the virtual world;
[0131] ·Acquired by purchasing in a store based on the first virtual character;
[0132] Based on the interaction between the first virtual character and other virtual characters.
[0133] The above is only an illustrative example, and this application does not limit the method of obtaining the task map.
[0134] In some embodiments, the mission map includes two map types: a single-player map and a team map. Different mission maps are used to start different mission types. Optionally, the single-player map is used to start a single-player treasure hunt mission, and the team map is used to start a team treasure hunt mission.
[0135] In response to the selection operation on the task map, the task type opened by the first virtual character is determined. Different task types have different completion difficulties, or different task types open different copy types. This application does not limit this.
[0136] In some embodiments, at least one marking point is displayed on the mission map, and the at least one marking point is used to indicate the location of the treasure in the virtual world. Optionally, the at least one marking point includes a target marking point, and the target marking point is used to indicate the location of the treasure in the virtual world in the first virtual character's treasure hunting mission. Optionally, the target marking point is usually displayed on the mission map in the form of some indicator symbol, icon or mark. This application is not limited to this.
[0137] In some embodiments, task prompt information corresponding to the task type is displayed on the task map. The task prompt information is used to indicate the prompt information corresponding to the task type opened by the task map. Optionally, the task prompt information includes the number of people included in the task type, the challenge difficulty corresponding to the task type, and the branch task corresponding to the task type. The presentation form of the prompt information of the task type includes but is not limited to at least one of text, icon, color, and shape. This application is not limited to this.
[0138] Exemplarily, the task prompt information includes the number of people involved in the task type. For example, when the task prompt information is displayed as "1", it means that the task type is a single-person treasure hunt task, and the single-person treasure hunt task includes 1 person; for another example, when the task prompt information is displayed as "8", it means that the task type is a team treasure hunt task, and the team treasure hunt task includes 8 people.
[0139] Exemplarily, the task prompt information includes the difficulty level corresponding to the task type. For example, if the task prompt information is displayed as five stars, it means that the difficulty level corresponding to the task type opened by the task map is high; for another example, if the task prompt information is displayed as three stars, it means that the difficulty level corresponding to the task type opened by the task map is medium; for another example, if the task prompt information is displayed as one star, it means that the difficulty level corresponding to the task type opened by the task map is low.
[0140] Exemplarily, the task prompt information includes a branch task corresponding to the task type. Take the task type including a main task and a branch task as an example for explanation. Among them, the main task corresponding to the task type is to find the location of the target mark point in the virtual world, and successfully obtain the treasure materials on the target mark point in the virtual world. The branch task corresponding to the task type is to collect clues to obtain the treasure materials during the treasure hunt, or the branch task is to explore the unexplored area on the world map where the treasure materials are located, or the branch task is to collect specific items in the virtual world (such as collecting keys to open the treasure materials). Optionally, the task prompt information is displayed as a specific icon, and different icons represent different branch tasks. For example, the key icon represents that the branch task is to collect specific items in the virtual world (such as collecting keys to open the treasure materials).
[0141] The above are merely illustrative examples and do not constitute a limitation on the task prompt information.
[0142] In some embodiments, after determining the opened mission map, the player can compare the mission map with the world map, determine the world map corresponding to the mission map by comparing the terrain information on the mission map with the terrain information on the world map, and confirm the area of the treasure material marked by the target mark point on the mission map on the world map. Optionally, the first client receives the control operation of the first account for the first virtual character, and controls the first virtual character to go to the world map where the treasure material is located.
[0143] Exemplary, with reference to Figure 5 In the virtual scene screen 300, at least one task map held by the first virtual character is displayed. Figure 5 As shown in Figure (a), at least one task map held by the first virtual character includes task map 301 and task map 302, wherein the task prompt information on task map 301 is "1", indicating that task map 301 is a single-player map, the task type is a single-player treasure hunt task, and the single-player treasure hunt task includes 1 person. The task prompt information on task map 302 is "8", indicating that task map 302 is a team map, the task type is a team treasure hunt task, and the team treasure hunt task includes 8 people. In response to the trigger operation on task map 301, as shown in FIG. Figure 5 As shown in Figure (b), the world map 303 is displayed, and the mission map 301 and the world map 303 are compared. By comparing the terrain information on the mission map 301 with the terrain information on the world map 303, the area range 304 of the treasure materials marked by the target mark point on the mission map 301 on the world map 303 is confirmed.
[0144] In an embodiment of the present application, the area range of treasure materials is determined by comparing the terrain information of the mission map and the world map, thereby providing players with more accurate positioning and guidance. By confirming the target mark points on the mission map, it can help players save time in searching and exploring. By displaying task prompt information on the mission map, players can quickly identify the category and difficulty information of the task type.
[0145] The display form of the location guidance information is updated in stages based on the movement progress of the first virtual character
[0146] In some embodiments, after the first virtual character reaches the world map where the treasure is located from the exploration location, the player needs to control the first virtual character to continue to move to the location of the treasure. Optionally, in response to a movement operation on the first virtual character, the first virtual character is controlled to move to the location of the treasure in the virtual world corresponding to the world map.
[0147] Figure 6 2 is a flowchart of a display method based on a virtual world provided by an exemplary embodiment of the present application. The above step 230 can be replaced by step 231.
[0148] Step 231: In response to the movement operation for the first virtual character, the first virtual character is controlled to move, and the location guidance information on the task map displayed following the movement progress of the first virtual character is updated from the display form of the first stage to the display form of the second stage.
[0149] In some embodiments, when the first virtual character reaches the starting position on the world map where the treasure is located, the player controls the first virtual character to continue to move to the location of the treasure. Optionally, the process of the first virtual character moving from the starting position to the location of the treasure is divided into different stages, and the display form of the location guidance information on the task map is different in different stages.
[0150] In some embodiments, the display form of the location guidance information is related to the movement progress of the first virtual character. The display form of the location guidance information changes dynamically with the movement progress of the first virtual character. Optionally, in response to the movement operation of the first virtual character, the first virtual character is controlled to move, and the location guidance information on the task map displayed following the movement progress of the first virtual character is updated from the display form of the first stage to the display form of the second stage.
[0151] The location guidance information is used to guide the first virtual character to the location of the treasure. The moving progress is used to measure the progress of the first virtual character in the process of moving to the location of the treasure. Optionally, the moving progress includes at least one of the distance progress of the first virtual character, the path progress of the first virtual character, and the time progress of the first virtual character.
[0152] Among them, the display form of the first stage and the display form of the second stage refer to the display forms of the location guidance information on the task map in different stages. The display form of the first stage refers to the form of the location guidance information displayed on the task map in the first stage. The display form of the second stage refers to the form of the location guidance information displayed on the task map in the second stage. Exemplarily, the first stage is the initial state or the basic state, and the second stage is the intermediate state or the end state. The corresponding movement progress of the first virtual character in the second stage is greater than the corresponding movement progress in the first stage.
[0153] Optionally, the visual prominence of the display form of the location guidance information in the second stage is greater than the visual prominence of the display form in the first stage. For example, the embodiment of the visual prominence includes but is not limited to at least one of color, size, dynamic effect, and number of display elements. This application is not limited to this.
[0154] In the embodiment of the present application, the display form of the first stage and the display form of the second stage refer to different presentation modes of the location guidance information on the task map, which are usually associated with the movement progress of the first virtual character. This phased design can enable players to obtain clearer navigation and task guidance in a hierarchical manner during the game, thereby increasing the fun of the game.
[0155] Unlock and display location guidance information on the mission map based on mission content
[0156] In one possible implementation, the location guidance information on the task map includes multiple guidance information, and the multiple guidance information is guidance information displayed respectively after being triggered based on the task content. Optionally, during the movement of the first virtual character, the task content is displayed in the virtual scene screen, and the task content serves as an unlocking condition for displaying the location guidance information. When the task content is completed, the location guidance information displayed on the task map is updated respectively according to the movement progress of the first virtual character.
[0157] Optionally, the task content includes at least one of a location task, an interactive task, a combat task, and a puzzle task.
[0158] The location task refers to a task in which the first virtual character goes to a preset location or area according to the task prompt to complete the task goal. For example, the location task requires the first virtual character to go to area A in the virtual world and unlock area A.
[0159] The interactive task refers to a task in which the first virtual character interacts with scene elements or NPCs in the virtual world according to the task prompt to complete the task goal. For example, the interactive task requires the first virtual character to have a conversation or trade with the NPC.
