Team formation method, device and electronic equipment in game
By publishing team messages in the first team channel of the game and reposting the same messages through the second team channel when the preset conditions are met, the problem of the submerged team messages in the chat channel is solved, and teaming efficiency and player experience are improved.
Patent Information
- Application Number
- CN202411604521.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-11
- Publication Date
- 2025-04-08
AI Technical Summary
When teaming in the game, due to too many messages in the chat channel, teaming messages are easily overwhelmed, which causes players to frequently send the same message, and other players may not be able to pay attention to teaming messages in time, resulting in inefficiency in team formation.
A teaming method in the game is provided, by publishing teaming messages on the publishing interface of the first team channel, and generating instructions when the preset conditions are met, and publishing the same teaming messages through the second team channel, thereby teaming simultaneously on both channels.
It improves the efficiency of teaming in the game, ensures that teaming messages can be seen by more players, reduces the frequency of players' operation in the chat channel, and improves the player's experience.
Smart Images

Figure CN119770990A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a team formation method, device, electronic device and computer-readable storage medium in a game. Background Art
[0002] When forming a team in the game, a team formation message is usually sent in the chat channel to find teammates. However, due to the large number of chat messages in the chat channel, the team formation message will be quickly overwhelmed, causing players to frequently send the same team formation message in the chat channel. In addition, due to the large number of chat messages, other players may not pay attention to the team formation message, resulting in low team formation efficiency in the game. Summary of the invention
[0003] The present application provides a method, device, electronic device and computer-readable storage medium for forming a team in a game, which can improve the efficiency of forming a team in the game, thereby improving the player experience. The specific scheme is as follows:
[0004] In a first aspect, an embodiment of the present application provides a method for forming a team in a game, the method comprising:
[0005] Display the first publishing interface corresponding to the first team channel;
[0006] In response to a first event of publishing a first team message on the first publishing interface, generating a first instruction when a preset condition is met; the first team message includes a first team content;
[0007] In response to the first instruction, a second team message including the first team content is published through a second team channel.
[0008] In a second aspect, an embodiment of the present application provides a team formation device in a game, the device comprising:
[0009] A display unit, used to display a first publishing interface corresponding to the first team channel;
[0010] A generating unit, configured to generate a first instruction in response to a first event of publishing a first team message on the first publishing interface, when a preset condition is met; the first team message includes a first team content;
[0011] A publishing unit is used to publish a second team message containing the first team content through a second team channel in response to the first instruction.
[0012] In a third aspect, the present application further provides an electronic device, including:
[0013] Processor; and
[0014] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect is executed.
[0015] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect.
[0016] Compared with the prior art, this application has the following advantages:
[0017] The team formation method in the game provided by the embodiment of the present application includes the following steps: displaying a first publishing interface corresponding to a first team formation channel; in response to a first event of publishing a first team formation message in the first publishing interface, generating a first instruction when a preset condition is met; the first team formation message includes a first team formation content; in response to the first instruction, a second team formation message including the first team formation content is published through a second team formation channel. It can be seen that the team formation method in the game provided by the embodiment of the present application, when the first team formation message is published in the first publishing interface corresponding to the first team formation channel, a first instruction can be generated when a preset condition is met. In this way, in response to the first instruction, a second team formation message with the same message content as that contained in the first team formation message can be published through a second team formation channel different from the first team formation channel. In this way, in a virtual game, two team formation channels can be used to form a team at the same time, and dual-line team formation is conducive to improving the efficiency of team formation. Therefore, the team formation method in the game provided by the embodiment of the present application can improve the efficiency of team formation in the game, thereby improving the player experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] Figure 1 is a game system diagram for implementing a team formation method in a game provided by an embodiment of the present application;
[0019] Figure 2 is a flowchart of a team formation method in a game provided by an embodiment of the present application;
[0020] Figure 3 This is a schematic diagram of an interface of an example of a team formation method in a game provided by an embodiment of the present application;
[0021] Figure 4 It is a schematic diagram of an interface of another example of a team formation method in a game provided in an embodiment of the present application;
[0022] Figure 5 It is a structural block diagram of an example of a team formation device in a game provided by an embodiment of the present application;
[0023] Figure 6 It is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of the present application. DETAILED DESCRIPTION
[0024] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0025] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0026] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe 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 previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0027] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0028] It should be noted that the instructions or operations that appear in the subsequent detailed introduction of the team formation method in the game provided by the embodiment of the present application can be regarded as instructions or operations triggered by the player through fingers or controlling the mouse, keyboard, game controller or stylus or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or can trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, and game controller.
