Information processing method and device of virtual game character and electronic device

By designing information processing methods for virtual game characters, using position identification and game skills to obtain real-time location information of virtual game characters, the problem of low control efficiency of virtual game characters is solved, and more accurate and efficient game operations are achieved.

CN119925927AActive Publication Date: 2025-05-06NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202311462505.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-03
Publication Date
2025-05-06
Estimated Expiration
2043-11-03

AI Technical Summary

Technical Problem

In competitive games, it is difficult to accurately confirm the position information of virtual game characters in the enemy game camps between virtual game characters, resulting in low control efficiency and dependent on player experience.

Method used

An information processing method for virtual game characters is designed, and the position identification of the third virtual game character in the virtual game scene is recognized by the first virtual game character, and when the number of identified position identifications reaches a threshold, the first game skill is executed to obtain real-time position information of the third virtual game character, and an indicator is displayed in the graphical user interface.

Benefits of technology

It realizes precise control of virtual game characters, reduces blind dependence on position information, and improves the efficiency and accuracy of game operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses an information processing method and device for a virtual game role and an electronic device. The method comprises the steps that a first virtual game role is controlled to recognize a position identifier of a third virtual game role in a virtual game scene, and the position identifier is an identifier generated when the third virtual game role moves in the virtual game scene; executing a first game skill of the first virtual game role in response to the fact that the number of the identified position identifiers meets a number threshold value; and triggering to obtain position information of the third virtual game role, and displaying an indication identifier corresponding to the position information in the graphical user interface. The technical problem that the efficiency of controlling the virtual game role is low is solved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game development, and in particular to a method, device and electronic device for processing information of a virtual game character. Background Art

[0002] In competitive games of related technologies, usually two different game camps compete by interacting with each other through game skills.

[0003] However, when virtual game characters in the same game camp need to confirm with each other whether they have encountered virtual game characters in the enemy game camp, and clarify the location information of the virtual game characters in the enemy game camp, they usually mark the location information on the map in the virtual game scene, or use voice communication to roughly describe the location information, which makes the provision of enemy game camp information during the game relatively blind and highly dependent on the game experience of the player, such as the familiarity with the game map and game operation, and the familiarity with teammates. Therefore, there is still a technical problem of low efficiency in controlling virtual game characters.

[0004] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0005] At least some embodiments of the present disclosure provide a method, device and electronic device for processing information of a virtual game character, so as to at least solve the technical problem of low efficiency in controlling the virtual game character.

[0006] According to one embodiment of the present disclosure, a method for processing information of a virtual game character is provided. The method may include: controlling a first virtual game character to identify a position identifier of a third virtual game character in a virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene; in response to the number of identified position identifiers meeting a quantity threshold, executing a first game skill of the first virtual game character; triggering acquisition of the position information of the third virtual game character, and displaying an indication identifier corresponding to the position information in a graphical user interface.

[0007] According to one embodiment of the present disclosure, a virtual game character information processing device is also provided. The device may include: a control unit, used to control the first virtual game character to identify the position identifier of the third virtual game character in the virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene; an execution unit, used to execute the first game skill of the first virtual game character in response to the number of identified position identifiers meeting a quantity threshold; a trigger unit, used to trigger the acquisition of the position information of the third virtual game character, and display an indication identifier corresponding to the position information in a graphical user interface.

[0008] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, in which a computer program is stored, wherein the computer program is configured to execute any of the above-mentioned methods for processing information of a virtual game character when running.

[0009] According to one embodiment of the present disclosure, an electronic device is provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned methods for processing information of a virtual game character.

[0010] In the disclosed embodiment, a method can be designed for the first game camp to provide intelligence about the second game camp to its camp. For example, a first virtual game character that can determine the position information of all third virtual game characters in the second game camp can be designed for the first game camp. The first virtual game character can be controlled on the first terminal device to collect the position identifiers generated by the movement of the third virtual game characters in the virtual game scene during the game. The disclosed embodiment can detect the number of position identifiers, and when the number of position identifiers reaches a certain number threshold, the first game skill of the first virtual game character for detecting the position information of the third virtual game character can be executed. Once the first game skill is executed, it can trigger the acquisition of real-time position information of the third virtual game character moving in the process, and can display an indicator corresponding to the position information on the graphical user interface of the first terminal device, so as to achieve the purpose of accurately reporting the position information of the third virtual game character to the second game character. This avoids the situation in which the accuracy of the position information of the third virtual game character cannot be guaranteed and is highly dependent on game experience by merely marking the position information of the third virtual game character on a virtual game map or reporting the position information by voice in related technologies. This achieves the technical effect of improving the efficiency of controlling virtual game characters and solves the technical problem of low efficiency in controlling virtual game characters. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation on the present disclosure. In the drawings:

[0012] Figure 1 It is a hardware structure block diagram of a mobile terminal of a method for processing information of a virtual game character according to an embodiment of the present disclosure;

[0013] Figure 2 is a flow chart of a method for processing information of a virtual game character according to one embodiment of the present disclosure;

[0014] Figure 3 is a schematic diagram of a graphical user interface when triggering an exploration skill according to an embodiment of the present disclosure;

[0015] Figure 4 is a schematic diagram of a graphical user interface when a stun skill is triggered according to an embodiment of the present disclosure;

[0016] Figure 5 is a structural block diagram of an information processing device for a virtual game character according to an embodiment of the present disclosure;

[0017] Figure 6 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0018] In order to enable those skilled in the art to better understand the scheme of the present disclosure, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present disclosure.

[0019] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof 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 that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or devices.

[0020] In a possible implementation, in the field of game development, how to quickly communicate intelligence information between all virtual game characters in a unified game camp during the game, for example, when a virtual game character encounters a virtual game character in an enemy game camp, how to report its location information to the virtual game characters in the same game camp, the commonly used method is to mark the location information on the game map corresponding to the virtual game scene, and synchronously display it on the terminal devices of the players of other virtual game characters in the same game camp. Alternatively, the location information can be described by voice communication with players in the same game camp.

[0021] However, after practice and careful study, the inventor found that if the location information of the virtual game character in the enemy game camp is displayed in the same game camp by the above method, there will be inaccurate marking or inaccurate voice description, which will mislead the players in the same game camp and is very dependent on the game experience of the players. Through the above operation, there is still a technical problem of low efficiency in controlling the virtual game character. Based on this, the embodiment of the present disclosure proposes a method for processing information of a virtual game character, which can be applied in the process of game development, and a method specifically used to provide intelligence of the second game camp to its camp can be designed for the first game camp. For example, a first virtual game character that can determine the location information of all third virtual game characters in the second game camp is designed for the first game camp. The first virtual game character can be controlled on the first terminal device to collect the location identifier generated by the movement of the third virtual game character in the virtual game scene during the game. The embodiment of the present disclosure can detect the number of location identifiers, and when the number of location identifiers reaches a certain number threshold, the first game skill of the first virtual game character used to detect the location information of the third virtual game character can be executed. Once the first game skill is executed, it can trigger the acquisition of real-time position information of the third virtual game character moving during the process, and an indicator corresponding to the position information can be displayed on the graphical user interface of the first terminal device.

[0022] The above method is used to accurately report the position information of the third virtual game character to the second game character, thereby avoiding the problem that the accuracy of the position information of the third virtual game character cannot be guaranteed and is highly dependent on game experience in the related technologies considered in the present disclosure, thereby achieving the technical effect of improving the efficiency of controlling virtual game characters and solving the technical problem of low efficiency in controlling virtual game characters.

[0023] According to one embodiment of the present disclosure, an embodiment of a method for processing information of a virtual game character is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0024] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal of a method for processing information of a virtual game character according to an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It can be understood by those skilled in the art that Figure 1 The structure shown is for illustration only and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations shown.

[0025] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the information processing method of the virtual game character in the embodiment of the present disclosure. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the information processing method of the virtual game character described above is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0026] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0027] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0028] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.

[0029] Those skilled in the art will understand that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations shown.

[0030] In a possible implementation, the disclosed embodiment provides a method for processing information of a virtual game character, wherein a graphical user interface is provided through a first terminal device, and the display content of the graphical user interface includes a virtual game scene, and a first virtual game character, a second virtual game character, and a third virtual game character located in the virtual game scene, wherein the first virtual game character and the second virtual game character belong to a first game camp, and the third virtual game character belongs to a second game camp. The first virtual game character is used to assist the second virtual game character in executing a target game event in the second game camp, and the first virtual game character and the second virtual game character are objects in the first game camp to be fought by the third virtual game character in the second game camp.

