Control method, device and electronic device in game
By introducing relative distance sensing mechanisms and preset scene effects in open-world games, players are gradually guided away from the boundaries of the game scene, solving the problems of insufficient immersion and interruption of game experience in the existing technology, and achieving a more natural and high-quality gaming experience.
Patent Information
- Application Number
- CN202411564377.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-04
- Publication Date
- 2025-04-04
AI Technical Summary
In open world games, existing technology is difficult to guide players naturally away from the boundaries of the game scene in broad horizon scenes such as ocean maps, resulting in insufficient immersion and interruption of the game experience.
By introducing a relative distance sensing mechanism in the game scene, preset scene effects are generated to increase movement difficulty, and the intensity of the scene effect is adjusted according to the relative distance changes. Finally, when specific conditions are met, the virtual object is transmitted to the specified position, and the player is gradually guided away from the boundary.
It realizes that players are naturally guided away from the boundaries in scenes such as ocean maps, enhances the immersion and experience quality of the game, and avoids stiff boundary restrictions and interruptions.
Smart Images

Figure CN119746411A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a control method, device and electronic device in a game. Background Art
[0002] In open world games, players can control virtual characters to explore in a relatively large game map. However, game maps usually have boundaries, and virtual characters cannot break through the map boundaries to explore. In order to make players feel the map boundaries during the game, air walls and other methods can be used to prohibit passage, or a countdown icon can pop up after the player controls the virtual character to exceed the boundary area, and the virtual character will be teleported back to the game map after the countdown ends. However, both of the above methods lack immersion and are easy to interrupt the player's gaming experience. The map boundary can also be set as "terrain that the character cannot cross", such as cliffs, mountains, etc., to limit the player's exploration range. However, in some game scenes, such as ocean maps, there are mostly broad horizons, and it is difficult to reflect the boundaries through terrain settings. Summary of the invention
[0003] In view of this, the purpose of the present disclosure is to provide a control method, device and electronic device in a game, so as to gradually guide the player away from the boundary of the game scene, so that the player is always immersed in the game scene, and improve the player's gaming experience.
[0004] In a first aspect, an embodiment of the present disclosure provides a control method in a game, providing a graphical user interface through a terminal device; the graphical user interface displays at least part of a game scene; the game scene includes a controlled virtual object and a game scene boundary; the method includes: in response to a movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the game scene; determining the relative distance between the controlled virtual object and the game scene boundary; in response to the relative distance satisfying a first preset condition, generating a preset scene effect in the game scene; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the direction of the game scene boundary; according to the change of the relative distance, controlling the adjustment of the effect strength of the preset scene effect; in response to the relative distance satisfying a second preset condition, controlling the controlled virtual object to be transmitted to a specified scene position in the game scene. In a second aspect, an embodiment of the present disclosure provides a control device in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays at least part of a game scene; the game scene includes a controlled virtual object and a game scene boundary; the device includes: a movement control module, which is used to control the controlled virtual object to move in the game scene in response to a movement control operation on the controlled virtual object; a relative distance determination module, which is used to determine the relative distance between the controlled virtual object and the game scene boundary; a scene effect generation module, which is used to generate a preset scene effect in the game scene in response to the relative distance satisfying a first preset condition; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the direction of the game scene boundary; an effect intensity adjustment module, which is used to control and adjust the effect intensity of the preset scene effect based on the change of the relative distance; a virtual object transmission module, which is used to control the transmission of the controlled virtual object to a specified scene position in the game scene in response to the relative distance satisfying a second preset condition.
[0005] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method in the above-mentioned game.
[0006] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the above-mentioned game.
[0007] The embodiments of the present invention bring the following beneficial effects:
[0008] The control method, device and electronic device in the above-mentioned game control, in response to the movement control operation for the controlled virtual object, control the controlled virtual object to move in the game scene; determine the relative distance between the controlled virtual object and the boundary of the game scene; in response to the relative distance satisfying the first preset condition, generate a preset scene effect in the game scene; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary of the game scene; according to the change of the relative distance, control the adjustment of the effect intensity of the preset scene effect; in response to the relative distance satisfying the second preset condition, control the controlled virtual object to be transmitted to the designated scene position in the game scene. This method gradually guides the player away from the boundary of the game scene, so that the player is always immersed in the game scene, and improves the player's gaming experience.