[0029] Based on the reasons mentioned in the background technology, in order to improve the efficiency of team formation in the game and thus enhance the player experience, the first embodiment of the present application provides a team formation method in the game, which is applied to an electronic device, which may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic watch, etc., or other electronic devices capable of forming a team in the game, which is not specifically limited in the embodiments of the present application.
[0030] In an optional embodiment, when the team formation method in the game is run on a terminal device, the terminal device may include a display screen and a processor, the display screen is used to present the game screen and receive instructions generated by the player acting on the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters perform activities. The processor is used to store game applications, run the game, generate game screens, respond to instructions, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device by responding to the received operation instructions. The terminal device may provide a graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection.
[0031] In an optional embodiment, when the team formation method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the team formation method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player instructs the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.
[0032] It should be noted that in the embodiments of the present application, the execution subject of the team formation method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.
[0033] For example, in combination with the above introduction, Figure 1 A game system 100 for implementing a team formation method in a game provided by an embodiment of the present application is shown, and the game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can be connected to the server 102 of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.
[0034] In the above-mentioned game system 100, the terminal 101 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 101, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 101 will send a login request to the server 102, and the server 102 will verify the game account used by the player. At the same time, the server 102 determines the game mechanism corresponding to the game account according to the login request, and returns a login success notification to the terminal 101 after the verification is passed. In the process of the player participating in the game through the game application, the terminal 101 and the server 102 interact with each other, and the terminal 101 sends various information to the server 102. The server 102 determines the display data of the terminal 101 according to the stored game mechanism and the received information, and sends the display data to the terminal 101, so that the display data sent by the server 102 can be displayed to the player through the terminal 101.
[0035] In a possible application scenario, different terminals 101 may be served by different servers 102 , and the servers 102 corresponding to different terminals 101 may be the same server.
[0036] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers.
[0037] Among them, the terminal 101 can have one or more multi-touch screens for sensing and obtaining the input of the user through touch or sliding operations performed at multiple points on one or more touch display screens. The terminal 101 can also be connected to a keyboard and / or a mouse and / or a game controller, so that the user can perform interface operations through the keyboard and / or mouse and / or a game controller.
[0038] The network may be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals may also use their own Bluetooth network or hotspot network to connect to other terminals or to a server, etc. In addition, the system 100 may include multiple databases, which are coupled to different servers, and game-related information may be continuously stored in the database when different players play a multi-player game online.
[0039] It should be noted that Figure 1The game system diagram shown is only an example. The game system 100 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0040] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0041] The following, combined Figure 2 to Figure 4 The present invention introduces a method for forming a team in a game provided by an embodiment of the present application.
[0042] like Figure 2 , which is a flowchart of a team formation method in a game provided in an embodiment of the present application, including the following steps S101 to S103.
[0043] Step S101: Displaying a first publishing interface corresponding to a first team channel.
[0044] It can be understood that virtual games refer to applications developed according to the needs of game applications, and the types of games may include but are not limited to at least one of the following: two-dimensional (Two Dimension) game applications, three-dimensional (Three Dimension) game applications, virtual reality (Virtual Reality, VR) game applications, augmented reality (Augmented Reality, AR) game applications, and mixed reality (Mixed Reality, MR) game applications.
[0045] In the embodiment of the present application, the virtual game may specifically be a multiplayer online role-playing game, a multiplayer online competitive game, etc. In the virtual game, players may usually perform game tasks or game challenges in the game as a team.