[0160] Among them, the combat mission refers to a mission in which the first virtual character fights with other virtual characters or NPCs according to the mission prompt to complete the mission goal. For example, the combat mission requires the first virtual character to enter a specific combat area, eliminate a certain number of enemies or defeat a powerful BOSS.
[0161] The puzzle task refers to a task in which the first virtual character solves a preset puzzle according to the task prompt to achieve the task goal. For example, the preset puzzle can be a logic puzzle, an item combination, a path selection puzzle, etc.
[0162] In some embodiments, the task content includes multiple task sub-contents. When the first task sub-content is completed, the first guidance information on the task map is displayed to unlock; when the second task sub-content is completed, the second guidance information on the task map is displayed to unlock. When the task content is completed, the location guidance information on the task map is updated from the first stage display form to the second stage display form following the movement progress of the first virtual character.
[0163] Exemplarily, the location guidance information on the task map includes distance information and radar information, and the task content includes two puzzle tasks. For example, the first puzzle task is a riddle, and the second puzzle task is a graphic combination. After completing the first puzzle task, the distance information is displayed on the task map, and after completing the second puzzle task, the radar information is displayed on the task map. After the distance information and radar information on the task map are unlocked and displayed, the location guidance information on the task map is updated from the display form of the first stage to the display form of the second stage following the movement progress of the first virtual character.
[0164] Regarding the display form of the first stage and the display form of the second stage, please refer to the detailed content of the above step 231, which will not be repeated here.
[0165] In an embodiment of the present application, the location guidance information on the task map is displayed after the trigger conditions are met. As the task content is completed, the location guidance information is gradually unlocked. Players need to complete the preset tasks before they can obtain the next step of guidance, which improves player participation and game interactivity.
[0166] The display form of distance information is displayed in stages
[0167] In some embodiments, the location guidance information includes distance information, and the distance information is used to indicate the distance between the first virtual character and the location of the treasure. Optionally, in response to the movement operation of the first virtual character, the distance information displayed on the task map is updated from the display form of the first stage to the display form of the second stage. Optionally, the display form of the distance information in the first stage is an explicit distance, and the display form of the distance information in the second stage is an implicit distance.
[0168] Figure 7 2 is a flowchart of a display method based on a virtual world provided by an exemplary embodiment of the present application. The above step 231 can be replaced by steps 231a and 231b.
[0169] Step 231a: when the distance between the first virtual character and the location of the treasure material is greater than a preset distance, updating the distance information on the task map in real time with an explicit distance;
[0170] In some embodiments, the movement progress of the first virtual character includes distance progress. The distance progress is used to indicate the actual distance change between the first virtual character and the location of the treasure. The distance progress is used to measure the distance that the first virtual character has moved in the world map after reaching the world map (reaching the starting point on the world map) and the total distance completed. The total distance refers to the distance from a starting point on the world map to the location of the treasure.
[0171] Optionally, when the distance between the first virtual character and the location of the treasure material is greater than a preset distance, the distance information on the task map is updated in real time with an explicit distance.
[0172] The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form. The preset distance is a distance distinction condition for the distance progress, and the preset distance can be pre-set by the game or automatically set by the player, and this application does not limit this.
[0173] In some embodiments, the explicit distance refers to the way in which the distance information is displayed on the mission map. The explicit distance is used to intuitively display the distance value between the first virtual character and the location of the treasure. During the movement of the first virtual character, the closer the distance between the first virtual character and the location of the treasure, the smaller the distance value displayed by the explicit distance.
[0174] In some embodiments, the explicit distance is updated and displayed in real time based on the distance between the first virtual character and the location of the treasure material. Optionally, the update speed of the distance value corresponding to the explicit distance is related to the movement speed of the first virtual character. Optionally, the movement speed of the first virtual character is related to weather factors, terrain factors, state factors or other factors, which are not limited in this application. For example, during the movement of the first virtual character, the more complex the terrain in the virtual world, the slower the movement speed of the first virtual character, and the slower the update speed of the distance value corresponding to the explicit distance.
[0175] Exemplarily, taking the preset distance of 200 meters as an example, when the distance between the first virtual character and the location of the treasure materials is greater than 200 meters, the distance information on the task map is updated in real time with explicit distance. For example, at time t1, the distance value between the first virtual character and the location of the treasure materials is 500 meters, and at time t2, the distance value between the first virtual character and the location of the treasure materials is 450 meters.
[0176] In some embodiments, the explicit distance may be expressed as a navigation distance. The navigation distance refers to the distance in the navigation mode, and the navigation distance may reflect the change of the path of the first virtual character during the actual travel process. Optionally, the navigation distance is a distance calculated based on the location of the first virtual character, path obstacles, feasible routes, slopes or other factors. When the distance between the first virtual character and the location of the treasure material is greater than a preset distance, in response to the movement operation of the first virtual character, the distance information on the task map is updated in real time with the navigation distance.
[0177] In some embodiments, during the movement of the first virtual character, a mini map is displayed on the game interface. The mini map is used to display the current location of the first virtual character, including the surrounding terrain, buildings, roads, task markers, etc. Optionally, when the distance between the first virtual character and the location of the treasure material is greater than a preset distance, a navigation route is displayed on the mini map, the navigation distance is calculated based on the navigation route, and the distance information on the task map is updated in real time. Among them, the navigation route points from the current location of the first virtual character to the location of the treasure material, that is, the navigation route starts from the current location of the first virtual character and ends at the location of the treasure material. The navigation route will be updated in real time as the first virtual character moves, ensuring that the player can clearly see the path forward to approach the location of the treasure material.
[0178] In some embodiments, during the movement of the first virtual character, a navigation route is displayed in the scene screen of the virtual world. The navigation route, as a scene element, assists the first virtual character to maintain the correct moving direction in the process of going to the location of the treasure materials. Optionally, when the distance between the first virtual character and the location of the treasure materials is greater than a preset distance, the navigation route is displayed around the first virtual character, the navigation distance is calculated based on the navigation route, and the distance information on the task map is updated in real time. Among them, the navigation route points from the current location of the first virtual character to the location of the treasure materials. For example, the navigation route is displayed above the first virtual character, the starting point of the navigation route is the current location of the first virtual character, and the end point of the navigation route is the location of the treasure materials.
[0179] Step 231b: When the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance, the distance information on the task map is displayed as an implicit distance.
[0180] Optionally, when the distance between the first virtual character and the location of the treasure material is less than or equal to a preset distance, the distance information on the task map is updated in real time using an implicit distance.
[0181] The implicit distance is used to indicate in a generalized text form that the first virtual character is close to the location of the treasure. The preset distance is a distance distinction condition for the distance progress, and the preset distance can be pre-set by the game or automatically set by the player, and this application does not limit this.
[0182] In some embodiments, implicit distance refers to the way distance information is displayed on the mission map. Implicit distance is used to indicate the proximity between the first virtual character and the location of the treasure material through general text, without directly displaying the specific distance value. For example, implicit distance is displayed as "nearby", "you are close", "the treasure is within sight", etc.
[0183] Exemplary, with reference to Figure 8 , a first virtual character 401 is displayed in a virtual scene screen 400, and the first virtual character 401 is heading to the location of the treasure. The first virtual character 401 holds a mission map 402, and the mission map 402 includes distance information 403. Taking the preset distance of 200 meters as an example, when the distance between the first virtual character 401 and the location of the treasure is greater than 200 meters, the distance information 403 on the mission map 402 is updated in real time with an explicit distance. The explicit distance is used to display the actual distance between the first virtual character 401 and the location of the treasure in numerical form, such as Figure 8 As shown in FIG. (a), the explicit distance is displayed as "573 m". Optionally, when the distance between the first virtual character 401 and the location of the treasure is less than or equal to 200 meters, the distance information 403 on the task map 402 is displayed as an implicit distance, and the implicit distance is used to indicate in a generalized text form that the first virtual character 401 is close to the location of the treasure. Figure 8 As shown in Figure (b), the implicit distance is explicitly “nearby”.
[0184] In an embodiment of the present application, the display form of the distance information on the task map is adjusted based on the change in the distance between the first virtual character and the location of the treasure materials. Among them, the explicit distance is used to intuitively display the distance value between the first virtual character and the location of the treasure materials. In the case of explicit distance, the player will see a specific number (such as "500 meters"), and the player can clearly know the distance from the treasure materials. The implicit distance is used to indicate the relative position between the first virtual character and the treasure materials through general text, but the specific distance value will not be displayed. The implicit distance can reduce the interference of information and thus enhance the player's sense of immersion. This explicit method of performing explicit distance and implicit distance in stages can guide players to gradually explore and improve the playability of the game.