[0009] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0010] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0012] Figure 1 A flowchart of a control method in a game provided by an embodiment of the present disclosure;
[0013] Figure 2 A schematic diagram of a boundary area division of a game scene provided by an embodiment of the present disclosure;
[0014] Figure 3 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0015] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0016] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0017] Figure 6A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0018] Figure 7 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0019] Figure 8 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0020] Fig. 9 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0021] Fig.10 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0022] Fig.11 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0023] Fig.12 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0024] Fig.13 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0025] Fig.14 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
[0026] Fig.15 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present disclosure;
[0027] Fig.16 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0029] Currently, in 3A open world games, map boundaries are often set as "terrain that characters cannot cross", such as setting cliffs, mountains and other scene elements at the map boundaries to limit the player's exploration range. In related technologies, there are two ways to handle map boundaries:
[0030] 1. Use blunt methods such as air walls to block traffic. This method lacks immersion.
[0031] 2. After exceeding the boundary area, a UI countdown pops up, and the player is teleported back after the countdown ends. This solution also lacks immersion.
[0032] Although setting up obstacle scene elements is a more natural way, in ocean maps, boundaries cannot be reflected through the scene.
[0033] Based on this, the embodiments of the present disclosure provide a control method, device, and electronic device in a game. This technology can be applied to scenarios where a virtual character is required to automatically perform game behaviors.
[0034] The control method in the game in one embodiment of the present invention can be run on a local terminal device or a server. When the control method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0035] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0036] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0037] See also Figure 1 First, a control method in a game provided by an embodiment of the present invention is introduced. A graphical user interface is provided through a terminal device; the graphical user interface displays at least part of a game scene. The game scene includes a controlled virtual object and a game scene boundary. The game scene boundary is usually pre-set, and in some cases it can also change with the game behavior of the controlled virtual object.
[0038] The game scene where the controlled virtual object is located is usually large. The game scene can simulate a variety of terrains, such as plains, hills, oceans, deserts, etc. The area adjacent to the boundary of the game scene usually simulates the ocean, desert, and can also simulate the sky, etc. These infinitely extended areas are usually difficult to set scene elements such as cliffs and mountains. The method includes the following steps:
[0039] Step S102 , in response to a movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the game scene.
[0040] Players can usually control the movement of controlled virtual objects in the game scene through movement control operations. The movement control operation can be a touch operation implemented through a touch screen, or an operation implemented through a mouse or keyboard, which is not limited here. Players can usually control the movement direction of the controlled virtual object, and in some cases, they can also control the movement speed of the controlled virtual object.
[0041] Players can usually control the controlled virtual objects to perform a variety of movement behaviors, such as walking, running, flying, swimming, etc., which are related to the terrain simulated by the game scene and are not restricted here.
[0042] Step S104, determining the relative distance between the controlled virtual object and the boundary of the game scene.
[0043] The boundary of the game scene can usually be regarded as a closed curve. The relative distance between the controlled virtual object and the boundary of the game scene can be represented by the minimum distance from the current position of the controlled virtual object in the game scene to the closed curve corresponding to the boundary of the game scene. It is also possible to determine the distance between the position in the boundary of the game scene pointed to by the moving direction of the controlled virtual object and the controlled virtual object as the relative distance between the controlled virtual object and the boundary of the game scene based on the moving direction of the controlled virtual object. It can be set specifically according to the needs and is not limited here.
[0044] Step S106, in response to the relative distance satisfying the first preset condition, generating a preset scene effect in the game scene; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary direction of the game scene.
[0045] The first preset condition mentioned above usually defines that the relative distance reaches a certain distance threshold, under which the controlled virtual object is close to the boundary of the game scene. When the relative distance satisfies the first preset condition, a preset scene effect can be generated in the game scene. The preset scene effect can be generated in the entire game scene, or in a part of the game scene close to the boundary of the game scene. When the player controls the controlled virtual object to move toward the boundary of the game scene, the scene effect can be seen in the field of view of the controlled virtual object, that is, the scene effect is displayed on the graphical user interface.
[0046] The above-mentioned preset scene effects may be one or more. The preset scene effect needs to increase the difficulty of the controlled virtual object moving toward the boundary of the game scene. A dim environment can increase the fear of the player, and a scene effect that can reduce the visibility of the game scene can be generated. Such as fog effects, dark cloud effects, etc. It is also possible to generate a tornado effect, thunder and lightning effects, meteorite falling effects, etc., making it difficult for the controlled virtual object to continue moving forward. It can be set specifically according to needs and is not limited here.
[0047] While generating the scene effects, prompt information can also be displayed on the graphical user interface, such as "dangerous area ahead, do not enter", etc. This is a more direct way to remind players that the area cannot be explored.
[0048] Step S104, controlling and adjusting the effect intensity of the preset scene effect according to the change of the relative distance.