[0046] The above-mentioned first team channel refers to a regular channel for publishing team messages in the above-mentioned virtual game. The first team channel can usually be a chat system built into the game.
[0047] The first publishing interface refers to the information publishing interface corresponding to the first team channel. When the first team channel is a chat system built into the game, the first publishing interface refers to the chat interface corresponding to the chat system. The first publishing interface may include, but is not limited to, a chat interface of a world channel visible to all players, or a chat interface of a specific channel visible to some players. The specific channel may be a chat channel corresponding to a certain gang, or a chat channel corresponding to a certain profession, or a chat channel corresponding to a certain level. This application does not impose specific restrictions on the first publishing interface.
[0048] Step S102: In response to a first event of publishing a first team message on the first publishing interface, a first instruction is generated when a preset condition is met; wherein the first team message includes a first team content.
[0049] The player may publish a first team formation message in the first publishing interface, and the first team formation message may include first team formation content. The first team formation content indicates the corresponding team formation requirements, and the first team formation content may include but is not limited to the team formation type, the level of the currently formed team members, the required level of the team members, the occupation of the currently formed team members, and the required occupation of the team members.
[0050] In this step, in response to the first event of publishing the first team message on the first publishing interface, it can be determined whether the preset condition is met. If the preset condition is met, the first instruction is generated, and if the preset condition is not met, the first instruction is not generated. That is, the first event and the preset condition are trigger conditions for generating the first instruction. The first instruction is an instruction for instructing to publish the second team message containing the first team content through the second team channel.
[0051] It can be understood that the first team message may be a team message that is published for the first time in the first publishing interface, or may be a team message that already has a publishing history and is published again.
[0052] Optionally, the above-mentioned "determining whether the preset condition is met" specifically means: if the difference between the initial release time and the current release time of the first team message is greater than the preset time difference, it is determined that the preset condition is met. Among them, the initial release time is the time when the first team message is first released in the first release interface, and the current release time is the time when the above-mentioned first event occurs. The preset time difference can be 30 minutes, 1 hour, or 2 hours, etc., which can be specifically set based on actual conditions, and this application does not make specific restrictions on this.
[0053] For example, at 10:00am, player 1 posts a team formation message a in the chat interface for the first time. At 10:40am, player 1 posts the team formation message a in the chat interface again. If the preset time difference is 30 minutes, it is determined that the preset condition is met.
[0054] In an optional specific implementation, the “generating a first instruction when a preset condition is met” in step S102 may be:
[0055] When the preset conditions are met, the first instruction is automatically generated.
[0056] In this implementation, when the preset conditions are met, the first instruction can be automatically generated without the manual operation of the player. This setting method automatically generates the first instruction when the preset conditions are met, which greatly reduces the player's operating burden, especially in the face of a tense game match, and improves the strategy of the game.
[0057] In another optional specific implementation, the “generating a first instruction when a preset condition is met” in step S102 may be:
[0058] When a preset condition is met, displaying a first control;
[0059] In response to a first trigger operation on the first control, the first instruction is generated.
[0060] In this implementation, when the preset conditions are met, the first control can be displayed in the graphical user interface. The first control can be displayed in the first publishing interface or in an area outside the first publishing interface. The first control can be a rectangle, a circle, a triangle, an irregular shape, etc. This application does not limit the display position and display style of the first control.
[0061] When the first control is displayed, the player can perform a first trigger operation on the first control, and the first trigger operation may include but is not limited to a shortcut key operation, a voice command operation, an air gesture recognition operation, or a touch operation on the first control. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, and the present application does not specifically limit the triggering method of the first trigger operation.
[0062] In response to a first trigger operation on the first control, the first instruction may be generated.
[0063] With this setting, the first control is displayed when the preset condition is met, and the player can freely choose whether to perform the first trigger operation on the first control, thereby improving the freedom and flexibility of the player's operation.
[0064] Step S103: In response to the first instruction, a second team message including the first team content is published through a second team channel.
[0065] The second team channel mentioned above refers to a channel that is different from the first team channel mentioned above and has the function of publishing team messages.