[0031] Figure 2 is a flowchart of a method for processing information of a virtual game character according to one embodiment of the present disclosure. Figure 2 As shown, the method may include the following steps:

[0032] Step S202: Control the first virtual game character to identify a position identifier of the third virtual game character in the virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene.

[0033] In the technical solution provided in the above step S202 of the present disclosure, the first virtual game character can be controlled to identify the position identifier of the third virtual game character during the movement in the virtual game scene, wherein the position identifier can be an identifier generated when the third virtual game character moves in the virtual game scene, for example, it can be a magnetic signal segment generated during the movement of the third virtual game character in the virtual game scene. The first terminal device corresponds to the first virtual game character, and can be a terminal device logged in by the player controlling the first virtual game character, such as a mobile phone, a computer or a platform, etc., which is only an example here, and no specific limitation is made to the terminal device, and can correspond to the running environment of the game. The display content on the graphical user interface can include a virtual game scene, and the first virtual game character, the second virtual game character and the third virtual character located in the virtual game scene, and can also include controls for controlling the corresponding virtual game characters in the virtual game scene, which is only an example here, and no specific limitation is made to the display content on the graphical user interface. The virtual game scene can be a game scene of a multi-camp competitive game. The virtual game characters in the virtual game scene can include the first virtual game character, the second virtual game character and the third virtual game character. The game camp can include at least the first game camp and the second game camp. The first game camp and the second game camp are in a competitive hostile relationship, the first virtual game character and the second virtual game character belong to the first game camp, and the third virtual game character belongs to the second game camp.

[0034] It should be noted that the types and names of the above-mentioned games and the number of game camps in the games are only examples and are not specifically limited here.

[0035] Optionally, the first game camp may be a camp that sneaks into the virtual game scene to decipher and escape. The purpose of the virtual game characters in the first game camp is to decipher the code, escape from the evacuation point, and avoid the hostile game camp. The camp may include 4 virtual game characters, and the first game camp may also be called the sneaking party. The second game camp may be a camp that needs to pursue and eliminate the virtual game characters in the first game camp. The purpose of the virtual game characters in the second game camp is to find out the virtual game characters belonging to the first game camp from all virtual game characters, and knock them down and eliminate them. The camp may include 2 virtual game characters, and the second game camp may also be called the pursuing party.

[0036] It should be noted that the above-mentioned first game camp and second game camp and the number of virtual game characters that can be accommodated in the two game camps are only examples and are not specifically limited here. As long as there is a competitive relationship between the game camps, they are within the protection scope of the embodiments of the present invention.

[0037] Optionally, the first virtual game character may be a virtual game character used to provide position information of virtual game characters in the enemy game camp to all virtual game characters in the game camp. The second virtual game character may represent other virtual game characters in the same game camp as the first virtual game character.

[0038] It should be noted that the specific virtual game characters and corresponding names and occupations referred to by the first virtual game character, the second virtual game character, and the third virtual game character are only examples and are not specifically limited here. As long as the first virtual game character can reflect the relationship between the camps in the same game and can monitor the position identification of virtual game characters in other game camps, it is within the protection scope of the embodiments of the present invention.

[0039] Optionally, during the game development process, a first virtual game character can be designed to monitor the position of the third virtual game character in the second game camp during the game. That is, the designed first virtual game character is suitable for tracking and guarding any third virtual game character in the second game camp, thereby reducing the intelligence pressure in the first game camp. Every time the third virtual game character moves a certain distance in the virtual game scene, it can leave identification information that is only visible and collectible to the first virtual game character. For example, the identification information can be a hysteresis segment, which can be retained for a certain period of time.

[0040] Step S204: in response to the number of the identified location identifiers satisfying a quantity threshold, executing a first game skill of the first virtual game character.

[0041] In the technical solution provided in the above step S204 of the present disclosure, after controlling the first virtual game character to identify the location identifier of the third virtual game character in the virtual game scene, the number of the identified location identifiers can be detected. When it is detected that the number reaches a certain number threshold, the first game skill of the first virtual game character can be executed, wherein the first game skill can be used to represent the unique skill of the first virtual game character, that is, it can be a skill unique to the first virtual game character that can provide the location of the third virtual game character in the hostile second game camp to other second virtual game characters in the entire first game camp. For example, it can be a unique exploration skill, which can also be called ground vein exploration, which can be used to reflect the intelligence ability of the first virtual game character. It should be noted that the name of the first game skill of the above first virtual game character is only for example, and no specific limitation is made here. As long as the skill and its name can be used to detect the location of the third virtual game character through the exclusive first game skill of the first virtual game character, they are all within the protection scope of the embodiment of the present disclosure.

[0042] Optionally, the icon (icon) rule for the first game skill to be displayed on the graphical user interface of the first terminal device is in a permanent state, that is, the icon of the first game skill can be displayed on the graphical user interface all the time. The quantity threshold can be a preset number, for example, it can be set to 3. It should be noted that the setting method and value of the above quantity threshold are only for example description and are not specifically limited here.

[0043] Optionally, when the position identifier of the third virtual game character identified by the first virtual game character reaches a certain number threshold, the first virtual game character can be controlled to perform the first game skill. If the player controlling the first virtual game character has a need to obtain the position information of the third virtual game character, the corresponding control can be controlled on the first terminal device to trigger the use of the first game skill. If the player does not have the above needs, the first game skill can be stored and wait for the player of the first virtual game character to trigger the corresponding operation on the graphical user display interface on the first terminal device at any time.

[0044] For example, in the process of playing a certain virtual game, the first virtual game character can be controlled to track and guard any third virtual game character in the second game camp. Every time the third virtual game character moves a certain distance, it will leave a hysteresis signal segment that is only visible and collectible by the first virtual game character at the original place, and keep it for a period of time. When the first virtual game character collects three hysteresis signal segments belonging to the same third virtual game character, the exploration skill of exploring the third virtual game character once can be activated. When the player has the need to explore the third virtual game character, the exploration skill control can be clicked on the game interface of the first terminal device to expose the position of the third virtual game character, that is, the first virtual game character has the function of tracking and locating the third virtual game character in the second game camp.

[0045] It should be noted that the virtual game and the first virtual game character having the skill of exploring the enemy virtual game character are not specifically limited here. As long as the method and process of exploring the position of the virtual game character in another game camp by a virtual game character are possible, they are within the protection scope of the embodiments of the present disclosure.

[0046] Step S206, triggering the acquisition of the position information of the third virtual game character, and displaying an indication mark corresponding to the position information in the graphical user interface.

[0047] In the technical solution provided in the above step S206 of the present disclosure, when the number of position identifiers is identified to reach the number threshold and the first game skill of the first virtual game character is activated, the acquisition of the position information of the third virtual game character can be triggered, and the indicator corresponding to the position information can be displayed in the graphical user interface to provide the target position corresponding to the position identifier to the second virtual game character. When the second virtual game character knows the current position of the third virtual game character according to the position identifier, the game behaviors to be performed in the game scene can be determined accordingly. For example, when the current position of the third virtual game character is exposed to the second virtual game character in the form of an indicator displayed on the corresponding graphical user interface, the second virtual game character can determine whether it is necessary to perform a game behavior away from the location of the indicator in order to avoid the tracking of the third virtual game character. The indicator is used to prompt the current position of the third virtual game character on the terminal devices of all players of the virtual game characters in the first game camp.

[0048] Optionally, if the player of the first virtual game character needs to explore the location of the third virtual game character corresponding to the current first game skill, the player can perform corresponding operations on the first terminal device, such as clicking the control of the first game skill to generate a corresponding trigger exploration instruction to obtain the current location information of the third virtual game character, and can display the indicator corresponding to the location information of the third virtual game character on the graphical user interface of the first terminal device. The indicator corresponding to the location information of the third virtual game character can also be displayed on the terminal interface of other second virtual game characters in the same game camp as the first virtual game character to prompt all virtual game characters in the first game camp of the current location of the third virtual game character.

[0049] Since the position of the virtual game character in the enemy game camp in the virtual scene is manually marked on the graphical user interface, or the position of the virtual game character in the enemy game camp is roughly described by manually opening the voice to communicate with the players in the same game camp, there will be problems such as slow manual operation and low accuracy of describing the position information. Therefore, there is still a technical problem of low efficiency in controlling the virtual character. However, in the disclosed embodiment, in order to increase the interactivity of the players in the same game camp and the efficiency of reporting the situation of the enemy game camp, a first virtual game character suitable for tracking and guarding the virtual game character in the enemy game camp can be designed, which reduces the intelligence pressure of the same game camp. The first virtual game character can obtain the position identifier of the third virtual game character in the process of tracking and guarding the third virtual game character. When the position identifier is accumulated to a certain number, the first game skill of the first virtual game character can be activated, that is, the first virtual game character can use the first game skill to explore the position information of the current third virtual game character, and synchronously display it on the graphical user interface of the first terminal device and the graphical user interface of the terminal device of the player of the second virtual object. This not only enhances the fun and excitement of reversely tracking the virtual game characters in the second game camp in the game, but also achieves the purpose of more accurately synchronizing the position information of the virtual objects in the hostile game camp between the same game camp, thereby achieving the technical effect of improving the efficiency of controlling the virtual characters.