[0049] If the player continues to control the controlled virtual object to move closer to the boundary of the game scene, the relative distance will decrease, and the effect strength of the preset scene effect needs to be adjusted. For example, when the scene effect includes a fog effect, the fog can be made deeper and darker; when the scene effect includes a meteorite falling effect, the number of meteorites can be increased, the frequency of falling can be increased, and the size of meteorites can be larger.
[0050] These scene effects can also be applied to the controlled virtual objects, such as the controlled virtual objects being hit by falling meteorites, the controlled virtual objects having difficulty breathing in the fog, etc. This further allows the players to realize that the area is unexplorable and they need to return by the original route.
[0051] Step S106, in response to the relative distance satisfying the second preset condition, controlling the controlled virtual object to be transmitted to a designated scene position in the game scene.
[0052] When the controlled virtual object approaches the preset game scene boundary further and the relative distance is less than another distance threshold, it is necessary to control the controlled virtual object to be transmitted to the specified scene position in the game scene. The distance threshold corresponding to the second preset condition needs to be less than the distance threshold corresponding to the first preset condition. The specified scene position is usually far away from the boundary of the game scene.
[0053] When the relative distance meets the second preset condition, scene effects such as whirlpools and black holes can also be displayed in the scene, allowing players to have a gaming experience of the controlled object being swallowed or transferred by the whirlpool or black hole, thereby naturally teleporting the controlled virtual object to the designated scene location.
[0054] The control method in the above-mentioned game controls the controlled virtual object to move in the game scene in response to the movement control operation for the controlled virtual object; determines the relative distance between the controlled virtual object and the boundary of the game scene; generates a preset scene effect in the game scene in response to the relative distance satisfying the first preset condition; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary of the game scene; controls the adjustment of the effect intensity of the preset scene effect according to the change of the relative distance; controls the transmission of the controlled virtual object to the designated scene position in the game scene in response to the relative distance satisfying the second preset condition. This method gradually guides the player away from the boundary of the game scene, so that the player is always immersed in the game scene, and improves the player's gaming experience.
[0055] The following embodiment provides a specific method for generating a preset scene effect in a game scene in response to a relative distance satisfying a first preset condition.
[0056] The first preset condition may be: the relative distance is less than or equal to the preset first distance threshold. In response to the relative distance being equal to the preset first distance threshold, a preset scene effect may be generated in the first area of the game scene. In a specific implementation, the distance between the area position in the first area and the boundary of the game scene is less than or equal to the preset second distance threshold, wherein the second distance threshold is less than the first distance threshold. In this way, the preset scene effect may be displayed in front of the location of the controlled virtual object to warn the player not to move forward. The game scene may also include non-player characters. The non-player characters and the controlled virtual objects move with the virtual vehicle. For example, the non-player characters and the controlled virtual objects take a virtual ship to the sea together, or take a virtual spaceship to the space, etc., which may be set according to the requirements and are not limited here. The non-player characters may be one or more. The player may usually control the controlled virtual object to manipulate the moving direction and speed of the virtual vehicle. The controlled virtual object entering the first area is actually the virtual vehicle entering the first area. In response to the relative distance satisfying the first preset condition, a preset scene effect is generated, and the non-player characters are controlled to generate a first prompt message; the first prompt message is used to remind the player to move in a direction away from the boundary of the game scene. The first prompt message can be displayed in the form of a language generated by the non-player character, which can be a bubble text or a voice, and is not limited here. When there are multiple non-player characters, the first prompt message can also be generated in the form of a dialogue. In this case, the first prompt message includes multiple messages.
[0057] At the same time, the virtual vehicle can also be controlled to be in a specified state. In the specified state, the speed of the virtual vehicle decreases, which is different from the actual operation speed of the controlled virtual object, or different from the normal speed of the virtual vehicle. In the specified state, the virtual vehicle can also shake, or the speed decreases and shakes at the same time. The shaking of the virtual vehicle can also cause the shaking of non-player characters and controlled virtual objects. At the same time, the non-player characters can be controlled to produce expressions, actions, etc. that indicate a panic state. The specific settings can be made according to needs and are not limited here.
[0058] If the player controls the controlled virtual object to operate the virtual vehicle to move in the opposite direction, that is, the controlled virtual object controls the virtual vehicle to move in a direction away from the boundary of the game scene, the non-player character can be controlled to generate a second prompt message. The second prompt message is used to encourage the control behavior of the controlled virtual object. For example, the second prompt message can be: "Finally safe, thank you Captain!" Similar to the first prompt message, the second prompt message can be generated in the form of text or voice, and when there are multiple non-player characters, it can also be generated in the form of dialogue.