[0066] Optionally, the second team formation channel may be a forum system built into the game. The forum system is a system built into the game, and players do not need to log in separately.
[0067] It should be noted that the platform corresponding to the second team channel has a certain message retention period for the published team messages. During the message retention period, players in the game can enter the platform corresponding to the second team channel and refresh to view the corresponding team messages.
[0068] In the embodiment of the present application, when the first instruction is received, a second teaming message containing the first teaming content may be published through the second teaming channel. That is, the second teaming message published through the second teaming channel and the first teaming message published through the first teaming channel correspond to the same teaming content, and have the same teaming information and teaming requirements.
[0069] The following is an introduction to the team formation method in the game provided by the embodiment of the present application in combination with two specific application scenarios:
[0070] Application scenario 1: Player 1 publishes a team message a in the chat interface. When a preset condition is met, a first instruction is automatically generated, thereby automatically publishing a team message b with the same content as the team message a through the built-in forum system of the game.
[0071] Application scenario two: Player 1 publishes a team message a in the chat interface. When a preset condition is met, a first control is displayed in the graphical user interface. The player clicks the first control to publish a team message b with the same content as the team message a through the built-in forum system of the game.
[0072] like Figure 3 , which is a schematic diagram of an interface of an example of a team formation method in a game provided by an embodiment of the present application, Figure 3 The interface shown is a first publishing interface, which includes the first team message 10 and the first team message 11 that were previously published. The player currently publishes the first team message 12 again in the first publishing interface. At this time, it is detected that the preset conditions are met, and the first control 13 is displayed. The player can perform a first trigger operation on the first control 13, thereby generating a first instruction, and then publish a second team message with the same team content as in the first team message through the second team channel.
[0073] The team formation method in the game provided by the embodiment of the present application includes the following steps: displaying a first publishing interface corresponding to a first team formation channel; in response to a first event of publishing a first team formation message in the first publishing interface, generating a first instruction when a preset condition is met; the first team formation message includes a first team formation content; in response to the first instruction, a second team formation message including the first team formation content is published through a second team formation channel. It can be seen that the team formation method in the game provided by the embodiment of the present application, when the first team formation message is published in the first publishing interface corresponding to the first team formation channel, a first instruction can be generated when a preset condition is met. In this way, in response to the first instruction, a second team formation message with the same message content as that contained in the first team formation message can be published through a second team formation channel different from the first team formation channel. In this way, in a virtual game, two team formation channels can be used to form a team at the same time, and dual-line team formation is conducive to improving the efficiency of team formation. Therefore, the team formation method in the game provided by the embodiment of the present application can improve the efficiency of team formation in the game, thereby improving the player experience.
[0074] In an optional implementation manner, the above “determining whether the preset condition is met” specifically refers to:
[0075] Determine, according to the first event, a first quantity of first team messages published on the first publishing interface;
[0076] If the first number is a preset number and the team is not currently formed successfully, it is determined that the preset condition is met.
[0077] In this implementation, in response to a first event of publishing the first team message on the first publishing interface, a first quantity of the first team messages published on the first publishing interface may be determined.
[0078] Optionally, the total number of first team messages published in the first publishing interface may be determined as the first number.
[0079] Optionally, the first quantity of the first team messages published on the first publishing interface may also be determined in the following manner:
[0080] Determine a first message group corresponding to the first event, wherein a time interval between releases of two adjacent first group messages in the first message group is less than or equal to a preset time length;
[0081] A target number of first team messages included in the first message group is obtained, and the target number is determined as a first number.
[0082] In this manner, in response to the first event of publishing the first team message on the first publishing interface, the first message group corresponding to the first event may be determined, that is, the first message group to which the currently published first team message belongs.
[0083] In the present application, a group determination strategy may be provided, and the first message group corresponding to the above-mentioned first event may be determined according to the group determination strategy.