[0050] For example, when the player collects the hysteresis segments of a third virtual game character in the second game camp by controlling the first virtual game character, and the number of hysteresis segments reaches three, a survey can be sent to the third virtual game character. After the player clicks the survey control on the terminal device, a corresponding trigger survey instruction can be generated to survey the current position of the third virtual game character, and a corresponding indicator mark can be displayed on the graphical user interface of all players of the second virtual game character in the current first game camp. For example, the position of the third virtual game character can be marked in the form of a red dot in the game map in the virtual game scene on the graphical user interface, or a translucent image can be displayed at the current position of the third virtual game character in the virtual game scene. It should be noted that the indicator mark displayed on the graphical user interface is only for example, and no specific limitation is made here. As long as the process and method of exploring the position of another virtual game character in the virtual game scene through the game skills of a virtual game character in the game are within the protection scope of the embodiments of the present disclosure, they are not illustrated one by one here.

[0051] Through the above steps S202 to S206, a method can be designed for the first game camp to provide its camp with intelligence about the second game camp. For example, a first virtual game character that can determine the position information of all third virtual game characters in the second game camp is designed for the first game camp. The first virtual game character can be controlled on the first terminal device to collect the position identifiers generated by the movement of the third virtual game characters in the virtual game scene during the game. The disclosed embodiment can detect the number of position identifiers, and when the number of position identifiers reaches a certain number threshold, the first game skill of the first virtual game character for detecting the position information of the third virtual game character can be executed. Once the first game skill is executed, it can trigger the acquisition of real-time position information of the third virtual game character moving in the process, and can display an indicator corresponding to the position information on the graphical user interface of the first terminal device, so as to achieve the purpose of accurately reporting the position information of the third virtual game character to the second game character. This avoids the situation in which the accuracy of the position information of the third virtual game character cannot be guaranteed and is highly dependent on game experience by merely marking the position information of the third virtual game character on a virtual game map or reporting the position information by voice in related technologies. This achieves the technical effect of improving the efficiency of controlling virtual game characters and solves the technical problem of low efficiency in controlling virtual game characters.

[0052] The above method of the embodiment of the present disclosure is further introduced below.

[0053] As an optional embodiment, identifying a location identifier of a target location where the third virtual game character is located in the second game camp includes: identifying a location identifier presented at the target location.

[0054] In this embodiment, the position (target position) of the third virtual game character can be determined by the first virtual game character. When the first virtual game character is selected in the first game camp in the game, during the formal start of the game, the third virtual game character will leave a position mark at the target position of the path every time it moves a certain distance. And it can be displayed in the virtual game scene displayed on the graphical user interface corresponding to the first virtual game character. The first virtual game character can be controlled to collect the position mark at the corresponding target position in the virtual game scene.

[0055] As an optional embodiment, the method further includes: controlling the location information of the third virtual game character to be sent to a second terminal device corresponding to the second virtual game character, and displaying an indication mark corresponding to the location information in a graphical user interface of the second terminal device.

[0056] In this embodiment, after the acquisition of the location information of the third virtual game character is triggered, not only can the indicator be displayed on the graphical user interface of the first terminal device corresponding to the first virtual game character, but the location information of the third virtual character can also be sent to the second terminal device of the second virtual game character, and the indicator corresponding to the location information can be displayed on the graphical user interface of the second terminal device, wherein the second terminal device can be a terminal device used by players of other second virtual game characters in the first game camp except the first virtual game character.

[0057] In the disclosed embodiment, in order to ensure that the second virtual game character in the first game camp controls the position of the third virtual game character, the position information collected by the first virtual game character can be sent to the second terminal device of the player controlling the second virtual game character, and displayed in the form of an indicator mark on the graphical user interface of the second terminal device. Not only does it achieve the purpose of all players in the same game camp controlling the intelligence information of the virtual game characters corresponding to the players in the hostile game camp in the virtual game scene, but it also avoids the problem of poor accuracy of manually marking position information or voice marking position information, thereby reducing intelligence pressure, and further achieving the technical effect of information exchange efficiency and accuracy for all players in the same game camp.

[0058] For example, the position information of a third virtual game character obtained by the first virtual game character can be synchronously sent to the virtual game scene of the terminal device corresponding to the other three virtual game characters in the first game camp for display, so as to achieve the purpose of timely sharing of intelligence on the enemy camp.

[0059] As an optional embodiment, the method further includes: in response to the third virtual game character moving a target distance in the virtual game scene, presenting a position mark in the virtual game scene.

[0060] In this embodiment, when there is a first virtual game character in the game, the distance moved by the third virtual game character in the virtual game scene can be detected in real time, and a position mark can be presented in the virtual game scene each time the third virtual game character moves a target distance, wherein the target distance can be a preset value, such as 7 meters. It should be noted that the above-mentioned setting method and value of the target distance are only for example and are not specifically limited here.

[0061] Optionally, in the character selection phase of the first game camp and the second game camp of the virtual game, if a player in the first game camp selects the first virtual game character, then after starting the virtual game, the detection of the position mark of the third virtual game character in the second game camp can be started. That is, after starting the virtual game, every time the third virtual game character moves a target distance in the virtual game scene, the position mark can be presented in the virtual game scene. The position mark is visible and collectible only to the first virtual game character.

[0062] For example, in the process of selecting a virtual game character in a virtual game, if a player in the first game camp selects the first virtual game character through a terminal device, then after the official virtual game starts, when the third virtual game character in the second game camp moves 7 meters, a hysteresis signal segment that is only visible and collectible by the first virtual game character can be left at the original location of the third virtual game character, and the hysteresis signal segment can be retained at the original location for up to 30 seconds. The player can control the first virtual game character to move to the location of the hysteresis signal segment within the above-mentioned specified time through the first terminal to pick it up. If the first virtual game character still does not collect the hysteresis signal segment after the above-mentioned specified time of 30 seconds, the hysteresis signal segment disappears. It should be noted that the target distance of the third virtual game character in the second game camp and the retention time of the hysteresis signal segment are only for example purposes and are not specifically limited here.

[0063] For another example, in the process of developing a virtual game, the configuration parameters of Feature 1 (ground vein exploration) can be pre-configured, such as the distance of hysteresis segment generation, that is, the distance that the third virtual game character moves to trigger the generation of hysteresis segments, and the data type of this parameter is a floating point number (float), and the parameter value is 7; the retention time of hysteresis segments, the data type of this parameter is float, and the parameter value is 30; the number of acquisitions required for exploration, the data type of this parameter is integer (int), and the parameter value is 5; the exposure time of the exploration position, the data type of this parameter is float, and the parameter value is 9, where Feature 1 is a ground vein exploration feature of the first virtual game character, that is, the ability to gather intelligence on the enemy camp. It should be noted that the configuration parameters of Feature 1 above are only for example and are not specifically limited here.

[0064] As an optional embodiment, the step of presenting a position marker in the virtual game scene includes: determining a generation position of the position marker according to a current position of the third virtual game character in the virtual game scene; and presenting the position marker in the virtual game scene according to the generation position.

[0065] In this embodiment, the position identifier can be presented on the first terminal device of the player of the first virtual game character by the following steps: according to the current position of the third virtual game character in the virtual game scene, the generation position of the position identifier to be generated is determined. The position identifier can be presented at the position corresponding to the generation position in the virtual game scene, wherein the position identifier can be used to store energy for the first virtual game character to perform the first game skill. The current position can be referred to as the position of the third virtual game character each time it moves the target distance.

[0066] Optionally, during the formal start of the virtual game, the movement process of the third virtual game character in the virtual game scene can be monitored in real time, for example, starting from the first movement of the third virtual game character, when the distance moved by the third virtual game character reaches the target distance, a position mark can be generated at the current target distance. After the position mark is generated, the third virtual game character at this time can be re-determined as the first point to start moving, and the position of the third virtual game character when it moves the target distance can be recorded again to generate the position mark, and so on.