[0185] The display form of radar information is displayed in stages
[0186] In some embodiments, the location guidance information includes radar information, and the radar information is used to indicate the direction between the first virtual character and the location of the treasure. Optionally, in response to the movement operation of the first virtual character, the distance information displayed on the task map is updated from the display form of the first stage to the display form of the second stage. Optionally, the display form of the radar information in the first stage is the first display form, and the display form of the distance information in the second stage is the second display form.
[0187] Fig. 9 2 is a flowchart of a display method based on a virtual world provided by an exemplary embodiment of the present application. The above step 231 can be replaced by steps 231c and 231d.
[0188] Step 231c: When the distance between the first virtual character and the location of the treasure material is greater than a preset distance, display radar information on the mission map in a first display form;
[0189] In some embodiments, the movement progress of the first virtual character includes distance progress. The distance progress is used to indicate the actual distance change between the first virtual character and the location of the treasure. The distance progress is used to measure the distance that the first virtual character has moved in the world map after reaching the world map (reaching the starting point on the world map) and the total distance completed. The total distance refers to the distance from a starting point on the world map to the location of the treasure.
[0190] Optionally, when the distance between the first virtual character and the location of the treasure material is greater than a preset distance, the radar information on the mission map is displayed in a first display form, wherein the first display form is a display form of the radar information on the mission map in the first stage.
[0191] In some embodiments, the first display form is positively correlated with the location of the treasure. When the distance between the first virtual character and the location of the treasure is greater than a preset distance, the closer the distance between the first virtual character and the location of the treasure is, the more prominent the first display form is. Optionally, the first display form includes at least one of the following: display light effect of radar information, display size of radar information, and change in frequency of induction waves of radar information.
[0192] Exemplarily, the first display form includes the display color of the radar information. The display color refers to the color effect of the radar information when it is displayed. Optionally, the intensity of the display color of the radar information is positively correlated with the location of the treasure. For example, as the distance between the first virtual character and the location of the treasure approaches, the display color of the radar changes from light yellow to green.
[0193] Exemplarily, the first display form includes the display size of the radar information. The display size refers to the size of the waveform of the radar information when it is displayed. Optionally, the display size of the radar information is positively correlated with the location of the treasure. For example, as the distance between the first virtual character and the location of the treasure gets closer, the waveform of the radar information gradually becomes larger.
[0194] Exemplarily, the first display form includes a change in the frequency of the induction wave of the radar information. The change in the frequency of the induction wave refers to a change in the frequency of the waveform of the radar information when it is displayed. Optionally, the change in the frequency of the induction wave of the radar information is positively correlated with the location of the treasure. For example, as the distance between the first virtual character and the location of the treasure gets closer, the fluctuation frequency of the radar information increases.
[0195] Exemplarily, the first display form includes a display light effect of the radar information. The display light effect refers to the visual effect of the radar information when it is displayed. The display light effect generally includes the effect of display brightness or display light source. Optionally, the display light effect of the radar information is positively correlated with the location of the treasure material. For example, as the distance between the first virtual character and the location of the treasure material gets closer, the display light effect of the radar changes from weak to strong.
[0196] In the embodiment of the present application, the display form of radar information includes the display color, display size and induction wave frequency change of the radar information. The display form of the radar information changes with the passage of time, and can provide dynamic feedback to help the player judge in real time the direct distance between the first virtual character and the treasure materials, and provide a more flexible and accurate response strategy.
[0197] Step 231d: When the distance between the first virtual character and the location of the treasure material is less than or equal to the preset distance, the radar information on the mission map is displayed in the second display form.
[0198] Optionally, when the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance, the radar information on the mission map is displayed in a second display form, wherein the second display form is the display form of the radar information on the mission map in the second stage.
[0199] In some embodiments, the second display form is positively correlated with the location of the treasure material. When the distance between the first virtual character and the location of the treasure material is less than or equal to the preset distance, the closer the distance between the first virtual character and the location of the treasure material is, the more prominent the second display form is.
[0200] Optionally, the second display form includes at least one of the following: display light effect of radar information, display size of radar information, and change in induction wave frequency of radar information.
[0201] Exemplary, with reference to Fig.10 , a first virtual character 501 is displayed in the virtual scene screen 500, and the first virtual character 501 is heading to the location of the treasure. Fig.10 As shown in Figure (a), the first virtual character 501 holds a task map 502, and the task map 502 includes radar information 503. Taking the preset distance of 200 meters as an example, when the distance between the first virtual character 501 and the location of the treasure is greater than 200 meters, the radar information 503 on the task map 502 is displayed in a first display form, and the first display form is the display form of the radar information 503 on the task map 502 in the first stage. For example, the first display form is a yellow light effect, and the induction wave frequency change of the radar information 503 is a moderate frequency change, flashing once every 2.33 seconds. Optionally, when the distance between the first virtual character 501 and the location of the treasure is less than or equal to 200 meters, the radar information 503 on the task map 502 is displayed in a second display form, and the second display form is the display form of the radar information 503 on the task map 502 in the second stage. As Fig.10 As shown in Figure (b), for example, the second display form is a green light effect, and the induction wave frequency change of the radar information 503 is an intensity frequency change, flashing once every 1.33 seconds.
[0202] In an embodiment of the present application, the display form of the radar information on the task map is adjusted based on the change in the distance between the first virtual character and the location of the treasure materials. When the distance is far, the radar information is presented in a simple first display form, which can avoid too many interference elements in the player's field of view and make the interface more concise. When the player approaches the location of the treasure materials, the radar information is presented in a second display form, and the visual significance of the second display form is higher than that of the first display form. This dynamic display method can effectively improve the player's certainty about the location of the treasure materials; at the same time, the game interface presents different information densities at different distances, which can improve the neatness of the interface and the efficiency of information transmission.
[0203] In some embodiments, the location guidance information on the mission map includes distance information and radar information. Optionally, when the distance between the first virtual character and the location of the treasure material is greater than a preset distance, the distance information on the mission map is updated in real time with an explicit distance, and the radar information on the mission map is displayed in a first display form. When the distance between the first virtual character and the location of the treasure material is less than or equal to the preset distance, the distance information on the mission map is displayed with an implicit distance, and the radar information on the mission map is displayed in a second display form.
[0204] It should be noted that the above Figure 7 The examples provided and Fig. 9 The provided embodiments can be combined to form new embodiments. Specifically, step 231a and step 231c are combined into a new embodiment, and step 231b and step 231d are combined into a new embodiment. This application does not limit this.
[0205] The display form of radar information is related to environmental factors
[0206] In some embodiments, the location guidance information includes radar information. During the movement of the first virtual character, the display form of the radar information on the task map is related to environmental factors. The environmental factors include but are not limited to at least one of terrain attributes, weather type, and time period.
[0207] Optionally, the environmental factors include terrain attributes, and the display form of the radar information on the mission map is related to the terrain attributes that the first virtual character is currently in. The terrain attributes include, but are not limited to: at least one of a forest, a cave, a tunnel, a mineral zone, a mountain, a swamp, or other terrains. In response to the movement operation of the first virtual character, the first virtual character is controlled to move, and the display form of the radar information is changed based on the terrain attributes that the first virtual character is currently in.
[0208] Exemplarily, when the terrain attribute is a forest, the first virtual character walks in the forest. Due to dense trees or obstructed vision, the direction of the radar information on the mission map becomes blurred and cannot accurately point to the direction of the treasure. Exemplarily, when the terrain attribute is a cave or tunnel, the cave environment or tunnel environment may cause the light effect of the radar information on the mission map to fade to simulate the signal weakening that may occur in the underground environment. Exemplarily, when the terrain attribute is a mineral zone, when the first virtual character walks near the mineral zone, due to the interference of the mineral, the radar signal becomes unstable, and the direction of the radar information on the mission map will rotate irregularly. Exemplarily, when the terrain attribute is a mountain, the first virtual character walks in a mountainous area. Due to the complex terrain and extreme slope, the radar signal will be blocked or reflected by the mountains, and the light effect of the radar information on the mission map will flash slower.
[0209] Optionally, the environmental factors include weather types, and the display form of the radar information on the mission map is related to the weather type. The weather type includes, but is not limited to, at least one of: sunny, rainy, snowy, thunderous, hail, floating dust, blowing sand, sandstorm, wind, and haze. In response to the movement operation of the first virtual character, the first virtual character is controlled to move, and the display form of the radar information is changed based on the current weather type of the virtual world.