[0084] Specifically, the group determination strategy may include: if the publishing time interval between the currently published team message and the last published team message is less than or equal to the preset duration, then it is determined that the currently published team message and the last published team message belong to the same message group; if the publishing time interval between the currently published team message and the last published team message is greater than the preset duration, then it is determined that the currently published team message belongs to a new message group. That is, the publishing time interval between each two adjacent team messages in each message group is less than or equal to the preset duration. The preset duration can be 30 minutes, 1 hour, or 2 hours, etc., and can be set according to actual conditions. This application does not specifically limit this.
[0085] Based on the above group determination strategy, the above step of "determining the first message group corresponding to the first event" can be implemented in the following way:
[0086] If the difference between the publishing time of the first event and the time when the first team message was last published is less than or equal to the preset time length, determine that the message group to which the first team message last published belongs is the first message group;
[0087] If the difference between the publishing time of the first event and the time of the last publishing of the first team message is greater than the above-mentioned preset time length, it is determined that the first message group corresponding to the first event is a new message group, and the new message group currently includes a published first team message.
[0088] After determining the first message group corresponding to the first event, the target number of first team messages included in the first message group may be obtained, and the target number may be determined as the first number of first team messages published on the first publishing interface.
[0089] As shown in Table 1, it is an example table of message groups in the team formation method in the game provided in an embodiment of the present application.
[0090] Table 1.
[0091]
[0092] In the above Table 1, the preset duration is 30 minutes, and the release times of the first group messages are 10:00, 10:20, 10:35, 11:10, and 11:25 on the same day. In the first group messages released at 10:00, 10:20, and 10:35, the release time interval between each two adjacent first group messages is less than the preset duration of 30 minutes. Therefore, the first group messages released at 10:00, 10:20, and 10:35 belong to the same message group (that is, message group 1), and the first group messages released at 11:10 belong to the same message group (that is, message group 1). The time interval between the first team message published at 11:25 and the first team message published at 11:10 is less than the preset time length of 30 minutes. Therefore, the first team message published at 11:10 does not belong to message group 1, but belongs to the new message group (that is, message group 2). The time interval between the first team message published at 11:25 and the first team message published at 11:10 is less than the preset time length of 30 minutes. Therefore, the first team message published at 11:25 and the first team message published at 11:10 belong to the same message group (that is, message group 2).
[0093] The above is the method for determining the first quantity.
[0094] In the embodiment of the present application, if the first number is a preset number (such as 5, 8 or 10), and the team has not been successfully formed at present, it is determined that the preset condition is met.
[0095] In the case where the first number is the first message group corresponding to the first event, for each message group, if the number of the first team messages contained therein is the preset number, the first control is displayed.
[0096] Optionally, in an embodiment of the present application, the first control can be displayed within a specified duration.
[0097] That is, when the number of first team messages contained in a message group reaches a preset number, the first control is displayed within a specified time length, and when the specified time length is reached, the first control is cancelled until the number of first team messages contained in the next message group reaches the preset number, and the first control is displayed again, and the cycle repeats.
[0098] It should be noted that the time interval between two adjacent team messages in a message group is short. When the team messages contained in the message group reaches a preset number, it means that the player has sent the same team message at a high frequency in a short period of time, which means that there is a strong demand for team success. In this case, by generating a first instruction, the team message is sent through the second team channel. When the player has a strong demand for team success, the probability of team success is greatly improved, thereby improving the player experience.
[0099] In an optional implementation, the above step of “generating the first instruction in response to the first trigger operation on the first control” may include the following steps:
[0100] In response to a first trigger operation on the first control, displaying a second publishing interface corresponding to the second team channel, where the second publishing interface includes a second control;
[0101] In response to a second trigger operation on the second control, the first instruction is generated.
[0102] In this implementation, when the first trigger operation for the above-mentioned first control is received, a second publishing interface corresponding to the second team channel can be displayed in the graphical user interface. The second publishing interface refers to the information publishing interface corresponding to the second team channel. In the case where the second team channel is a forum system built into the game, the second publishing interface refers to the publishing interface for publishing information to the forum system.
[0103] The second publishing interface may provide a second control, and the player may generate the above-mentioned first instruction by performing a second trigger operation on the second control.