[0059] The following embodiment provides a specific method for controlling and adjusting the effect intensity of a preset scene effect according to a change in relative distance.
[0060] When the player continues to control the controlled virtual object to move toward the boundary of the game scene, the relative distance between the controlled virtual object and the boundary of the game scene will decrease, and at this time, the effect strength of the preset scene effect needs to be controlled to be enhanced. If the player controls the controlled virtual object to retreat or change the moving direction so that the controlled virtual object is far away from the boundary of the game scene, the relative distance between the controlled virtual object and the boundary of the game scene increases, and the effect strength of the preset scene effect needs to be controlled to be weakened.
[0061] When the scene area adjacent to the boundary of the game scene in the game scene includes a virtual ocean area, the preset scene effect may include a fog effect. In specific implementation, when adjusting the effect intensity of the scene effect, the fog concentration of the fog effect can be controlled and adjusted.
[0062] When the scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual space area, the preset scene effect may include a meteorite falling effect. In a specific implementation, when adjusting the effect intensity of the scene effect, the meteorite density of the meteorite falling effect may be controlled and adjusted.
[0063] The following embodiment provides a specific method for controlling the transmission of a controlled virtual object to a designated scene location in a game scene in response to a relative distance satisfying a second preset condition.
[0064] When the relative distance meets the second preset condition, a progress bar indicator can be displayed on the graphical user interface; the progress shown by the progress bar indicator increases as the length of time that the controlled virtual object meets the second preset condition increases. In response to the progress indicated by the progress bar indicator reaching a specified progress, the controlled virtual object can be controlled to be transferred to a specified scene position in the game scene.
[0065] The present disclosure also provides another control method in a game. Figure 1 The method is implemented based on the method shown. The method aims to solve the following technical problems:
[0066] (1) Poor game immersion: When map boundary feedback only appears when the player touches it, abrupt edge restrictions, such as invisible walls or direct prohibition of players from moving forward, can easily destroy the immersion experience and make players feel unnatural.
[0067] (2) Lack of guidance: There is no natural transition or guidance when approaching the edge, and the player does not understand why he cannot move forward.
[0068] (3) The sea environment is different from the land environment: On land, cliffs or mountains can be used as unexplorable areas, while ocean maps are mostly vast horizons. Directly setting restrictions will reduce the experience.
[0069] This method takes the area adjacent to the boundary of the game scene as an example of the sea area, and uses a virtual ship as a virtual vehicle. When the virtual ship sails to the sea area boundary, a natural and smooth information prompt is generated. The core of this method is to divide the sea area boundary into multiple circular areas, each area uses a different prompt method, and the dividing line between the areas is used as the trigger point line for the change of the prompt method. The player is guided back to the main sea area for exploration, and a progressive processing method of weak guidance → strong prompt → forced pull back is adopted.
[0070] This method mainly includes the following guidance methods:
[0071] 1. Weak guidance: The conversations of other crew members can be conveyed through bubbles, subtitles, etc.
[0072] 2. Weak to strong: scene effects, such as fog and lightning, from weak to strong.
[0073] 3. Strong prompt: screen post-processing effect, designed in combination with the game's world view.
[0074] In specific implementation, the sea area boundary can be divided into three prompt areas (weak guidance area, strong prompt area and compulsory repatriation area) based on the prompt intensity, including five types of boundary prompts, namely fog boundary line, weak guidance area, fault boundary line, strong prompt area and compulsory repatriation area.
[0075] Boundaries and regions mainly include the following:
[0076] 1. Fog Boundary
[0077] The fog boundary line (2km from the map boundary) is the dividing line between the free navigation area and the weak guidance area. It is both the starting point and the end point of the sea boundary prompt. When the bow of the ship touches the fog boundary line from the free navigation area side and sails along it, the bubble dialog box above the crew's head will prompt the player: "There is heavy fog ahead. It is recommended that the captain turn around." Guide the player back to the main sea area. In terms of performance, fog appears ahead to block the sea area and presents a clear boundary, allowing the player to perceive that the front is the boundary and should not continue to move forward. Figure 5 shown.
[0078] When the ship returns to the free navigation area from the weak guidance area, the fog boundary line is used as the end point of the sea boundary prompt, and the bubble dialog box above the crew's head will pop up "We finally found our way back in the fog", giving players positive feedback, such as Figure 4 shown.