[0210] Exemplarily, when the weather type is sunny, the radar signal can be transmitted smoothly during the movement of the first virtual character, the radar information on the mission map is displayed more accurately, and the display form of the radar information remains normal. Exemplarily, when the weather type is thunder, the induction wave frequency change of the radar information on the mission map is affected by electromagnetic interference during the movement of the first virtual character. Exemplarily, when the weather type is fog or haze, the fog or haze will reduce the propagation distance of the radar signal during the movement of the first virtual character, and the light effect of the radar information on the mission map may become brighter.
[0211] Optionally, the environmental factors include a time period, and the display form of the radar information on the mission map is related to the time period in which the first virtual character is currently located. The time in the virtual world is controlled by a TOD (Time of Day, 24 hours) system. Under the control of the TOD system, the world map will have time-related factors such as year, season, day and night, and hour. In response to the movement operation of the first virtual character, the first virtual character is controlled to move, and the display form of the radar information is changed based on the time period in which the first virtual character is currently located.
[0212] For example, when the time period is night, during the movement of the first virtual character, due to the lack of natural light sources at night, visibility is significantly reduced, and the light effect of the radar information on the mission map becomes brighter. For example, when the time period is dusk, during the movement of the first virtual character, due to the large change in dusk lighting conditions, light may be reflected to affect the propagation path of radar waves, and the frequency change of the induction wave of the radar information on the mission map may be disturbed.
[0213] It should be noted that the above are merely illustrative examples and do not constitute a limitation on radar information and environmental factors.
[0214] In some embodiments, the display form of the radar information on the mission map is related to environmental factors. When the display form of the radar information is interfered by environmental factors, scene elements are displayed on the virtual scene screen. The scene elements are used to assist the first virtual character to maintain the correct moving direction in the process of going to the location of the treasure. Optionally, the scene elements are used to display the moving direction in an explicit form.
[0215] Exemplarily, the scene elements directly indicate the moving direction through a compass, a compass, an arrow, a navigation route or other forms. For example, a navigation route is displayed above the first virtual character, the starting point of the navigation route is the current position of the first virtual character, and the end point of the navigation route is the location of the treasure. Optionally, the scene elements appear randomly in the virtual world, or the scene elements appear in the virtual world after satisfying preset conditions. This application is not limited to this.
[0216] In the embodiment of the present application, the display form of the radar information on the task map is related to environmental factors. When the first virtual character walks in different environments, the display form of the radar information will change accordingly to simulate the interaction between the first virtual character and the environment in the real world. This design method increases the immersion and challenge of the game. At the same time, by allowing players to adjust strategies in complex and changing environments, use different navigation techniques or use other scene elements to complete the treasure hunting task, the strategy of the game is improved.
[0217] Whether the first virtual character has the authority to open the treasure
[0218] In some embodiments, the first virtual character has the permission to open the treasured materials, or the first virtual character does not have the permission to open the treasured materials. The above two situations are introduced below respectively.
[0219] ·The first virtual character has the right to open treasure materials
[0220] In some embodiments, the first virtual character has the authority to open the treasure materials. After the first virtual character approaches the location of the treasure materials, an opening control is displayed on the virtual scene screen, and the treasure materials are displayed after the opening control is triggered by controlling the first virtual character.
[0221] Fig.11 3 is a flow chart of a display method based on a virtual world provided by an exemplary embodiment of the present application. The method includes step 310 and step 320.
[0222] Step 310: In response to the first virtual character reaching the surrounding area of the treasure, displaying an opening control;
[0223] In some embodiments, the first virtual character has the permission to open the treasure. Optionally, when the mission map held by the first virtual character is a single-player map, the first virtual character has the permission to open the treasure. Optionally, when the mission map held by the first virtual character is a team map, and the first virtual character is the captain virtual character of the team or a team member virtual character with the permission to open, the first virtual character has the permission to open the treasure.
[0224] In some embodiments, in response to a first virtual character with opening authority reaching the surrounding area of the treasure material, an opening control is displayed around the first virtual character. The opening control is a control for opening the treasure material. The opening control is used to trigger the opening function for the treasure material.
[0225] In some embodiments, the surrounding range refers to a range determined with the location of the treasure as the center. Optionally, the surrounding range is at least one of a circular area, a sector area, a rectangular area, an elliptical area or other morphological areas, and the specific size of the surrounding range varies according to the setting of the game. Exemplarily, the morphological area of the surrounding range is a circular area as an example, and the surrounding range is a circular range with the first virtual character as the center and a radius of r.
[0226] Step 320: In response to the trigger operation for opening the control, treasure materials are displayed around the first virtual character.
[0227] In some embodiments, in response to a trigger operation for opening the control, treasure materials are displayed around the first virtual character. Optionally, the trigger operation for opening the control includes but is not limited to: a click operation, a long press operation, a slide operation, a touch operation, a key operation, a gesture operation, and a free combination of at least two of the above operations.
[0228] Exemplary, with reference to Fig.12 , a first virtual character 601 is displayed in a virtual scene screen 600, the first virtual character 601 holds a task map 602, the task map 602 is a team map, the first virtual character is a team leader virtual character or a teammate virtual character with opening authority, and the first virtual character 601 has the authority to open treasure materials. Optionally, after the first virtual character 601 reaches the surrounding range of the treasure materials, for example, the first virtual character 601 reaches the surrounding range of 5 meters from the location of the treasure materials, an opening control 603 is displayed on the side of the first virtual character 601, and the opening control 603 is used to open the treasure materials.
[0229] In the embodiment of the present application, when the first virtual character has the authority to open the treasure materials, the opening control is directly displayed when the first virtual character reaches the surrounding area of the treasure materials. The first virtual character opens the treasure materials based on the opening control. The player can directly interact with the treasure materials. This direct interaction enhances the player's sense of participation.
[0230] ·The first virtual character does not have the authority to open treasure materials
[0231] In some embodiments, the first virtual character does not have the authority to open the treasure materials. After the first virtual character approaches the location of the treasure materials, a mark control is displayed on the virtual scene screen, and the location of the treasure materials is marked by controlling the first virtual character to trigger the mark control.
[0232] Fig.13 FIG. 4 is a flowchart of a display method based on a virtual world provided by an exemplary embodiment of the present application. The method includes step 410 and step 420 .
[0233] Step 410: In response to the first virtual character reaching the surrounding area of the treasure, display a mark control;
[0234] In some embodiments, the first virtual character does not have the permission to open the treasure. Optionally, when the mission map held by the first virtual character is a team map, and the first virtual character is a virtual character in the team other than the captain virtual character or the team member virtual character with the permission to open, the first virtual character does not have the permission to open the treasure.
[0235] In some embodiments, in response to a first virtual character who does not have the opening authority reaching the surrounding area of the treasure material, a marking control is displayed around the first virtual character. The marking control is a control for marking the treasure material. The marking control is used to trigger the marking function for the treasure material.
[0236] In some embodiments, the surrounding range refers to a range determined with the location of the treasure as the center. Optionally, the surrounding range is at least one of a circular area, a sector area, a rectangular area, an elliptical area or other morphological areas, and the specific size of the surrounding range varies according to the setting of the game. Exemplarily, the morphological area of the surrounding range is a circular area as an example, and the surrounding range is a circular range with the first virtual character as the center and a radius of r.
[0237] Step 420: In response to the triggering operation on the marking control, the location of the treasure material is marked, and the marking information of the location is synchronized to the teammate virtual character who has the opening authority.
[0238] The teammate virtual character with the activation authority is in the same camp as the first virtual character. Optionally, the teammate virtual character is the captain of the team, or the teammate virtual character is another team member with the activation authority.
[0239] Among them, the camp can also be called by other equivalent names, such as group, team, organization, etc. The camp is used to temporarily or permanently divide the group to which the virtual object belongs.
[0240] Exemplarily, virtual characters in the virtual world may be divided into at least one camp; or, virtual characters in the virtual world may freely form temporary camps. Each camp includes at least one virtual character. Optionally, virtual characters in different camps support mutual attack; or, virtual characters in different camps support mutual attack when conditions are met.
[0241] In some embodiments, the teammate virtual character with the permission to open can be the team leader by default; or, the teammate virtual character with the permission to open is a team member designated by the team leader, and the team member designated by the team leader has the permission to open; or, the teammate virtual character with the permission to open is a virtual character of a specified type; or, the teammate virtual character with the permission to open is a virtual character determined by voting. For example, before the treasure hunt begins, the team members can vote to determine the teammate virtual character with the most votes as the one with the permission to open.
[0242] The above is only an exemplary example of determining a teammate virtual role, and the present application does not limit the method of determining a teammate virtual role with the opening authority. The present application embodiment mainly takes the teammate virtual role with the opening authority as the captain as an example.