[0104] It is understandable that the second trigger operation for the second control is similar to the first trigger operation for the first control, and may include but is not limited to shortcut key operation, voice command operation, air gesture recognition operation, or touch operation for the second control. The touch operation may be one of a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the second trigger operation.
[0105] In an optional implementation, the above step of "displaying the second publishing interface corresponding to the second team channel" can be implemented by the following steps:
[0106] Displaying a second publishing interface corresponding to the second team channel and configured as a first functional module; and
[0107] The first team content is filled in the second publishing interface; wherein the second publishing interface is configured with multiple function modules including the first function module.
[0108] In an embodiment of the present application, the second publishing interface corresponding to the second team channel is pre-configured with multiple functional modules, each functional module is used to support the release of different types of messages, and the multiple functional modules may include a first functional module for supporting the release of team messages. In addition, it may also include at least one of a second functional module for supporting the release of strategy and skill messages and a third functional module for supporting the release of transaction messages.
[0109] In response to the first trigger operation on the first control, a second publishing interface configured as the first functional module can be displayed in the graphical user interface, and the first team content included in the first team message can be filled in the second publishing interface. That is, in response to the first trigger operation on the first control, a second publishing interface configured as the first functional module and filled with the first team content is displayed.
[0110] Optionally, in the embodiment of the present application, the player can modify the content in the second publishing interface. The team formation method in the game provided in the embodiment of the present application can also include the following steps:
[0111] In response to the parameter adjustment operation performed in the second publishing interface, adjusting the publishing configuration parameters in the second publishing interface;
[0112] The publishing configuration parameter is at least one of the first team content and a time to be displayed, and the time to be displayed represents a total time for displaying the second team message through the second team channel.
[0113] It should be noted that, in addition to being filled with the first team content, the second publishing interface may also include a waiting display time, which represents the total time for displaying the second team message through the second team channel. In a specific implementation, the displayed second publishing interface may automatically select a preset waiting display time, such as 3 days or 5 days.
[0114] The player can perform parameter adjustment operation on at least one publishing configuration parameter of the first team content and the duration to be displayed included in the second publishing interface, thereby adjusting the corresponding publishing configuration parameter.
[0115] Optionally, if the parameter adjustment operation is an adjustment operation for the first team content, the above step of "adjusting the publishing configuration parameters in the second publishing interface" is to adjust the first team content. For example, the profession required in the first team content is adjusted from a mage to a shooter.
[0116] Optionally, if the parameter adjustment operation is an adjustment operation for the display time, the above step of "adjusting the publishing configuration parameters in the second publishing interface" is to adjust the display time. For example, the display time is adjusted from 3 days to 5 days.
[0117] With this setting method, in response to the first trigger operation on the first control, by displaying the second publishing interface configured as the first functional module and filled with the first team content, the player can flexibly and freely adjust the publishing configuration parameters in the second publishing interface, so that the second team message published through the second channel and the display method thereof are more in line with the player's expectations, further enhancing the flexibility in the game team.
[0118] like Figure 4 FIG. 4 is a schematic diagram of another example of a team formation method in a game provided by an embodiment of the present application, including interface (4-a) and interface (4-b), wherein interface (4-a) is similar to the above-mentioned interface (4-b). Figure 3 The first publishing interface includes the first team message 10 and the first team message 11 that were previously published. The player currently publishes the first team message 12 again in the first publishing interface. At this time, it is detected that the preset condition is met, and the first control 13 is displayed. The player can perform a first trigger operation on the first control 13. At this time, the interface (4-a) will be changed to the interface (4-b). The interface (4-b) is the second publishing interface. The interface is configured as a first functional module (a functional module for supporting the publication of team messages). The interface is filled with the first team content contained in the first team message, and a second control 14 is provided in the interface. The interface also displays a setting area for the number of display days. The player can modify the first team content or the number of display days, and can perform a second trigger operation on the second control 14, thereby generating a first instruction, and then publishing a second team message with the same team content as in the first team message through the second team channel.