[0067] For example, after the virtual game starts, the movement of the third virtual game character in the second game camp can be monitored in real time. Every time the third virtual game character moves 7 meters, a hysteresis segment that is visible and collectible only to the first virtual game character can be left at the location at this time. The hysteresis segment can be prompted in the form of some special marks on the graphical user interface of the first terminal device that controls the first virtual game character. For example, it can be presented in the form of a special effect of a red highlight. When the player observes that the special effect exists at a certain position (generation position) through the graphical user interface, the special effect can be collected (picked up) by controlling the first virtual game character to move to the position. By collecting the special effect, energy can be accumulated for exploration skills. When a certain number of special effects of the same third virtual game character are collected, enough exploration skills can be accumulated to explore the third virtual game character. Among them, in order to facilitate the first virtual game character to distinguish the position identifiers of different third virtual game characters in the second game camp, they can be distinguished by different colors and the like. It should be noted that the above-mentioned form of expression of the position identifier and the method of distinguishing the position identifiers of different characters are only illustrative, and are not specifically displayed here.

[0068] For another example, since the first virtual game character has the function of tracking and positioning, it is suitable for tracking and guarding any third virtual game character in the second game camp. There are two characters in the second game camp. Therefore, with the first virtual game character in the first game camp, 50% of the intelligence pressure in the first game camp can be reduced, and it is closer to the conflict point, making it easier to rescue other second virtual game characters in the first game camp or relay code deciphering. Among them, since the first virtual game character needs to track and guard the third virtual game character in the second game camp, and the third virtual game character will use melee attacks to cause certain damage to the first game camp after discovering it, resulting in a conflict. That is, the place where the conflict occurs (the conflict point) usually occurs around the second game camp.

[0069] As an optional embodiment, the method further includes: in response to a presentation time duration of the location marker at the generation location exceeding a time threshold, controlling the location marker to disappear at the generation location.

[0070] In this embodiment, after the location marker is displayed in the virtual game scene on the graphical user interface, the presentation time of the location marker can be detected. When the presentation time exceeds the time threshold, the location marker can be controlled to disappear at the generated position, wherein the time threshold can be a preset value, for example, it can be preset to 30 seconds. It should be noted that the setting method and value of the above-mentioned time threshold are only for example description and are not specifically limited here.

[0071] If the presentation time of the position mark of the third virtual game character is not limited, then in the second half of the entire game, the virtual game scene on the graphical user interface of the player of the entire first virtual game character is full of different position marks, which is not only easy to affect the game experience of the player, but also if the player can collect position marks anytime and anywhere and wait until a certain number is accumulated to trigger the first game skill, it is easy to affect the fairness of the game, which is unfair to the players of the enemy game camp. Therefore, in the disclosed embodiment, in order to ensure the aesthetics of the virtual game scene and the fairness of the competitive game, when the enemy game camp position mark is presented to the first virtual game character for a certain time threshold, that is, within the duration of a certain time threshold, if the first virtual game character does not move to the generation position to collect the position mark, the position mark disappears, and in the virtual game scene on the graphical user interface of the first terminal device, only the position mark of the latest period of time is retained, thereby achieving the technical effect of improving the fairness of the competitive game.

[0072] For example, the third virtual game character in the second game camp can retain a hysteresis message segment that is only visible and collectible by the first virtual game character at the original location every time it moves 7 meters. It can be retained for a maximum of 30 seconds, after which the hysteresis message segment disappears.

[0073] For another example, the first virtual game character can collect hysteresis segments when it moves to the location where the hysteresis segments are located. When the hysteresis segments of the same third virtual game character in the second game camp are collected to three, a survey can be sent to the third virtual game character to expose its position for 9 seconds, and the position can be displayed on the terminal devices of all players of the second virtual game characters in the entire first game camp to ensure information synchronization with the same game camp. That is, the first virtual game character belongs to the infiltrator. The first virtual game character can send a survey after collecting the hysteresis segments. The survey skill can keep the position of the corresponding third virtual game character in the pursuit party, and this position exposure information can be seen by other players in the first game camp in addition to the first virtual game character himself.

[0074] Optionally, in the process of controlling the first virtual game character to move in the virtual game scene to collect the hysteresis segments of the third virtual game character, it is not necessary to continuously collect the hysteresis segments of the same third virtual game character, that is, in the process of collecting the hysteresis segments of the third virtual game character A, the hysteresis segments of the third virtual game character B can also be collected. The process of collecting the hysteresis segments of the above two third virtual game characters and accumulating and summarizing them is parallel, and the two do not affect each other. When collecting the hysteresis segments of the third virtual game character B, the accumulation of the hysteresis segments of the third virtual game character A can be suspended. When the hysteresis segments of the third virtual game character A are collected next time, the number can be continued to be recorded. When the hysteresis segments of the third virtual game character A reach 3, the first game skill of exploring the third virtual game character A can be triggered.

[0075] As an optional embodiment, the method also includes: determining the energy attribute value of the first virtual game character based on the number of executions of the first game skill, wherein the energy attribute value increases with the increase in the number of executions and is used to prevent the third virtual game character from performing an attack operation.

[0076] In this embodiment, the energy attribute value of the first virtual game character can be determined according to the number of executions of the first game skill, wherein the energy attribute value can increase with the increase of the number of executions and is used to prevent the third virtual game character from performing an attack operation, for example, it can be the points of the anti-collapse ability. Each time the first game skill is triggered, the number of executions can be recorded.

[0077] Optionally, each time the first game skill is triggered, the number of executions can be recorded, or an energy attribute value can be obtained based on the number of executions. When the energy attribute value reaches a certain value, the corresponding anti-collapse ability can be stimulated to prevent the third virtual game character from performing an attack operation.

[0078] For example, each time the first virtual game character triggers an exploration skill, it can gain one point of anti-collapse ability, up to five points. Through the anti-collapse ability, it can trigger the corresponding skill of preventing the virtual game character in the second game camp from launching an attack.

[0079] In the disclosed embodiment, since the functions and roles of the first virtual game character need to be closer to the conflict point, that is, closer to the characters in the hostile second game camp, it is not only necessary to guard the third virtual game character in the second game camp, but also necessary to accumulate a skill that can block the third virtual game character in the second game camp from attacking the second virtual game character in the first game camp at the conflict point in order to support teammates at the conflict point or relay decryption through the first game skills. The purpose of increasing the use of the first virtual game character for the entire first game camp is achieved, and because it is closer to the conflict point, the technical effect of improving the efficiency of rescuing and decrypting the second virtual game character in the first game camp is achieved.

[0080] As an optional embodiment, the method further includes: in response to stopping the execution of the first game skill of the first virtual game character, stopping triggering the acquisition of the position information of the third virtual game character, and reducing the energy attribute value according to the target speed.

[0081] In this embodiment, when the first game skill of the first virtual game character is stopped, that is, when the next execution of the first game skill has not been performed within a period of time after the last execution of the first game skill, the triggering of obtaining the position information of the third virtual game character can be stopped, and the energy attribute value can be reduced according to the target speed, wherein the target speed can be the attenuation time limit of the anti-collapse ability.

[0082] Optionally, executing the first game skill once can trigger the first virtual game character to execute the skill action corresponding to the first game skill, and display the position information of the third virtual game character. If the time between executing the first game skill once and the time for the next execution of the first game skill reaches a certain length, it can be determined that the execution of the first game skill of the first virtual game character is stopped, and at this time, the acquisition of the position information of the third virtual game character can be stopped, and the energy attribute value can be reduced according to a certain decay time limit.

[0083] For example, if the next exploration skill has not been triggered within 30 seconds after the first virtual game character last performed the exploration skill, the anti-collapse energy can be attenuated a little. If the exploration skill has not been triggered after another 30 seconds, the anti-collapse skill can be further reduced. When the energy attribute value of the anti-collapse skill is 0, there is no need to reduce it further. It should be noted that the length of the attenuation time limit for attenuating the anti-collapse energy is only for example and is not specifically limited here.

[0084] As an optional embodiment, the method also includes: in response to the attribute parameter value of the first virtual game character decreasing to the attribute parameter threshold, consuming the energy attribute value to execute the second game skill of the first virtual game character; triggering the control of a third virtual game character whose distance to the first virtual game character meets the distance threshold to be in a negative gain game effect within the target duration.