[0079] 2. Weak boot area
[0080] As the ship gets closer to the border of the map, the fog gradually thickens, and an uneasy atmosphere permeates the ship, making the player feel "I should leave here quickly." In terms of performance, the visibility of the ship gradually decreases as it sails in the thick fog. Figure 5 At the same time, the bubbles above the crew's heads will remind the captain to return to the main sea area. Use bubble conversations between crew members to express concerns and create an uneasy atmosphere, such as Figure 6 shown.
[0081] 3. Fault boundary line
[0082] The fault boundary line (1km from the map boundary) is the dividing line between the weak guidance area and the strong prompt area. It is both the starting point and the end point of the strong prompt of the fault style. When the fault boundary line is touched multiple times, the effect will only be triggered for the first time. The crew will be very surprised when they see the fault effect for the first time. Figure 7 As shown. The sea is covered with black fog, with lightning and thunder from time to time, making the player feel the breath of danger.
[0083] The starting point for triggering a strong glitch style prompt: a glitch flicker occurs on the screen. The reason why the glitch flicker is triggered here is combined with the world view packaging of the game.
[0084] Then a surprise bubble popped up above the crew's head (the prompt intensity was higher than the weak guide area information prompt) Figure 8 As shown, this paves the way for subsequent strong fault style prompts.
[0085] The starting point of the strong glitch-style prompt is the crew encouraging "well done, keep going", giving the player positive feedback such as Fig. 9 shown.
[0086] 4. Strong reminder area
[0087] In the strong prompt area (less than 1km from the map border and greater than 0.1km), the ship sails along the fault prompt area. The closer to the map border, the thicker the fog. The more fault effects on the interface, the more players feel that "the world will collapse if you go forward". The manifestation is: the ship sails in the thick fog, the thicker the fog, the lower the visibility, some interference fringes appear on the edge of the interface, and the screen flickers from time to time. The frequency increases as you go further out. Fig.10 As shown. The BGM begins to have intermittent signal noise. The dialog box adopts a glitch style design, and the game narrative is assisted by the combination of scenes and UI. Fig.11 shown.
[0088] 5. Special reminder area
[0089] Special Prompt Area When the ship passes through a deliberately designed scene, a special situation prompt will be triggered, such as: the crew makes a "wow" sound, and a prompt bubble pops up above the crew's head to remind the player to pay attention. Performance method: In 10% of the area, place some deliberately designed bug-like performances that will not be regarded as bugs by players, such as holes in the sky, mosaics, or abnormal weather phenomena. These artistic performances should convey dangerous hints and avoid leading players to check. A surprised tone pops up above the crew's head (the prompt intensity is higher than the information prompt in the strong prompt area) to attract players to check. Fig.12 .
[0090] 6. Forced repatriation area
[0091] The mandatory repatriation zone (0.1km from the map border) is the thickest foggy area, with visibility almost zero and brightness decreasing continuously. When the brightness drops and triggers the border, you enter the mandatory repatriation zone, which directly triggers a black screen for several seconds, and transmits the position of the ship out of the fog. The display is: the screen turns black instantly, simulating the effect of a sudden power outage, and then a loading progress bar and a text prompt "Signal restarting" appear. Fig.13 During the progress loading process, the signal is unstable and flickers as shown below. Fig.14 .
[0092] This method has the following advantages:
[0093] 1 Enhanced immersion: a. When a ship sails to the border of the sea area, the player will be prompted "approaching the map border" through NPC dialogue to avoid interruptions during free navigation; b. The information prompt method is divided into 3 areas and 6 types of prompts according to the distance from the map border, which is gradual and natural, giving players a smooth information experience
[0094] 2. Surprise experience: When players pass through the special performance of the sea boundary scene, the interface prompts remind players, and the narrative UI is used to assist in the communication of the underlying world view of the game, so that players who "accidentally" discover it will be surprised and shocked, and have endless aftertaste. In addition, the open world map has some extension space, and the introduction of dialogue elements can provide players with Easter egg achievements or event previews, and stimulate the desire to explore different sea boundaries, enhancing the narrative effect.
[0095] 3. Consistent experience: Most ocean maps have a broad horizon, and directly setting restrictions will reduce the gaming experience. Therefore, NPCs are used as the main body of information prompts, and their design specifications are unified with the NPC interaction framework in the game to maintain consistent cognition among players in the game.
[0096] This method achieves a natural and smooth way of handling sea boundaries through a combination of exquisite art, interface vision and sound effects. It realizes a design that fits the world view and provides players with natural and smooth information prompts when the ship sails to the sea boundary. It realizes a progressive solution to guide players back to the main sea area for exploration, using a weak guidance → strong prompt → forced pullback processing method. It realizes a comprehensive trigger mechanism to make the sea boundary highly expressive and provide a coherent user experience.