[0243] In some embodiments, when the first virtual character does not have the opening authority, after the first virtual character reaches the surrounding area of the treasure material, it marks the location of the treasure material, generates marking information of the location in the virtual world, and generates a treasure material marking point on the world map.
[0244] The location marking information is a marking point in a virtual scene displayed on the first client of the first virtual character. The treasure material marking point is a marking point generated on the world map based on the marking information.
[0245] Optionally, in response to the triggering operation of the first virtual character on the marking control, the location of the treasure material is marked, and a treasure material marking point is generated on the world map. Optionally, the teammate virtual character with the opening authority reaches the location of the treasure material based on the guidance of the treasure material marking point displayed on the world map.
[0246] In some embodiments, in response to a teammate virtual character with opening authority arriving at the surrounding area of the treasure materials, an opening control is displayed on the client (first client) corresponding to the first virtual character, and in response to a triggering operation on the opening control, the treasure materials are displayed around the first virtual character.
[0247] In some embodiments, in response to a teammate virtual character with opening authority arriving at the surrounding area of the treasure material, the treasure material is displayed around the first virtual character when a preset display condition is met. The preset display condition is used to indicate that the opening control displayed on the client (second client) corresponding to the teammate virtual character with opening authority is triggered, and the opening control displayed on the client corresponding to the teammate virtual character is triggered and displayed after the teammate virtual character arrives at the location of the treasure material based on the marking information.
[0248] That is, the opening control may be displayed on the first client or on the second client, and this application does not limit this.
[0249] Exemplary, with reference to Fig.14 , a first virtual character 701 is displayed in a virtual scene screen 700, the first virtual character 701 holds a task map 702, the task map 702 is a team map, and the first virtual character does not have a teammate virtual character with the permission to open. Optionally, after the first virtual character 701 reaches the surrounding area of the treasure, Fig.14 As shown in FIG. 1 (a), the first virtual character 701 arrives within a 5-meter range around the location of the treasure, and a mark control 703 is displayed around the first virtual character 701. The mark control 703 is used to mark the location of the treasure. Optionally, in response to a trigger operation on the mark control 703, the location of the treasure is marked, such as Fig.14 As shown in FIG. 7( b ), a mark information 704 of the location is generated in the virtual world, and the mark information of the location is synchronized to the teammate virtual character with the opening authority, waiting for the teammate virtual character with the opening authority to gather and open the treasure materials.
[0250] Exemplary, with reference to Fig.15 , a team map 801 is displayed in a virtual scene screen 800. The team map 801 is a task map held by the first virtual character and other team members. After the first virtual character marks the location of the treasure, the marking information of the location is generated in the virtual world, and at the same time, a treasure mark point 803 is generated on the world map 802. The treasure mark point 803 is a mark point generated on the world map 802 based on the marking information. The teammate virtual character who has enabled the permission reaches the location of the treasure based on the treasure mark point 803.
[0251] In an embodiment of the present application, when the first virtual character does not have the authority to open the treasure materials, a marking control is displayed when the first virtual character reaches the surrounding area of the treasure materials, and the location of the treasure materials is marked by the marking control, and synchronized with other teammate virtual characters. This method requires teamwork to obtain the treasure materials, which increases the strategic depth of the game.
[0252] Awaken combat avatars based on target probability or target probability range
[0253] In some embodiments, before the opening control is triggered, prompt information is displayed around the treasure material, and the prompt information is used to prompt the target probability or target probability range of waking up the combat virtual character when the treasure material is opened. The combat virtual character is a virtual character used to guard the treasure material.
[0254] The peripheral position may be any position around the treasure material. For example, the peripheral position may be at the upper right, lower right, upper left or lower left of the treasure material. The present application does not limit the specific position of the peripheral position.
[0255] Among them, the target probability is used to indicate the probability of awakening the combat virtual character when the treasure materials are opened, and the target probability range is used to indicate the probability range of awakening the combat virtual character when the treasure materials are opened.
[0256] The target probability range is a probability interval, and the boundary values of the probability interval are the lowest probability of awakening the combat virtual character and the highest probability of awakening the combat virtual character. For example, the probability interval is displayed as "[60%, 100%]", which means that the lowest probability of awakening the combat virtual character is 60%, and the highest probability of awakening the combat virtual character is 100%.
[0257] In the embodiment of the present application, before opening the treasure, the player will get information about the probability of awakening the combat virtual character, which can help the player make more strategic decisions. The prompt information can inform the player of the probability of awakening the combat virtual character, but at the same time retain a certain degree of uncertainty, making the game both predictable and challenging.
[0258] In some embodiments, the target probability or target probability range is related to at least one of the following triggering factors:
[0259] The type of treasure;
[0260] The type of mission map;
[0261] The level of the first avatar;
[0262] Type of the first avatar;
[0263] The status of the first avatar;
[0264] The level of your teammates’ avatars;
[0265] The type of teammate's avatar;
[0266] The status of teammates’ avatars.
[0267] In some embodiments, the target probability or target probability range is related to the type of treasure material. Different types of treasure materials have different probabilities of awakening the combat virtual character. Optionally, the target probability or target probability range is positively correlated with the rarity of the treasure material. For example, if the treasure material is an ordinary material, the target probability or target probability range is low, that is, the probability of awakening the combat virtual character is low. For another example, if the treasure material is a rare material, the target probability or target probability range is high, that is, the probability of awakening the combat virtual character is high.
[0268] In some embodiments, the target probability or target probability range is related to the type of the mission map. Different types of mission maps have different probabilities of waking up the combat virtual character. For example, the type of the mission map is a single-player map, the mission type is a single-player treasure hunt type, and the probability of waking up the combat virtual character is 70%. For another example, the type of the mission map is a team map, the mission type is a team treasure hunt type, and the probability of waking up the combat virtual character is 90%.
[0269] In some embodiments, the target probability or target probability range is related to the level of the first virtual character. Optionally, the target probability or target probability range is positively correlated with the level of the first virtual character. Exemplarily, the higher the level of the first virtual character, the higher the probability of waking up the combat virtual character. For example, the level of the first virtual character is level 40, and the target probability range of waking up the combat virtual character is [50%, 70%]. For another example, the level of the first virtual character is level 60, and the target probability range of waking up the combat virtual character is [80%, 100%].
[0270] In some embodiments, the target probability or target probability range is related to the type of the first virtual character. Different types of first virtual characters have different probabilities of waking up the combat virtual character. For example, if the type of the first virtual character is a combat type, the probability of waking up the combat virtual character is 90%. For another example, if the type of the first virtual character is a healing type, the probability of waking up the combat virtual character is 60%.
[0271] In some embodiments, the target probability or the target probability range is related to the state of the first virtual character. The state of the first virtual character includes at least one of its health status, energy level, and combat status. The probability of waking up the combat virtual character is different when the first virtual character is in different states. For example, if the first virtual character is in an injured or weak state, the probability of triggering a battle may be reduced, and the probability of waking up the combat virtual character is 40%. For another example, if the first virtual character is in a high energy state, the probability of triggering a battle may be increased, and the probability of waking up the combat virtual character is 80%.
[0272] In some embodiments, when the first virtual character does not have the authority to open the treasure materials, the target probability or target probability range is related to the level of the teammate virtual character who has the authority to open the treasure materials; or, the target probability or target probability range is related to the type of the teammate virtual character who has the authority to open the treasure materials; or, the target probability or target probability range is related to the status of the teammate virtual character who has the authority to open the treasure materials.
[0273] For detailed information about the level, type and status of the team member's virtual character, please refer to the relevant introduction of the first virtual character mentioned above, which will not be repeated here.
[0274] In the embodiment of the present application, the target probability or target probability range is determined by multiple factors (such as treasure type, mission map type, level of the first virtual character, etc.). Through this design, the difficulty can be adjusted according to the specific situation of the player, providing the player with a more challenging or more balanced gaming experience.
[0275] In some embodiments, in response to an opening operation for treasure materials, a combat virtual character is awakened based on a target probability or a target probability range. Optionally, when the task type is a single-player treasure hunting task, the first virtual character is displayed to fight with the combat virtual character, and when the first virtual character defeats the combat virtual character, the treasure materials are obtained. Optionally, when the task type is a team treasure hunting task, the first virtual character and / or the teammate virtual character are displayed to fight with the combat virtual character, and when the first virtual character and / or the teammate virtual character defeats the combat virtual character, the treasure materials are obtained.