[0085] In this embodiment, when the attribute parameter value of the first virtual game character is reduced to the attribute parameter threshold, the second game skill of the first virtual game character can be executed by consuming the energy attribute value. The third virtual game character whose distance from the first virtual game character meets the distance threshold is triggered by the second game skill to be in a negative gain game effect within the target duration, wherein the second game skill can be used to represent the second unique skill of the first virtual game character, for example, it can be the unique anti-collapse force (field device) skill of the first virtual game character, which can also be called a delayed pulse, and can be used to reflect the ability of the first virtual game character to prevent the attack of the third virtual game character. The icon rule to be displayed on the graphical user interface of the first terminal device for the second game skill is the energy storage state, that is, when the energy attribute value reaches a certain value, the icon of the second game skill can be displayed on the graphical user interface. The attribute parameter value can be the life value of the first virtual game character. The negative gain game effect can be that the third virtual game character is in a dizzy state. The attribute parameter threshold can be used to characterize that the attribute parameter value of the first virtual game character reaches a certain lower limit, which can indicate that the first virtual game character is seriously injured by the third virtual game character. The attribute parameter threshold may be a preset value, for example, the attribute parameter value may be 40. The distance threshold may be a delayed pulse radius, which may be a preset value, for example, 6 to 10 meters. The target duration may be a dizziness duration, which may be a preset value, for example, 0.4 to 2 seconds. It should be noted that the setting methods and numerical values ​​of the above-mentioned attribute parameter threshold, distance threshold, and target duration are only for illustrative purposes and are not specifically limited here.

[0086] Optionally, the attribute parameter value of the first virtual game character can be detected in real time. When it is detected that the attribute parameter value of the virtual game character is reduced to the attribute parameter threshold and there is an energy attribute value, the energy attribute value can be consumed to execute the second game skill of the first virtual game character. At this time, an icon of the corresponding second game skill can be generated on the graphical user interface of the player of the first virtual game character. The player can trigger the second game skill by clicking on the icon. The second game skill can be used to control a third virtual game character within a certain range from the first virtual game character for a target duration, so that it is in a negative gain game effect within the target duration.

[0087] For example, when the health value of the first virtual game character is reduced to no more than 40, the anti-collapse ability can consume the energy attribute value of the anti-collapse ability to convert the anti-collapse ability into a delayed pulse, which delays for 7 seconds and makes the third virtual game character in the second game camp within 6 to 10 meters around dizzy for 0.4 to 2 seconds.

[0088] As an optional embodiment, in response to the attribute parameter value of the first virtual game character decreasing to the attribute parameter threshold, consuming energy attribute value to stimulate the second game skill of the first virtual game character, including: in response to the attribute parameter value of the first virtual game character decreasing to the attribute parameter threshold, consuming energy attribute value and delaying for a target delay time to stimulate the second game skill of the first virtual game character.

[0089] In this embodiment, when it is detected that the attribute parameter value of the first virtual game character is reduced to the attribute parameter threshold, the energy attribute value can be consumed and the target delay time can be delayed to trigger the second game skill of the first virtual game character, wherein the target delay time can also be called the delay time, which can be independent of the points of the anti-collapse ability and can be fixed, therefore, it can be a preset value, for example, it can be 7 seconds; it can also be set to be related to the points of the anti-collapse ability, that is, it can be determined according to the points of the anti-collapse ability. It should be noted that the setting method and size of the above-mentioned target delay time are only for example, and no specific limitation is made here.

[0090] Optionally, when the attribute parameter value drops to the attribute parameter threshold, the energy attribute value can be consumed, and the target delay duration can be delayed through a delay pulse to stun a third virtual game character within a certain range around the first virtual game character, so that the third virtual game character is in a negative gain game effect.

[0091] As an optional embodiment, the method further includes: determining a distance threshold and / or a target duration based on the energy attribute value.

[0092] In this embodiment, based on the energy attribute value, a distance threshold and / or a target duration may be determined.

[0093] Optionally, during the game development process, the configuration parameters of characteristic 2 (anti-collapse force field device) can be pre-configured, such as the upper limit of anti-collapse ability, the data type of this parameter is int, and the parameter value is 5; the anti-collapse ability attenuation time limit, the data type of this parameter is float, and the parameter value is 3; the delayed pulse countdown, the data type of this parameter is float, and the parameter value is 7; the delayed pulse basic radius R0, the data type of this parameter is float, and the parameter value is 5; the delayed pulse radius coefficient R, the data type of this parameter is float, and the parameter value is 1; the delayed pulse basic stun T0, the data type of this parameter is float, and the parameter value is 0; the delayed pulse stun coefficient T, the data type of this parameter is float, and the parameter value is 0.4. It should be noted that the configuration parameters of characteristic 2 above are only for example and are not specifically limited here.

[0094] Optionally, according to the energy attribute value, the distance threshold, that is, the delay pulse radius, can be determined by the following formula:

[0095] Delay pulse radius = R0 + R*N

[0096] Among them, R0 can be used to represent the basic radius of the delayed pulse; R can be used to represent the delayed pulse radius coefficient; N can be used to represent the number of points of anti-collapse capability.

[0097] Optionally, according to the energy attribute value, the target duration, that is, the stun duration, can be determined by the following formula:

[0098] Dizziness duration = T0 + T*N

[0099] Among them, T0 can be used to represent the basic dizziness coefficient of the delayed pulse; T can be used to represent the dizziness coefficient of the delayed pulse.

[0100] As an optional embodiment, the method further includes: in response to the energy attribute value satisfying the energy attribute threshold, controlling the first virtual game character to execute a target game event.

[0101] In this embodiment, the size of the energy attribute value may be detected, and when the energy attribute value meets the energy attribute threshold, the first virtual game character may be controlled to execute a target game event, wherein the target game event may be a decryption event.

[0102] Optionally, when the energy attribute value reaches the energy attribute threshold, that is, the energy attribute value is fully accumulated, the first virtual game character can be controlled to execute the target game event at the corresponding position.

[0103] For example, when the first virtual game character has enough energy, the code can be cracked at the corresponding position in the virtual game map of the virtual game. If the first virtual game character has no energy, the third game character can continue to be found in the virtual game map to accumulate energy.

[0104] As an optional embodiment, the method may include: in response to the third virtual game character attacking the second virtual game character in the second game camp, executing the third game skill of the first virtual game character so that the first virtual game character assists the second virtual game character in attacking the third virtual game character, or, executing the target game event instead of the second virtual game character.

[0105] In this embodiment, the entire game process can be detected to determine whether a conflict occurs between the third virtual game character and the second virtual game character, that is, whether the third virtual game character attacks the second virtual game character to execute the third game skill of the first virtual game character. When the first virtual game character moves to the vicinity of the place where the conflict occurs (the conflict point), the skill can be used to assist the attacked second virtual game character to actively attack the third virtual game character in turn, or to replace the second virtual game character to execute the target game event.

[0106] For example, when the other second virtual game characters in the first game camp are attacked by the third virtual game characters in the second game camp, the first virtual game characters can go to the vicinity of the conflict point and stun the third virtual game characters in the second game camp through the corresponding delayed pulse, thereby achieving the purpose of supporting teammates. The virtual game characters in the same game camp that are attacked can also relay to decipher the code.

[0107] As an optional embodiment, in response to the third virtual game character attacking the second virtual game character in the second game camp, executing the third game skill of the first virtual game character includes: in response to the third virtual game character attacking the second virtual game character in the target area in the second game camp, and the distance between the first virtual game character and the target area meets the second distance threshold, executing the third game skill of the first virtual game character.

[0108] In this embodiment, when it is detected that the third virtual game character attacks the second virtual game character in the target area in the virtual game scene, and the distance between the first virtual game character and the target area meets the second distance threshold, the third game skill of the first virtual game character can be executed, wherein the second distance threshold can be a preset value, for example, it can be preset to 6 to 10 meters. It should be noted that the setting method and value of the above-mentioned second distance threshold are only for example illustration and are not specifically limited here. The third game skill is a skill that can prevent the attack action of the third virtual game character, for example, it can be stun.

[0109] For example, when the second virtual game character in the first game camp is attacked by the third virtual game character in the second game camp, the first virtual game character can go to the vicinity of the conflict point, that is, in an area within 6 to 10 meters near the target area, and can execute corresponding skills to cause dizziness to the third virtual game character.

[0110] As an optional embodiment, the method may include: in response to the first virtual game character assisting the second virtual game character in attacking the third virtual game character, configuring a second game skill for the second virtual game character; triggering the third virtual game character whose distance to the second virtual game character meets a distance threshold to be in a negative gain game effect within a target duration.

[0111] In this embodiment, when the second virtual game character needs the assistance of the first virtual game character to attack the third virtual game character, a second game skill can be configured for the second virtual game character, and the skill can be triggered to control the third virtual game character whose distance from the second virtual game character meets the distance threshold, so that it is in a negative gain game effect within the target duration.