[0097] For the above method embodiments, see Fig.15 A control device in a game is shown, which provides a graphical user interface through a terminal device; the graphical user interface displays at least part of a game scene; the game scene includes a controlled virtual object and a game scene boundary; the device includes:
[0098] The movement control module 1502 is used to control the controlled virtual object to move in the game scene in response to the movement control operation on the controlled virtual object;
[0099] A relative distance determination module 1504, for determining the relative distance between the controlled virtual object and the boundary of the game scene;
[0100] A scene effect generation module 1506, configured to generate a preset scene effect in the game scene in response to the relative distance satisfying the first preset condition; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary direction of the game scene;
[0101] The effect intensity adjustment module 1508 is used to control and adjust the effect intensity of the preset scene effect according to the change of the relative distance;
[0102] The virtual object transmission module 1510 is used to control the transmission of the controlled virtual object to a designated scene position in the game scene in response to the relative distance satisfying the second preset condition.
[0103] The control device in the above-mentioned game controls the controlled virtual object to move in the game scene in response to the movement control operation for the controlled virtual object; determines the relative distance between the controlled virtual object and the boundary of the game scene; generates a preset scene effect in the game scene in response to the relative distance satisfying the first preset condition; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary of the game scene; controls the adjustment of the effect intensity of the preset scene effect according to the change of the relative distance; controls the transmission of the controlled virtual object to the designated scene position in the game scene in response to the relative distance satisfying the second preset condition. This method gradually guides the player away from the boundary of the game scene, so that the player is always immersed in the game scene, and improves the player's gaming experience.
[0104] The above-mentioned first preset condition includes: the relative distance is less than or equal to the preset first distance threshold; the scene effect generation module is also used to: in response to the relative distance being equal to the preset first distance threshold, generate a preset scene effect in the first area in the game scene; the distance between the area position in the first area and the boundary of the game scene is less than or equal to the preset second distance threshold; the second distance threshold is less than the first distance threshold.
[0105] The above-mentioned effect intensity adjustment module is also used for: in response to the relative distance increasing, controlling to weaken the effect intensity of the preset scene effect; in response to the relative distance decreasing, controlling to strengthen the effect intensity of the preset scene effect.
[0106] The scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual ocean area; the preset scene effect includes a fog effect; the above-mentioned effect intensity adjustment module is also used to: control and adjust the fog concentration of the fog effect.
[0107] The scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual space area; the preset scene effect includes a meteorite falling effect; the above-mentioned effect intensity adjustment module is also used to: control and adjust the meteorite density of the meteorite falling effect.
[0108] The above-mentioned game scene also includes non-player characters; the non-player characters and the controlled virtual objects follow the movement of the virtual vehicle; the movement control module is also used to: respond to the movement control operation of the virtual vehicle, control the non-player characters and the controlled virtual objects to follow the movement of the virtual vehicle; in response to the relative distance satisfying the first preset condition, the step of generating a preset scene effect in the game scene includes: in response to the relative distance satisfying the first preset condition, generating a preset scene effect, controlling the non-player characters to generate a first prompt message; the first prompt message is used to remind to move in a direction away from the boundary of the game scene.
[0109] The above-mentioned device also includes: a vehicle control module, which is used to control the virtual vehicle to be in a specified state in response to the relative distance satisfying the first preset condition; in the specified state, the driving speed of the virtual vehicle decreases, and\or, or the virtual vehicle shakes.
[0110] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method in the above game, for example:
[0111] In response to a movement control operation on a controlled virtual object, the controlled virtual object is controlled to move in a game scene; the relative distance between the controlled virtual object and the boundary of the game scene is determined; in response to the relative distance satisfying a first preset condition, a preset scene effect is generated in the game scene; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary of the game scene; according to the change of the relative distance, the effect intensity of the preset scene effect is controlled to be adjusted; in response to the relative distance satisfying a second preset condition, the controlled virtual object is controlled to be transmitted to a specified scene position in the game scene.
[0112] The above method gradually guides the player away from the boundary of the game scene, so that the player is always immersed in the game scene, thereby improving the player's gaming experience.
[0113] Optionally, the above-mentioned first preset condition includes: the relative distance is less than or equal to a preset first distance threshold; in response to the relative distance satisfying the first preset condition, the step of generating a preset scene effect in the game scene includes: in response to the relative distance being equal to the preset first distance threshold, generating a preset scene effect in the first area in the game scene; the distance between the area position in the first area and the boundary of the game scene is less than or equal to a preset second distance threshold; the second distance threshold is less than the first distance threshold.