[0276] Exemplary, with reference to Fig.16 In the virtual scene screen 900, the first virtual character 901, such as Fig.16 As shown in FIG. 1 (a), after the first virtual character 901 reaches the surrounding area of the treasure, an opening control 902 is displayed on the virtual scene screen, and in response to the opening operation for the treasure, Fig.16 As shown in Figure (b), the combat virtual character 903 is awakened based on the target probability or the target probability range, the first virtual character 901 fights with the combat virtual character 903, or the first virtual character 901 and the teammate virtual character fight with the combat virtual character 903, and when the combat virtual character 903 is defeated, the treasure materials 904 are obtained.
[0277] In the embodiment of the present application, by introducing the target probability and the awakening mechanism of the combat virtual character, the player is not sure whether he will encounter a battle when opening the treasure, thereby increasing the tension of exploration and decision-making. The treasure materials can only be obtained after defeating the combat virtual character, which enhances the player's sense of challenge and achievement.
[0278] Fig.17The overall flow chart of a display method based on a virtual world provided by an exemplary embodiment of the present application is shown. The execution subject of each step of the method may be Figure 1 In the first terminal device 110 in the computer system shown, or a client on the first terminal device 110, the method has the following steps:
[0279] Step 1: Players interpret the mission map;
[0280] In some embodiments, the mission map may be referred to as a treasure map or a treasure map. Treasure materials refer to materials in a treasure chest.
[0281] Optionally, in response to the interpretation operation on the task map, the type of the task map is determined. Optionally, the task map includes a single-player map and a team map. Different task maps are used to start different task types. The single-player map is used to start a single-player treasure hunt task, and the team map is used to start a team treasure hunt task.
[0282] Step 2: The task type is a single-player treasure hunt task;
[0283] When the mission map is a single-player map, the mission type is a single-player treasure hunt mission.
[0284] Step 3: The task type is a team treasure hunt task;
[0285] When the mission map is a team map, the mission type is a team treasure hunt mission.
[0286] Step 4: Terrain comparison, transferring the first virtual character to the world map;
[0287] Optionally, the first client receives the control operation of the first account on the first virtual character, and transmits the first virtual character to the world map where the treasure chest is located. After the first virtual character arrives at the world map, the player can compare the task map with the world map, and determine the area of the treasure chest on the world map by comparing the terrain information on the task map with the terrain information on the world map.
[0288] Step 5: Walk and explore according to the changes in the frequency of the radar's induction waves;
[0289] In some embodiments, after the first virtual character arrives at the world map, the player controls the first virtual character to go to the location of the treasure chest. Optionally, the first virtual character walks and explores according to the change in the frequency of the induction wave of the radar on the mission map.
[0290] Step 6: Determine whether the player's location map is the same as the treasure chest's location map;
[0291] Step 7: The treasure chest is not nearby and the radar has no animation;
[0292] If the treasure chest is not on the current world map, the distance information displayed on the mission map is used to prompt that the treasure chest is not on the current world map. For example, the distance information is displayed as "not nearby", and the radar information on the mission map has no display effect.
[0293] Step 8: Determine whether the distance between the player's location and the treasure chest point is greater than the preset distance;
[0294] If the treasure chest is on the current world map, determine whether the distance between the player's map and the treasure chest point is greater than the preset distance.
[0295] Step 9: Display explicit distance, radar information is in the first display form;
[0296] Optionally, when the distance between the first virtual character and the location of the treasure chest is greater than a preset distance, the distance information is updated in real time on the mission map and displayed as an explicit distance. The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure chest in numerical form, and at the same time, the radar information on the mission map is displayed in the first display form.
[0297] For example, the preset distance is 200 meters. When the distance between the first virtual character and the treasure chest is greater than 200 meters, the distance information on the task map is displayed as an explicit distance, such as "973 meters", the display light effect of the radar information is yellow, and the induction wave frequency change of the radar information is a moderate frequency change, for example, the induction wave frequency is 0.429Hz, that is, it flashes once every 2.33 seconds.
[0298] Step 10: Display the implicit distance, and the radar information is in the second explicit form;
[0299] When the distance between the first virtual character and the location of the treasure chest is less than or equal to the preset distance, the distance information is updated and displayed as an implicit distance on the task map, and the implicit distance is used to indicate in a generalized text form that the first virtual character is close to the location of the treasure chest, and the radar information on the task map is displayed in a second display form. Optionally, the display form of the radar information is positively correlated with the location of the treasure chest.
[0300] For example, the preset distance is 200 meters. When the distance between the first virtual character and the treasure chest is less than or equal to 200 meters, the distance information on the task map is displayed as an implicit distance, such as "nearby", the display light effect of the radar information is green, and the induction wave frequency change of the radar information is an intensity frequency change.
[0301] As the distance between the first virtual character and the treasure chest gets closer, the frequency of the induction wave of the radar information changes faster. For example, when the distance is between 100 meters and 200 meters, the frequency of the induction wave is 0.429 Hz, that is, it flashes once every 2.33 seconds; when the distance is within 100 meters, the frequency of the induction wave is 0.751 Hz, that is, it flashes once every 1.33 seconds.
[0302] Step 11: Find the treasure chest location;
[0303] Among them, the materials in the treasure chest are treasure materials, and the location of the treasure chest is the location of the treasure materials.
[0304] Step 12: Determine whether it is a single-person treasure hunt;
[0305] Step 13: Use the mining skill;
[0306] Optionally, when the mission map is a single-player map, the mission type is a single-player treasure hunt type, the first virtual character has the authority to open the treasure chest, and the player can control the first virtual character to use the excavation skill to open the treasure chest.
[0307] Step 14: Determine whether the player is the captain;
[0308] Optionally, when the mission map is a team map, the mission type is a team treasure hunt type, and when the first virtual character is the captain of the team, the first virtual character has the authority to open the treasure chest, and the player can control the first virtual character to use the excavation skill to open the treasure chest.
[0309] Step 15: Use the marking skill to display the marking point in the scene and on the world map at the same time;
[0310] Optionally, when the mission map is a team map, the mission type is a team treasure hunt type, and when the first virtual character is not the captain of the team, the first virtual character does not have the authority to open the treasure chest, and the player can control the first virtual character to use the marking skill to mark the location of the treasure chest.
[0311] Step 16: The captain goes to the treasure chest location according to the marked point;
[0312] In some embodiments, when the first virtual character does not have the opening authority, after the first virtual character reaches the surrounding area of the treasure material, it marks the location of the treasure material, generates marking information of the location in the virtual world, and generates a treasure material marking point on the world map.
[0313] The location marking information is a marking point in a virtual scene displayed on the first client of the first virtual character. The treasure material marking point is a marking point generated on the world map based on the marking information.
[0314] Optionally, the captain with the opening authority goes to the treasure chest location in the virtual world based on the guidance of the treasure material mark points displayed on the world map. After the captain with the opening authority arrives at the treasure chest location, he uses the excavation skill to open the treasure chest.
[0315] Step 17: Determine whether it is within the specified time;
[0316] Optionally, when the treasure hunt begins, a specified time is set, and the player needs to complete the treasure hunt task within the specified time.
[0317] Step 18: If the treasure chest disappears within the specified time, the treasure hunt ends;
[0318] Step 19: If you open the treasure chest within the specified time;
[0319] Step 20: Determine whether it is a team treasure hunt;
[0320] Step 21: If it is a team treasure hunt, determine whether all teammates are nearby;
[0321] Step 22: If all teammates are not nearby, prompt that teammates are not nearby;
[0322] Step 23: The monster guarding the treasure chest appears;
[0323] Optionally, if it is not a team treasure hunt, the monster guarding the treasure chest is awakened based on the target probability or target probability range; or, if it is a team treasure hunt, all teammates are nearby, and the monster guarding the treasure chest is awakened based on the target probability or target probability range. The monster is a combat virtual character guarding the treasure chest.
[0324] Among them, the target probability is used to indicate the probability of awakening the combat virtual character when the treasure materials are opened, and the target probability range is used to indicate the probability range of awakening the combat virtual character when the treasure materials are opened.
[0325] The target probability range is a probability interval, and the boundary values of the probability interval are the lowest probability of awakening the combat virtual character and the highest probability of awakening the combat virtual character. For example, the probability interval is displayed as "[60%, 100%]", which means that the lowest probability of awakening the combat virtual character is 60%, and the highest probability of awakening the combat virtual character is 100%.