[0112] Optionally, if the first virtual game character needs to assist the second virtual game character, a corresponding control can be clicked on the graphical user interface of the first terminal device to trigger a corresponding instruction to generate an icon of the second game skill on the graphical user interface of the second virtual game character. The player of the second virtual game character can control the third virtual game character within a certain range of the second virtual game character by clicking the icon, so that the third virtual game character is in a negative gain game effect within a target duration.

[0113] As an optional embodiment, the method also includes: in response to the second virtual game character assisting the first virtual game character in attacking the third virtual game character, configuring a second game skill for the second virtual game character; triggering the third virtual game character whose distance to the second virtual game character meets a distance threshold to be in a negative gain game effect within a target duration.

[0114] In this embodiment, when the second virtual game character needs to assist the first virtual game character to attack the third virtual game character, a second game skill can be configured for the second virtual game character. By clicking the second game skill, the third virtual game character whose distance from the second virtual game character meets the distance threshold can be triggered to be controlled, so that it is in a negative gain game effect within the target duration.

[0115] For example, after the first virtual game character rescues other second virtual game characters in the first game camp or is rescued, a delayed pulse control can be added to the game interface on the mobile phone of the rescued second virtual game character or the player who rescued the first virtual game. The player can click the delayed pulse control to delay for 7 seconds and stun the third virtual game character in the second game camp within 6 to 10 meters around him for 0.4 to 2 seconds. In this process, the anti-collapse ability does not need to be consumed.

[0116] In the disclosed embodiment, the intermediate level of the first virtual game character's in-game growth can be that after rescuing teammates or being rescued by teammates, a delayed pulse can be added to it, and this process does not require consuming anti-collapse ability, thereby achieving a technical effect of enhancing the rescue ability of the first virtual game character.

[0117] As an optional embodiment, the method also includes: in response to the first virtual game character being in a target state and identifying a position identifier, accelerating the movement speed of the first virtual game character in the virtual game scene, wherein the target state is used to indicate that the first virtual game character is allowed to recover after receiving an attack operation.

[0118] In this embodiment, when the first virtual game character is in a target state and a position marker is detected, the movement speed of the first virtual game character in the virtual game scene can be increased, wherein the target state can be used to indicate a state in which the first virtual game character is allowed to recover after receiving an attack operation, that is, a self-healing state.

[0119] In the disclosed embodiment, the in-game growth of the first virtual game character can be called Abyss Watch. The initial stage of the in-game growth can be when the first virtual game character is in a non-pursuit state, by collecting hysteresis segments to obtain a 20% acceleration for 2 seconds, thereby achieving a technical effect of enhancing the exploration effect, wherein the non-pursuit state can logically be a self-healing state.

[0120] As an optional embodiment, the method further includes: determining a quantity threshold based on a game level of the first virtual game character.

[0121] In this embodiment, the threshold value of the number of location identifiers may be determined according to the game level of the first virtual game character.

[0122] Optionally, as the game level of the first virtual game character increases, the quantity threshold may be appropriately reduced, thereby shortening the time it takes for the first virtual game character to accumulate energy and obtain the first game skill.

[0123] In the disclosed embodiment, the advanced level of the first virtual game character's in-game growth can be that as the game level of the first virtual game character increases, that is, continuous in-game growth, for example, as the proficiency of the first virtual game character becomes higher or more game experience is acquired, the number of hysteresis signal segments required to be collected to activate the exploration skill will decrease, for example, it can be reduced from collecting three to collecting two, thereby achieving the technical effect of improving the impact of the game level on the first virtual game character.

[0124] Optionally, the following parameters can be configured for in-game growth: primary acceleration duration, the parameter type of this parameter is float, and the parameter value is 2; the number of collections required for advanced exploration, the parameter type of this parameter is int, and the parameter value is 2.

[0125] As an optional embodiment, the location identifier is information hidden from the second virtual game character and the third virtual game character on the graphical user interface.

[0126] In this embodiment, the location identifier may be information hidden from the second virtual game character and the third virtual game character on the graphical user interface.

[0127] Optionally, the location identifier is visible and collectible through the first virtual game character, and therefore, needs to be hidden from the second virtual game character and the third virtual game character.

[0128] For example, the hysteresis segments left by the third virtual game character in the second game camp during the movement in the virtual game scene are visible and collectible only by the first virtual game character. Therefore, the hysteresis segments only need to be displayed in the virtual game scene in the graphical user interface of the mobile phone of the player controlling the first virtual game character, and there is no need to display them on the graphical user interfaces of the remaining players in the first game camp and the graphical user interfaces of the players in the second game camp.

[0129] As an optional embodiment, the method further includes: in the process of the first virtual game character following the third virtual game character in the virtual game scene, identifying a fourth virtual game character having a target feature in the virtual game scene.

[0130] In this embodiment, in the process of the first virtual game character following the third virtual game character in the virtual game scene, the fourth virtual game character in the virtual game scene can be identified, wherein the fourth virtual game character can have a target feature. The target feature can be a detail feature that performs an important function in the virtual game scene. The fourth virtual game character can be a non-player character (NPC) in the virtual game scene. The fourth virtual game character performs important functions in the game. To trigger these functions, it is often necessary to find them through some detail features in the vast sea of ​​people in the virtual game scene. This means that the first game camp needs to pass through and search enough people to find the fourth virtual game character with a greater probability. The gameplay characteristics of the first virtual game character require it to frequently run the game map to follow the players in the second game camp to find the fourth virtual game character.

[0131] In the disclosed embodiment, due to the characteristics of the first virtual game character and the particularity of the game skills, it needs to follow the third virtual game character in the second game camp to run in the virtual game scene, and find the fourth virtual game character in the process. The first virtual game character can help the first game camp escape by finding the fourth virtual game character, thereby achieving the technical effect of improving the efficiency of the first game camp in finding the fourth virtual game character.

[0132] The technical solution of the embodiment of the present disclosure is further described below with reference to preferred implementation modes, and is further described with reference to a method for automatically generating resources.

[0133] At present, in competitive games of related technologies, usually only the two warring parties interact with each other, and there is no virtual game character that can provide intelligence information to one party, so that the interaction between the two parties depends only on the players' experience, which is relatively blind, resulting in the problem of low efficiency in controlling the virtual game characters.

[0134] In a related technology, when virtual game characters in the same game camp need to confirm with each other whether they have encountered virtual game characters in the enemy game camp, and clarify the location information of the virtual game characters in the enemy game camp, they usually punctuate the location information on the map in the virtual game scene, or use voice communication to roughly describe the location information. This makes it relatively blind when providing information about the enemy game camp during the game, and makes the game rely heavily on the player's game experience, such as the familiarity with the game map and game operations, and the familiarity with teammates. Therefore, there is still a technical problem of low efficiency in controlling virtual game characters.

[0135] However, since the above method does not consider designing a virtual game character that is specifically used to provide its own camp with information about the enemy's game camp, there is still a technical problem of low efficiency in controlling the virtual game character.

[0136] To solve the above problems, the disclosed embodiment proposes a method for processing information of a virtual game character. The method can design a first virtual game character in a first game camp that is specifically used to provide intelligence of a second game camp to its camp. For example, the first virtual game character can determine the position information of a third virtual game character in the second game camp. The first virtual game character can be controlled on a terminal device to collect the position identifiers generated by the movement of the third virtual game character in a virtual game scene during the game. The number of position identifiers can be detected, and when the number of position identifiers reaches a certain number threshold, the exploration skill of the first virtual game character used to detect the position information of the third virtual game character in the enemy camp can be triggered. Once the skill is triggered, the real-time position information of the third virtual game character moving during the process can be obtained, and can be displayed on the graphical user interface of its terminal device. Considering that the accuracy of the position information of the enemy virtual game character cannot be guaranteed by simply marking the position information of the enemy virtual game character on the virtual game map or reporting the position information by voice, and it is very dependent on game experience. The first virtual game character designed by the present invention can avoid the above problems, thereby achieving the purpose of accurately reporting position information to other players in the first game camp, thereby achieving the technical effect of improving the efficiency of controlling the virtual game character and solving the technical problem of low efficiency in controlling the virtual game character.

[0137] In this embodiment, during the game development process, a first virtual game character can be designed for the first game camp to monitor the position of the third virtual game character in the second game camp during the game. That is, the designed first virtual game character is suitable for tracking and guarding any third virtual game character in the second game camp, thereby reducing the intelligence pressure in the first game camp. Every time the third virtual game character in the second game camp moves a certain distance in the virtual game scene, it can leave identification information that is only visible and collectible to the first virtual game character, that is, a hysteresis signal segment, and can be retained for a certain period of time.