[0114] Optionally, the above-mentioned step of controlling and adjusting the effect intensity of the preset scene effect according to the change of the relative distance includes: in response to an increase in the relative distance, controlling to weaken the effect intensity of the preset scene effect; in response to a decrease in the relative distance, controlling to enhance the effect intensity of the preset scene effect.
[0115] Optionally, the scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual ocean area; the preset scene effect includes a fog effect; the step of controlling and adjusting the effect intensity of the preset scene effect includes: controlling and adjusting the fog concentration of the fog effect.
[0116] Optionally, the scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual space area; the preset scene effect includes a meteorite falling effect; the step of controlling and adjusting the effect intensity of the preset scene effect includes: controlling and adjusting the meteorite density of the meteorite falling effect.
[0117] Optionally, the game scene also includes non-player characters; the non-player characters and the controlled virtual objects follow the movement of the virtual vehicle; in response to the movement control operation on the controlled virtual object, the step of controlling the controlled virtual object to move in the game scene includes: in response to the movement control operation on the virtual vehicle, controlling the non-player characters and the controlled virtual objects to follow the movement of the virtual vehicle; in response to the relative distance satisfying a first preset condition, the step of generating a preset scene effect in the game scene includes: in response to the relative distance satisfying the first preset condition, generating the preset scene effect, and controlling the non-player character to generate a first prompt message; the first prompt message is used to remind to move in a direction away from the boundary of the game scene.
[0118] Optionally, the method further comprises: in response to the relative distance satisfying the first preset condition, controlling the virtual vehicle to be in a specified state; in the specified state, the virtual vehicle's driving speed decreases, and / or, or the virtual vehicle shakes. Fig.16 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the control method in the above game.
[0119] Further, Fig.16 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0120] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.16 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0121] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0122] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the above game.
[0123] The embodiments of the present disclosure provide a control method, device, and electronic device in a game, including a computer-readable storage medium storing program codes, wherein the program codes include instructions that can be used to execute the methods described in the foregoing method embodiments, for example:
[0124] In response to a movement control operation on a controlled virtual object, the controlled virtual object is controlled to move in a game scene; the relative distance between the controlled virtual object and the boundary of the game scene is determined; in response to the relative distance satisfying a first preset condition, a preset scene effect is generated in the game scene; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary of the game scene; according to the change of the relative distance, the effect intensity of the preset scene effect is controlled to be adjusted; in response to the relative distance satisfying a second preset condition, the controlled virtual object is controlled to be transmitted to a specified scene position in the game scene.
[0125] The above method gradually guides the player away from the boundary of the game scene, so that the player is always immersed in the game scene, thereby improving the player's gaming experience.
[0126] Optionally, the above-mentioned first preset condition includes: the relative distance is less than or equal to a preset first distance threshold; in response to the relative distance satisfying the first preset condition, the step of generating a preset scene effect in the game scene includes: in response to the relative distance being equal to the preset first distance threshold, generating a preset scene effect in the first area in the game scene; the distance between the area position in the first area and the boundary of the game scene is less than or equal to a preset second distance threshold; the second distance threshold is less than the first distance threshold.
[0127] Optionally, the above-mentioned step of controlling and adjusting the effect intensity of the preset scene effect according to the change of the relative distance includes: in response to an increase in the relative distance, controlling to weaken the effect intensity of the preset scene effect; in response to a decrease in the relative distance, controlling to enhance the effect intensity of the preset scene effect.
[0128] Optionally, the scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual ocean area; the preset scene effect includes a fog effect; the step of controlling and adjusting the effect intensity of the preset scene effect includes: controlling and adjusting the fog concentration of the fog effect.
[0129] Optionally, the scene area adjacent to the boundary of the game scene in the above-mentioned game scene includes a virtual space area; the preset scene effect includes a meteorite falling effect; the step of controlling and adjusting the effect intensity of the preset scene effect includes: controlling and adjusting the meteorite density of the meteorite falling effect.
[0130] Optionally, the game scene also includes non-player characters; the non-player characters and the controlled virtual objects follow the movement of the virtual vehicle; in response to the movement control operation on the controlled virtual object, the step of controlling the controlled virtual object to move in the game scene includes: in response to the movement control operation on the virtual vehicle, controlling the non-player characters and the controlled virtual objects to follow the movement of the virtual vehicle; in response to the relative distance satisfying a first preset condition, the step of generating a preset scene effect in the game scene includes: in response to the relative distance satisfying the first preset condition, generating the preset scene effect, and controlling the non-player character to generate a first prompt message; the first prompt message is used to remind to move in a direction away from the boundary of the game scene.