[0326] In some embodiments, the target probability or target probability range is related to at least one of the following triggering factors:
[0327] The type of treasure;
[0328] The type of mission map;
[0329] The level of the first avatar;
[0330] Type of the first avatar;
[0331] The status of the first avatar;
[0332] The level of your teammates’ avatars;
[0333] Type of team avatar;
[0334] The status of teammates’ avatars.
[0335] Step 24: Determine whether the monster is defeated;
[0336] In some embodiments, in response to the opening operation of the treasure chest, the monster is awakened based on the target probability or the target probability range. Optionally, when the task type is a team treasure hunting task, the first virtual character and / or the teammate virtual character are shown fighting with the monster.
[0337] Step 25: After defeating the monster, open the box to get the reward;
[0338] Optionally, when the first virtual character and / or the teammate virtual character defeats the monster, the treasure chest is opened to obtain a reward, that is, the treasure chest is opened to obtain treasure materials.
[0339] Step 26: Determine whether the teleportation pattern appears;
[0340] Optionally, if no teleportation pattern appears, the treasure hunt ends.
[0341] Among them, the teleportation pattern is a type of portal mechanism, which is used to teleport players to the treasure house copy. When the player successfully mines the treasure in the treasure chest, there is a preset probability to open the teleportation pattern. By clicking the teleportation pattern, the entire team can be teleported to the treasure house. Players can enter the treasure house copy to start a new treasure hunt process.
[0342] Step 27: If the teleportation pattern appears, enter the treasure house copy;
[0343] Among them, the treasure house copy refers to a specific copy area that contains a large number of treasures, rewards and challenges. The treasure house copy is usually an independent area isolated from the virtual world. After entering the treasure house copy, the player can only move within the treasure house copy and can exit after completing the tasks or challenges of the treasure house copy.
[0344] Step 28: Open the treasure chest;
[0345] Optionally, after entering the treasure house copy, open the treasure chest in the treasure house copy.
[0346] Step 29: The monster guarding the treasure chest appears;
[0347] Step 30: Determine whether the monster is defeated;
[0348] Step 31: If the monster is not defeated, you will be teleported out of the instance;
[0349] Step 32: If you defeat the monster, you can open the box to get the reward;
[0350] Step 33: Determine whether the door of the treasure house is correctly selected;
[0351] Step 34: Determine whether it is the last level of the treasure house;
[0352] Optionally, the treasure house is layered, and the player needs to go deeper layer by layer. Each layer may have new monsters, challenges and treasures. Each layer needs to defeat specific monsters before entering the next layer of the treasure house. Optionally, if it is the last layer of the treasure house, the treasure hunt ends.
[0353] Step 35: If it is not the last level of the treasure house, go to the next level of the treasure house.
[0354] Optionally, if it is not the last floor of the treasure house, enter the next floor of the treasure house, and determine again whether the next floor is the door of the treasure house, until the treasure hunt is completed.
[0355] Fig.18 The structure block diagram of a display device based on a virtual world provided by an embodiment of the present application is shown. The device has the function of implementing the above-mentioned display method example based on a virtual world, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the first client described above, or it can be set in the first client. Fig.18 As shown, the device may include: a display module 1710 and a receiving module 1720 .
[0356] Display module 1710, used for displaying a first virtual character in the virtual world, wherein the first virtual character holds a mission map, and a target mark point is displayed on the mission map, wherein the target mark point is used for indicating the area range of treasure materials;
[0357] The receiving module 1720 is used to receive a movement operation for the first virtual character, where the movement operation is used to control the first virtual character to move to the area where the treasure is located;
[0358] Display module 1710 is used to control the movement of the first virtual character in response to the movement operation of the first virtual character, and to update and display the location guidance information on the task map in stages according to the movement progress of the first virtual character, wherein the location guidance information is used to guide the first virtual character to the location of the treasure materials.
[0359] In some embodiments, the display module 1710 also includes a display sub-module.
[0360] In an optional example, the display submodule is used to control the movement of the first virtual character in response to the movement operation of the first virtual character, and to update the location guidance information on the task map displayed according to the movement progress of the first virtual character from the display form of the first stage to the display form of the second stage.
[0361] In some embodiments, the display submodule further includes a display unit.
[0362] In an optional example, the location guidance information includes radar information;
[0363] A display unit, configured to display the radar information on the mission map in the first display form when the distance between the first virtual character and the location of the treasure material is greater than a preset distance;
[0364] The display unit is used to display the radar information on the mission map in the second display form when the distance between the first virtual character and the location of the treasure material is less than or equal to the preset distance.
[0365] In an optional example, the first display form and / or the second display form includes at least one of the following: display color of the radar information, display size of the radar information, and change in frequency of induction waves of the radar information.
[0366] In an optional example, the location guidance information includes distance information;
[0367] A display unit, configured to update and display the distance information on the task map in real time with an explicit distance when the distance between the first virtual character and the location of the treasure material is greater than the preset distance;
[0368] A display unit, configured to display the distance information on the task map as an implicit distance when the distance between the first virtual character and the location of the treasure material is less than or equal to the preset distance;
[0369] The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form, and the implicit distance is used to indicate the location of the first virtual character close to the treasure in general text form.
[0370] In an optional example, the display submodule is used to display an opening control in response to the first virtual character reaching the surrounding range of the treasure material;
[0371] The display submodule is used to display the treasure materials around the first virtual character in response to the trigger operation on the opening control.
[0372] In some embodiments, the apparatus further comprises a marking module and a synchronization module.
[0373] In an optional example, the display submodule is used to display a mark control in response to the first virtual character reaching the surrounding range of the treasure material;
[0374] A marking module, used to mark the location of the treasure material, and a synchronization module, used to synchronize the marking information of the location to the teammate virtual character with the opening authority;
[0375] The teammate virtual character and the first virtual character are in the same camp.
[0376] In an optional example, the display submodule is used to display an opening control on the client corresponding to the first virtual character in response to the teammate virtual character reaching the surrounding range of the treasure material;
[0377] The display submodule is used to display the treasure materials around the first virtual character in response to the trigger operation on the opening control.
[0378] In an optional example, the display submodule is used to display the treasure materials around the first virtual character in response to the teammate virtual character reaching the surrounding range of the treasure materials, if a preset display condition is met;
[0379] Among them, the preset display condition is used to indicate that the opening control displayed on the client corresponding to the teammate virtual character is triggered, and the opening control displayed on the client corresponding to the teammate virtual character is triggered and displayed after the teammate virtual character reaches the location of the treasure material based on the marking information.
[0380] In an optional example, the display submodule is used to display prompt information of the treasure materials, and the prompt information is used to prompt the target probability or target probability range of waking up a combat virtual character when opening the treasure materials. The combat virtual character is a virtual character used to guard the treasure materials.
[0381] In some embodiments, the display submodule further includes a wake-up unit, a display unit, and an acquisition unit.
[0382] In an optional example, the awakening unit is used to awaken the combat virtual character based on the target probability or the target probability range in response to the opening operation on the treasure material;
[0383] A display unit, used for displaying the first virtual character and / or the teammate virtual character fighting with the combat virtual character;
[0384] The acquisition unit is used to acquire the treasure materials when the combat virtual character is defeated.
[0385] In an optional example, the target probability or the target probability range is related to at least one of the following triggering factors:
[0386] The type of treasure;
[0387] The type of the mission map;
[0388] the level of the first virtual character;
[0389] The type of the first virtual character;
[0390] The status of the first virtual character;
[0391] The level of the teammate's virtual character;
[0392] The type of the teammate virtual character;
[0393] The status of the teammate's virtual character.
[0394] It should be noted that the specific limitations in the embodiments of one or more display devices based on a virtual world provided above can refer to the limitations of the display method based on a virtual world above, and will not be repeated here. Each module of the above device can be implemented in whole or in part by software, hardware, or a combination thereof. Each module can be embedded in a processor of a computer device in the form of hardware or independent of it, or can be stored in a memory of a computer device in the form of software, so that the processor can call and execute the operations corresponding to each module.
[0395] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0396] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the virtual world-based display method provided by the above-mentioned method embodiments.
[0397] Fig.19The block diagram of the structure of a computer device 1800 provided by an exemplary embodiment of the present application is shown. The computer device 1800 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1800 may also be called a user device, a portable terminal, or other names. Generally, the computer device 1800 includes a processor 1801 and a memory 1802.
[0398] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Program mable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0399] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, which is used to be executed by the processor 1801 to implement the display method based on the virtual world provided in the embodiment of the present application.
[0400] In some embodiments, the computer device 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, the memory 1802 and the peripheral device interface 1803 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1803 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1804, a touch display screen 1805, a camera assembly 1806, an audio circuit 1807 and a power supply 1808.