[0119] The above is an introduction to the team formation method in the game provided in the first embodiment of the present application.
[0120] Corresponding to the team formation method in the game provided in the first embodiment of the present application, the second embodiment of the present application also provides a team formation device in the game, such as Figure 5 As shown, the team formation device 500 in the game includes:
[0121] The display unit 501 is used to display a first publishing interface corresponding to the first team channel;
[0122] A generating unit 502 is configured to generate a first instruction in response to a first event of publishing a first team message on the first publishing interface when a preset condition is met; the first team message includes a first team content;
[0123] The publishing unit 503 is used to publish a second team message including the first team content through a second team channel in response to the first instruction.
[0124] Optionally, the team forming device 500 in the game further includes a determining unit, and the determining unit is used to:
[0125] Determine, according to the first event, a first quantity of first team messages published on the first publishing interface;
[0126] If the first number is a preset number and the team is not currently formed successfully, it is determined that the preset condition is met.
[0127] Optionally, the generating unit 502 is specifically configured to:
[0128] When a preset condition is met, displaying a first control;
[0129] In response to a first trigger operation on the first control, the first instruction is generated.
[0130] Optionally, the generating unit 502 is specifically configured to:
[0131] In response to a first trigger operation on the first control, displaying a second publishing interface corresponding to the second team channel, where the second publishing interface includes a second control;
[0132] In response to a second trigger operation on the second control, the first instruction is generated.
[0133] Optionally, the generating unit 502 is further specifically configured to:
[0134] Displaying a second publishing interface corresponding to the second team channel and configured as a first functional module; and
[0135] The first team content is filled in the second publishing interface; wherein the second publishing interface is configured with multiple function modules including a first function module, and the first function module is used to support the release of team messages.
[0136] Optionally, the determining unit is further specifically configured to:
[0137] Determine a first message group corresponding to the first event, wherein a time interval between releases of two adjacent first group messages in the first message group is less than or equal to a preset time length;
[0138] A target number of first team messages included in the first message group is obtained, and the target number is determined as a first number.
[0139] Optionally, the team formation device 500 in the game further includes an adjustment unit, and the adjustment unit is used to:
[0140] In response to the parameter adjustment operation performed in the second publishing interface, adjusting the publishing configuration parameters in the second publishing interface;
[0141] The publishing configuration parameter is at least one of the first team content and a time to be displayed, and the time to be displayed represents a total time for displaying the second team message through the second team channel.
[0142] Optionally, the second team formation channel published by the publishing unit is a forum system built into the game.
[0143] Corresponding to the team formation method in the game provided in the first embodiment of the present application, the third embodiment of the present application also provides an electronic device for forming a team in the game.
[0144] like Figure 6 , which is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of the present application.
[0145] In this embodiment, an optional hardware structure of the electronic device 600 can be as follows: Figure 6 As shown, it includes: at least one processor 601, at least one memory 602 and at least one communication bus 605; the memory 602 contains a program 603 and data 604.
[0146] The bus 605 may be a communication device for transmitting data between components inside the electronic device 600, such as an internal bus (e.g., a CPU-memory bus, where the processor is a central processing unit, CPU for short), an external bus (e.g., a universal serial bus port, a peripheral component interconnect express port), etc.
[0147] In addition, the electronic device also includes: at least one network interface 606, at least one peripheral interface 607. The network interface 606 provides wired or wireless communication related to an external network 608 (for example, the Internet, an intranet, a local area network, a mobile communication network, etc.); in some embodiments, the network interface 606 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.
[0148] The peripheral interface 607 is used to connect to the peripheral device, and the peripheral device can be the peripheral device 1 ( Figure 6 609 in), peripheral 2 ( Figure 6 610) and peripheral 3 ( Figure 6 611 in the figure). Peripherals are peripheral devices, which may include but are not limited to cursor control devices (such as mice, touch pads or touch screens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays), displays or light emitting diode displays, video input devices (such as cameras or input interfaces coupled to video files), etc.