[0131] Optionally, the above method also includes: in response to the relative distance satisfying a first preset condition, controlling the virtual vehicle to be in a specified state; in the specified state, the driving speed of the virtual vehicle decreases, and\or, or the virtual vehicle shakes.
[0132] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0133] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0134] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.
[0135] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0136] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A control method in a game, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays at least a portion of the game scene; The game scene includes a controlled virtual object and a game scene boundary; the method includes: In response to a movement control operation on the controlled virtual object, controlling the controlled virtual object to move in the game scene; Determining the relative distance between the controlled virtual object and the boundary of the game scene; In response to the relative distance satisfying a first preset condition, generating a preset scene effect in the game scene; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary direction of the game scene; According to the change of the relative distance, controlling and adjusting the effect intensity of the preset scene effect; In response to the relative distance satisfying a second preset condition, the controlled virtual object is controlled to be transmitted to a designated scene position in the game scene.
2. The method according to claim 1, characterized in that The first preset condition includes: the relative distance is less than or equal to a preset first distance threshold; In response to the relative distance satisfying a first preset condition, generating a preset scene effect in the game scene In response to the relative distance satisfying a first preset condition, the step of generating a preset scene effect in the game scene comprises: In response to the relative distance being equal to a preset first distance threshold, a preset scene effect is generated in a first area in the game scene; the distance between the area position in the first area and the boundary of the game scene is less than or equal to a preset second distance threshold; the second distance threshold is less than the first distance threshold.
3. The method according to claim 1, characterized in that The step of controlling and adjusting the effect intensity of the preset scene effect according to the change of the relative distance comprises: In response to the relative distance increasing, controlling to weaken the effect intensity of the preset scene effect; In response to the relative distance decreasing, the intensity of the effect of the preset scene effect is enhanced by controlling.
4. The method according to claim 1, characterized in that The scene area in the game scene adjacent to the boundary of the game scene includes a virtual ocean area; the preset scene effect includes a fog effect; The step of controlling and adjusting the effect intensity of the preset scene effect comprises: Controls that adjust the fog density of said fog effect.
5. The method according to claim 1, characterized in that The scene area in the game scene adjacent to the boundary of the game scene includes a virtual space area; the preset scene effect includes a meteorite falling effect; The step of controlling and adjusting the effect intensity of the preset scene effect comprises: Controls the density of meteorites that adjust the meteorite fall effect.
6. The method according to claim 1, characterized in that The game scene also includes non-player characters; the non-player characters and the controlled virtual objects move with the virtual vehicle; In response to a movement control operation on the controlled virtual object, the step of controlling the controlled virtual object to move in the game scene comprises: In response to a movement control operation for the virtual vehicle, controlling the non-player character and the controlled virtual object to follow the movement of the virtual vehicle; In response to the relative distance satisfying a first preset condition, the step of generating a preset scene effect in the game scene comprises: In response to the relative distance satisfying a first preset condition, a preset scene effect is generated, and the non-player character is controlled to generate a first prompt message; the first prompt message is used to remind the player to move in a direction away from the boundary of the game scene.
7. The method according to claim 6, characterized in that The method further comprises: In response to the relative distance satisfying a first preset condition, the virtual vehicle is controlled to be in a specified state; in the specified state, the driving speed of the virtual vehicle decreases, and\or, or the virtual vehicle shakes.
8. A control device in a game, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays at least a portion of the game scene; The game scene includes a controlled virtual object and a game scene boundary; the device includes: A movement control module, configured to control the controlled virtual object to move in the game scene in response to a movement control operation on the controlled virtual object; A relative distance determination module, used to determine the relative distance between the controlled virtual object and the boundary of the game scene; A scene effect generation module, configured to generate a preset scene effect in the game scene in response to the relative distance satisfying a first preset condition; wherein the scene effect is at least used to increase the difficulty of the controlled virtual object moving toward the boundary direction of the game scene; An effect intensity adjustment module, used for controlling and adjusting the effect intensity of the preset scene effect according to the change of the relative distance; The virtual object transmission module is used to control the transmission of the controlled virtual object to a designated scene position in the game scene in response to the relative distance satisfying a second preset condition.
9. An electronic device, characterized in that: The game control system comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the control method in the game according to any one of claims 1 to 7.
10. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the game according to any one of claims 1 to 7.