[0401] The peripheral device interface 1803 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0402] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 1804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a Wi-Fi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1804 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0403] The touch display screen 1805 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 1805. The touch signal may be input to the processor 1801 as a control signal for processing. The touch display screen 1805 is used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 1805 may be one, and the front panel of the computer device 1800 is set; in other embodiments, the touch display screen 1805 may be at least two, which are respectively set on different surfaces of the computer device 1800 or are folded; in some embodiments, the touch display screen 1805 may be a flexible display screen, which is set on the curved surface or folded surface of the computer device 1800. Even, the touch display screen 1805 can also be set as a non-rectangular irregular shape, that is, a special-shaped screen. The touch display screen 1805 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.
[0404] The camera assembly 1806 is used to capture images or videos. Optionally, the camera assembly 1806 includes a front camera and a rear camera. Typically, the front camera is used to realize video calls or selfies, and the rear camera is used to realize the shooting of photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0405] The audio circuit 1807 is used to provide an audio interface between the user and the computer device 1800. The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1801 for processing, or input them into the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1800. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1807 may also include a headphone jack.
[0406] The power supply 1808 is used to power various components in the computer device 1800. The power supply 1808 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0407] In some embodiments, the computer device 1800 further includes one or more sensors 1809 , including but not limited to: an acceleration sensor 1810 , a gyroscope sensor 1811 , a pressure sensor 1812 , an optical sensor 1813 , and a proximity sensor 1814 .
[0408] The acceleration sensor 1810 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 1800. For example, the acceleration sensor 1810 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1801 can control the touch display screen 1805 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used to collect the motion data of the game or the user. The gyroscope sensor 1811 can detect the body direction and rotation angle of the computer device 1800, and the gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the user's 3D action on the computer device 1800. The processor 1801 can implement the following functions based on the data collected by the gyroscope sensor 1811: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0409] The pressure sensor 1812 can be set on the side frame of the computer device 1800 and / or the lower layer of the touch display screen 1805. When the pressure sensor 1812 is set on the side frame of the computer device 1800, it can detect the user's grip signal of the computer device 1800, and perform left and right hand recognition or shortcut operations according to the grip signal. When the pressure sensor 1812 is set on the lower layer of the touch display screen 1805, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1805. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0410] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1805 is reduced. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 according to the ambient light intensity collected by the optical sensor 1813.
[0411] The proximity sensor 1814, also called a distance sensor, is usually arranged on the front of the computer device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from the screen-on state to the screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from the screen-off state to the screen-on state.
[0412] Those skilled in the art will appreciate that the above structure does not limit the computer device 1800 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0413] An embodiment of the present application also provides a computer-readable storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the virtual world-based display method provided by the above-mentioned method embodiments.
[0414] An embodiment of the present application also provides a computer program product, which includes at least one computer program, and the at least one computer program is stored in a computer-readable storage medium; the at least one computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual world-based display method provided by the above-mentioned method embodiments.
[0415] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.
[0416] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0417] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switching, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A display method based on a virtual world, characterized in that: The method comprises: A first virtual character is displayed in the virtual world, the first virtual character holds a mission map, a target mark is displayed on the mission map, and the target mark is used to indicate the area where the treasure is located; receiving a movement operation for the first virtual character, wherein the movement operation is used to control the first virtual character to move to an area where the treasure is located; In response to a movement operation on the first virtual character, the movement of the first virtual character is controlled, and the location guidance information on the task map is updated and displayed in stages following the movement progress of the first virtual character, wherein the location guidance information is used to guide the first virtual character to the location of the treasure.
2. The method according to claim 1, characterized in that The step of controlling the movement of the first virtual character in response to the movement operation of the first virtual character, and updating and displaying the location guidance information on the task map in stages according to the movement progress of the first virtual character, comprises: In response to the movement operation for the first virtual character, the first virtual character is controlled to move, and the position guidance information displayed on the task map following the movement progress of the first virtual character is updated from the display form of the first stage to the display form of the second stage.
3. The method according to claim 2, characterized in that The position guidance information includes radar information; in response to the movement operation of the first virtual character, controlling the movement of the first virtual character, and updating the position guidance information on the task map displayed according to the movement progress of the first virtual character from the first stage display form to the second stage display form, including: When the distance between the first virtual character and the location of the treasure is greater than a preset distance, displaying the radar information on the mission map in the first display form; When the distance between the first virtual character and the location of the treasure material is less than or equal to the preset distance, the radar information on the mission map is displayed in the second display form.
4. The method according to claim 2 or 3, characterized in that: The first display form and / or the second display form includes at least one of the following: display color of the radar information, display size of the radar information, and change in frequency of induction waves of the radar information.
5. The method according to claim 3 or 4, characterized in that: The position guidance information includes distance information; in response to the movement operation of the first virtual character, controlling the movement of the first virtual character, and updating the position guidance information on the task map displayed following the movement progress of the first virtual character from the first stage display form to the second stage display form, including: When the distance between the first virtual character and the location of the treasure is greater than the preset distance, updating and displaying the distance information on the task map in real time with explicit distance; When the distance between the first virtual character and the location of the treasure is less than or equal to the preset distance, displaying the distance information on the task map as an implicit distance; The explicit distance is used to indicate the actual distance between the first virtual character and the location of the treasure in numerical form, and the implicit distance is used to indicate the location of the first virtual character close to the treasure in general text form.
6. The method according to any one of claims 1 to 5, characterized in that: The first virtual character has the permission to open the treasure material, and the method further includes: In response to the first virtual character reaching the surrounding area of the treasure, displaying an opening control; In response to a trigger operation on the opening control, the treasure materials are displayed around the first virtual character.
7. The method according to any one of claims 1 to 5, characterized in that: The first virtual character does not have the permission to open the treasure material, and the method further includes: In response to the first virtual character reaching the surrounding range of the treasure material, displaying a mark control; In response to a trigger operation on the marking control, marking the location of the treasure material, and synchronizing the marking information of the location to a teammate virtual character with the opening authority; The teammate virtual character and the first virtual character are in the same camp.
8. The method according to claim 7, characterized in that The method further comprises: In response to the teammate virtual character arriving at the surrounding area of the treasure, displaying an opening control on the client corresponding to the first virtual character; In response to a trigger operation on the opening control, displaying the treasure materials around the first virtual character; or, In response to the teammate virtual character arriving at the surrounding area of the treasure materials, the treasure materials are displayed around the first virtual character if a preset display condition is met; Among them, the preset display condition is used to indicate that the opening control displayed on the client corresponding to the teammate virtual character is triggered, and the opening control displayed on the client corresponding to the teammate virtual character is triggered and displayed after the teammate virtual character reaches the location of the treasure material based on the marking information.
9. The method according to claim 6 or 8, characterized in that: The method further comprises: The prompt information of the treasure material is displayed, and the prompt information is used to prompt the target probability or target probability range of waking up the combat virtual character when opening the treasure material. The combat virtual character is a virtual character used to guard the treasure material.
10. The method according to claim 9, characterized in that The method further comprises: In response to the opening operation on the treasure material, waking up the combat virtual character based on the target probability or the target probability range; Displaying the first virtual character and / or the teammate virtual character fighting with the combat virtual character; When the combat virtual character is defeated, the treasure materials are obtained.
11. The method according to claim 9 or 10, characterized in that: The target probability or the target probability range is related to at least one of the following triggering factors: The type of treasure; The type of the mission map; the level of the first virtual character; The type of the first virtual character; The status of the first virtual character; The level of the teammate's virtual character; The type of the teammate virtual character; The status of the teammate's virtual character.
12. A display device based on a virtual world, characterized in that: The device comprises: A display module, used for displaying a first virtual character in the virtual world, wherein the first virtual character holds a mission map, and a target mark point is displayed on the mission map, wherein the target mark point is used for indicating the area where the treasure materials are located; A receiving module, used for receiving a movement operation for the first virtual character, wherein the movement operation is used for controlling the first virtual character to move to an area where the treasure is located; The display module is used to control the movement of the first virtual character in response to the movement operation of the first virtual character, and to update and display the location guidance information on the task map in stages according to the movement progress of the first virtual character, wherein the location guidance information is used to guide the first virtual character to the location of the treasure materials.
13. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the display method based on a virtual world as described in any one of claims 1 to 11.
14. A computer storage medium, characterized in that: At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the display method based on the virtual world as described in any one of claims 1 to 11.
15. A computer program product, characterized in that The computer program product comprises a computer program, which is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual world-based display method as described in any one of claims 1 to 11.
Citation Information
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