[0138] Optionally, since the first virtual game character has the function of tracking and positioning, it is suitable for tracking and guarding any third virtual game character in the second game camp. Since there are two third virtual game characters in the second game camp, with the first virtual game character, 50% of the intelligence pressure can be reduced, and it is closer to the conflict point, making it easier to rescue other second virtual game characters in the first game camp or relay the deciphering code. Among them, since the first virtual game character needs to track and guard the characters in the second game camp, and the second game camp will use melee attacks to cause certain damage to the first game camp after discovering it, a conflict occurs, that is, the place where the conflict occurs (the conflict point) usually occurs around the second game camp. The positioning of the first virtual game character to be designed has two attributes, one is tracking and positioning, and the other is delay control, wherein tracking and positioning can be understood as the first virtual game character can expose its position by tracking the characters in the second game camp. Delay control can be understood as when the first virtual game character is seriously injured, it can trigger a delay range stun.

[0139] Optionally, the expected experience of the first virtual game character to be designed is mainly suitable for tracking and guarding a third virtual game character in the second game camp, reducing 50% of the intelligence pressure, and being closer to the conflict point, thereby supporting the team members or relaying the decryption. It is also possible to run the map with the third virtual game character and find the fourth virtual game character. It is also possible to accumulate enough energy to decrypt the code, and then find the second game camp to store energy when there is no energy.

[0140] Optionally, the first virtual game character to be designed has two characteristics, characteristic one is ground vein exploration, and characteristic two is an anti-collapse force field device.

[0141] Optionally, characteristic 1 can reflect the intelligence capability of the first virtual game character, and its icon rule is permanent. Every time the virtual game character in the second game camp moves 7 meters, it can leave a hysteresis message segment that is only visible and collectible by the first virtual game character at the original location, which can be retained for up to 30 seconds. When the number of hysteresis message segments collected from the same third virtual game character in the second game camp reaches three, a survey can be sent to it, exposing its position for 9 seconds, and its exposed position is only known to the first game camp.

[0142] For example, Table 1 is a list of configurable parameters of a ground vein exploration characteristic in an embodiment of the present disclosure. As shown in Table 1, the characteristic can be configured with the following parameters: hysteresis segment generation distance, and the data type of the parameter is float, and the parameter value is 7; hysteresis segment retention time, the data type of the parameter is float, and the parameter value is 30; the number of acquisitions required for exploration, the data type of the parameter is int, and the parameter value is 5; the exposure time of the exploration position, the data type of the parameter is float, and the parameter value is 9. It should be noted that the configuration parameters of the above characteristics are only for example and are not specifically limited here.

[0143] Optionally, the second characteristic can reflect the blocking ability of the first virtual game character, and its icon rule is energy storage state. Each time the first virtual game character initiates an exploration, it can obtain 1 point of anti-collapse energy, up to 5 points, and it will decay by 1 point every 30 seconds when the exploration is stopped. The anti-collapse energy will be consumed and converted into a delay pulse when the health value of the first virtual game character is reduced to no more than 40. A delay of 7 seconds will stun the third virtual game character in the second game camp within 6 to 10 meters around it for 0.4 to 2 seconds.

[0144] Table 1 List of configurable parameters for a vein exploration characteristic in the embodiment of the present disclosure

[0145] Configurable parameters Data Types Parameter Value Hysteresis signal generation distance float 7 Hysteresis segment retention time float 30 Number of samples required for exploration int 3 Exploration location exposure time float 9

[0146] For example, Table 2 is a list of configurable parameters of the anti-collapse force field device characteristics of an embodiment of the present disclosure. As shown in Table 2, the upper limit of anti-collapse capability, the data type of this parameter is int, and the parameter value is 5; the anti-collapse capability attenuation time limit, the data type of this parameter is float, and the parameter value is 3; the delayed pulse countdown, the data type of this parameter is float, and the parameter value is 7; the delayed pulse basic radius R0, the data type of this parameter is float, and the parameter value is 5; the delayed pulse radius coefficient R, the data type of this parameter is float, and the parameter value is 1; the delayed pulse basic stun T0, the data type of this parameter is float, and the parameter value is 0; the delayed pulse stun coefficient T, the data type of this parameter is float, and the parameter value is 0.4. It should be noted that the configuration parameters of the above characteristics are only for illustrative purposes and are not specifically limited here.

[0147] Table 2 List of configurable parameters of the anti-collapse force field device characteristics according to the embodiment of the present disclosure

[0148] Configurable parameters Data Types Parameter Value Upper limit of collapse resistance int 5 Anti-collapse capacity decay time limit float 30 Delay pulse countdown float 7 Delay pulse base radius R0 float 5 Delay pulse radius coefficient R float 1 Delayed pulse basic stun T0 float 0 Delayed pulse vertigo coefficient T float 0.4

[0149] Optionally, according to the energy attribute value, the distance threshold, that is, the delay pulse radius, can be determined by the following formula:

[0150] Delay pulse radius = R0 + R*N

[0151] Among them, R0 can be used to represent the basic radius of the delayed pulse; R can be used to represent the delayed pulse radius coefficient; N can be used to represent the number of points of anti-collapse capability.

[0152] Optionally, according to the energy attribute value, the target duration, that is, the stun duration, can be determined by the following formula:

[0153] Dizziness duration = T0 + T*N

[0154] Among them, T0 can be used to represent the basic dizziness coefficient of the delayed pulse; T can be used to represent the dizziness coefficient of the delayed pulse.

[0155] Optionally, the in-game growth of the first virtual game character can be called Abyss Watch. The initial stage of the in-game growth can be when the first virtual game character is in a non-pursuit state, and can obtain a 20% acceleration for 2 seconds by collecting hysteresis segments, thereby achieving a technical effect of enhancing the exploration effect, wherein the non-pursuit state can logically be a self-healing state.

[0156] Optionally, the intermediate level of the first virtual game character's in-game growth can be that after rescuing teammates or being rescued by teammates, a delayed pulse can be added to it, and this process does not require consuming anti-collapse ability, thereby achieving a technical effect of enhancing the rescue ability of the first virtual game character.

[0157] Optionally, the advanced level of the first virtual game character's in-game growth can be that as the game level of the first virtual game character increases, that is, continuous in-game growth, for example, when the character's proficiency is higher or more game experience is gained, the number of hysteresis signal segments required to be collected to activate the exploration skill will decrease, for example, it can be reduced from collecting three to collecting two, thereby achieving the technical effect of improving the impact of the game level on the first virtual game character.

[0158] Table 3 List of configurable parameters for intra-office growth

[0159] Configurable parameters Data Types Parameter Value Primary acceleration time float 2 The number of collections required for advanced exploration int 2

[0160] For example, Table 3 is a list of configurable parameters for intra-game growth in an embodiment of the present disclosure. As shown in Table 3, the following parameters can be configured for intra-game growth: primary acceleration time, the parameter type of this parameter is float, and the parameter value is 2; the number of acquisitions required for advanced exploration, the parameter type of this parameter is int, and the parameter value is 2.

[0161] In this embodiment, Figure 3 is a schematic diagram of a graphical user interface when triggering an exploration skill according to an embodiment of the present disclosure, such as Figure 3As shown, when the exploration skill is triggered, the first virtual game character can be displayed in the virtual game scene on the graphical user interface on the first terminal device, and the mobile control for controlling the movement of the first virtual game character is displayed on the left. The exploration control for controlling the first virtual game character to trigger the exploration skill is displayed on the right, and the circle where the control of the exploration skill is located is divided into three parts, which can indicate that when the first virtual game character collects three hysteresis segments of the same third virtual game character, the exploration skill of the third virtual game object can be executed. The diamond pattern on the road in the virtual game scene is the hysteresis segment. The mobile control can be used to control the first virtual game character to move to the location of the hysteresis segment on the road in the virtual game scene to collect the hysteresis segment left by the virtual game character in the second game camp. When the hysteresis segment of the same third virtual game character in the second game camp is collected, the exploration skill of the virtual game character can be executed. The player of the first virtual game character can trigger the exploration of the location of the virtual game character by clicking the exploration skill on the right.

[0162] For example, a survey can be sent to the third virtual game character to expose its position for 9 seconds, and the position can be displayed on the terminal devices of all players of the second virtual game character in the entire first game camp to ensure information synchronization with the same game camp. That is, the first virtual game character belongs to the infiltrator. The first virtual game character can send a survey after collecting the hysteresis signal segment. The survey skill can retain the position of a character in the second game camp of the pursuer. This position exposure information is visible to other players in the first game camp in addition to the first virtual game character himself.