[0149] The processor 601 may be a CPU, or an application specific integrated circuit ASIC (Application Specific Integrated Circuit), or one or more integrated circuits configured to implement the embodiments of the present application.
[0150] The memory 602 may include a high-speed RAM (full name: Random Access Memory) memory, and may also include a non-volatile memory, such as at least one disk memory.
[0151] The processor 601 calls the program and data stored in the memory 602 to perform the following steps:
[0152] Display the first publishing interface corresponding to the first team channel;
[0153] In response to a first event of publishing a first team message on the first publishing interface, generating a first instruction when a preset condition is met; the first team message includes a first team content;
[0154] In response to the first instruction, a second team message including the first team content is published through a second team channel.
[0155] Corresponding to the team formation method in the game provided in the first embodiment of the present application, the fourth embodiment of the present application provides a computer-readable storage medium storing a program of the team formation method in the game, the program is executed by a processor to perform the following steps:
[0156] Display the first publishing interface corresponding to the first team channel;
[0157] In response to a first event of publishing a first team message on the first publishing interface, generating a first instruction when a preset condition is met; the first team message includes a first team content;
[0158] In response to the first instruction, a second team message including the first team content is published through a second team channel.
[0159] It should be noted that for the detailed description of the devices, electronic devices and computer-readable storage media provided in the second, third and fourth embodiments of the present application, reference can be made to the relevant description of the first embodiment of the present application, and no further details will be given here.
[0160] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0161] In a typical configuration, a node device in a blockchain includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0162] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.
[0163] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) of other attributes, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.
[0164] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0165] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. A team formation method in a game, characterized in that: The method comprises: Display the first publishing interface corresponding to the first team channel; In response to a first event of publishing a first team message on the first publishing interface, generating a first instruction when a preset condition is met; the first team message includes a first team content; In response to the first instruction, a second team message including the first team content is published through a second team channel.
2. The method according to claim 1, characterized in that The method further comprises: Determine, according to the first event, a first quantity of first team messages published on the first publishing interface; If the first number is a preset number and the team is not currently formed successfully, it is determined that the preset condition is met.
3. The method according to claim 1, characterized in that The step of generating a first instruction when a preset condition is met includes: When a preset condition is met, displaying a first control; In response to a first trigger operation on the first control, the first instruction is generated.
4. The method according to claim 3, characterized in that The generating the first instruction in response to the first trigger operation on the first control includes: In response to a first trigger operation on the first control, displaying a second publishing interface corresponding to the second team channel, where the second publishing interface includes a second control; In response to a second trigger operation on the second control, the first instruction is generated.
5. The method according to claim 4, characterized in that The displaying of the second publishing interface corresponding to the second team channel includes: Displaying a second publishing interface corresponding to the second team channel and configured as a first functional module; and The first team content is filled in the second publishing interface; wherein the second publishing interface is configured with multiple function modules including a first function module, and the first function module is used to support the release of team messages.
6. The method according to claim 2, characterized in that The determining a first quantity of the first team messages published on the first publishing interface includes: Determine a first message group corresponding to the first event, wherein a time interval between releases of two adjacent first group messages in the first message group is less than or equal to a preset time length; A target number of first team messages included in the first message group is obtained, and the target number is determined as a first number.
7. The method according to claim 5, characterized in that The method further comprises: In response to the parameter adjustment operation performed in the second publishing interface, adjusting the publishing configuration parameters in the second publishing interface; The publishing configuration parameter is at least one of the first team content and a time to be displayed, and the time to be displayed represents a total time for displaying the second team message through the second team channel.
8. The method according to claim 1, characterized in that The second team formation channel is a forum system built into the game.
9. A team-forming device in a game, characterized in that: The device comprises: A display unit, used to display a first publishing interface corresponding to the first team channel; A generating unit, configured to generate a first instruction in response to a first event of publishing a first team message on the first publishing interface, when a preset condition is met; the first team message includes a first team content; A publishing unit is used to publish a second team message containing the first team content through a second team channel in response to the first instruction.
10. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 8 is executed.
11. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 8.