[0163] Optionally, in the process of controlling the first virtual game character to collect hysteresis segments, it is not necessary to continuously collect hysteresis segments of the same third virtual game character, that is, in the process of collecting hysteresis segments of the third virtual game character A, the hysteresis segments of the third virtual game character B can also be collected. The hysteresis segments of the above two third virtual game characters are collected and accumulated in parallel, and the two do not affect each other. When collecting the hysteresis segments of the third virtual game character B, the accumulation of the hysteresis segments of the third virtual game character A can be suspended. When the hysteresis segments of the third virtual game character A are collected next time, the number can be continued to be recorded. When the hysteresis segments of the third virtual game character A reach 3, the first game skill of exploring the third virtual game character A can be triggered.

[0164] Optionally, Figure 4 is a schematic diagram of a graphical user interface when a stun skill is triggered according to an embodiment of the present disclosure, such as Figure 4As shown, when the stun skill is triggered, the first virtual game character can be displayed in the virtual game scene on the graphical user interface on the first terminal device, and the mobile control for controlling the movement of the first virtual game character is displayed on the left. The exploration control for controlling the first virtual game character to trigger the exploration skill is displayed on the right, and the stun control for controlling the first virtual game character to trigger the stun skill is displayed above it. The circle where the stun control is located is divided into five parts, which can indicate that the first virtual game character can obtain a maximum of five points of anti-collapse energy. When the first virtual game character encounters the third virtual game character in the second game camp, for example, when encountering the third virtual game character A and the third virtual game character B, and when the third virtual game character reaches a certain range from the first virtual game character, that is, the area that can trigger stun, the player of the first virtual game character can click the stun control on the graphical user interface to move in a certain area (centered on the first virtual game character) Figure 4 The virtual game characters ( Figure 4 The third virtual game character B) is delayed for a certain period of time and stunned for a certain period of time.

[0165] For example, by clicking on the space of the stun skill, the energy attribute value of the anti-collapse ability can be consumed to convert the anti-collapse ability into a delayed pulse, which delays for 7 seconds and causes the third virtual game character in the second game camp within 6 to 10 meters to be stunned for 0.4 to 2 seconds.

[0166] In this embodiment, a first virtual game character specifically used to provide intelligence of the second game camp to the first game camp can be designed for the first game camp. For example, the first virtual game character can determine the position information of the third virtual game character in the second game camp. The first virtual game character can be controlled on the terminal device to collect the position identifiers generated by the movement of the third virtual game character in the virtual game scene during the game. The number of position identifiers can be detected. When the number of position identifiers reaches a certain number threshold, the exploration skill of the first virtual game character used to detect the position information of the third virtual game character in the enemy camp can be triggered. Once the skill is triggered, the real-time position information of the third virtual game character moving in the process can be obtained, and it can be displayed on the graphical user interface of its terminal device. Considering that the accuracy of the position information of the enemy's virtual game character cannot be guaranteed by simply marking the position information of the enemy's virtual game character on the virtual game map or reporting the position information by voice, it is very dependent on game experience. The first virtual game character designed by the present invention can avoid the above problems, thereby achieving the purpose of accurately reporting position information to other players in the first game camp, thereby achieving the technical effect of improving the efficiency of controlling the virtual game character and solving the technical problem of low efficiency in controlling the virtual game character.

[0167] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods of each embodiment of the present disclosure.

[0168] In the present embodiment, a virtual game character information processing device is also provided, which is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions thereof will not be repeated. As used below, the term "unit" may implement a combination of software and / or hardware of a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and contemplated.

[0169] Figure 5 is a structural block diagram of an information processing device for a virtual game character according to an embodiment of the present disclosure, such as Figure 5 As shown, the information processing device 500 of the virtual game character may include: a control unit 502 , an execution unit 504 and a trigger unit 506 .

[0170] The control unit 502 is used to control the first virtual game character to identify the position mark of the third virtual game character in the virtual game scene, wherein the position mark is a mark generated when the third virtual game character moves in the virtual game scene;

[0171] An execution unit 504 is configured to execute a first game skill of a first virtual game character in response to the number of the identified location identifiers satisfying a number threshold;

[0172] The trigger unit 506 is used to trigger the acquisition of the position information of the third virtual game character and display an indication mark corresponding to the position information in the graphical user interface.

[0173] Optionally, the apparatus further includes: a first processing module, configured to control sending the location information of the third virtual game character to a second terminal device corresponding to the second virtual game character, and displaying an indication mark corresponding to the location information in a graphical user interface of the second terminal device.

[0174] Optionally, the device further comprises: a display module, configured to present a position mark in the virtual game scene in response to the third virtual game character moving a target distance in the virtual game scene.

[0175] Optionally, the display module may include: a determination submodule for determining a generation position of the position marker according to a current position of the third virtual game character in the virtual game scene; and a display submodule for presenting the position marker in the virtual game scene according to the generation position.

[0176] Optionally, the device may further include: a first control module, configured to control the location marker to disappear at the generation location in response to the presentation duration of the location marker at the generation location exceeding a duration threshold.

[0177] Optionally, the device may also include: a first determination module, used to determine the energy attribute value of the first virtual game character based on the number of executions of the first game skill, wherein the energy attribute value increases with the increase in the number of executions, and is used to prevent the third virtual game character from performing an attack operation.

[0178] Optionally, the device may further include: a second processing module, configured to stop triggering acquisition of position information of the third virtual game character in response to stopping execution of the first game skill of the first virtual game character, and reduce the energy attribute value according to the target speed.

[0179] Optionally, the device may also include: a consumption module, used to consume energy attribute values ​​in response to the attribute parameter value of the first virtual game character decreasing to an attribute parameter threshold value, so as to execute the second game skill of the first virtual game character; a first trigger module, used to trigger and control a third virtual game character whose distance to the first virtual game character meets the distance threshold to be in a negative gain game effect within a target duration.

[0180] Optionally, the consumption module may include: a processing submodule, for consuming the energy attribute value and delaying the target delay time in response to the attribute parameter value of the first virtual game character decreasing to the attribute parameter threshold, so as to stimulate the second game skill of the first virtual game character.

[0181] Optionally, the device may further include: a second determination module, configured to determine a distance threshold and / or a target duration based on the energy attribute value.

[0182] Optionally, the device may further include: a second control module, configured to control the first virtual game character to execute a target game event in response to the energy attribute value satisfying an energy attribute threshold.

[0183] Optionally, the device may also include: a first configuration module, used to configure a second game skill for the second virtual game character in response to the first virtual game character assisting the second virtual game character in attacking the third virtual game character; a second trigger module, used to trigger the third virtual game character whose distance to the second virtual game character meets a distance threshold to be in a negative gain game effect within a target duration.

[0184] Optionally, the device may also include: a second configuration module, used to configure a second game skill for the second virtual game character in response to the second virtual game character assisting the first virtual game character in attacking the third virtual game character; a third trigger module, used to trigger the control of the third virtual game character whose distance to the second virtual game character meets the distance threshold to be in a negative gain game effect within a target duration.

[0185] Optionally, the device may also include: an acceleration module, used to accelerate the movement speed of the first virtual game character in the virtual game scene in response to the first virtual game character being in a target state and identifying a position identifier, wherein the target state is used to indicate that the first virtual game character is allowed to recover after receiving an attack operation.

[0186] Optionally, the device may further include: a third determination module, configured to determine a quantity threshold based on a game level of the first virtual game character.

[0187] Optionally, the device may further include: an identification module, configured to identify a fourth virtual game character having target features in the virtual game scene when the first virtual game character follows the third virtual game character in the virtual game scene.

[0188] In this embodiment, a control unit is used to control a first virtual game character to identify a position identifier of a third virtual game character in a virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene; an execution unit is used to execute a first game skill of the first virtual game character in response to the number of identified position identifiers satisfying a quantity threshold; a trigger unit is used to trigger acquisition of position information of the third virtual game character, and an indication identifier corresponding to the position information is displayed in a graphical user interface, thereby achieving a technical effect of improving the efficiency of controlling virtual game characters and solving the technical problem of low efficiency in controlling virtual game characters.

[0189] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units are all located in the same processor; or the above-mentioned units are located in different processors in any combination.

[0190] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0191] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0192] S1, controlling the first virtual game character to identify a position identifier of the third virtual game character in the virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene;

[0193] S2, in response to the number of the recognized location identifiers satisfying a quantity threshold, executing a first game skill of the first virtual game character;

[0194] S3, triggering the acquisition of position information of the third virtual game character, and displaying an indication mark corresponding to the position information in the graphical user interface.

[0195] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0196] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0197] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0198] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0199] S1, controlling the first virtual game character to identify a position identifier of the third virtual game character in the virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene;

[0200] S2, in response to the number of the recognized location identifiers satisfying a quantity threshold, executing a first game skill of the first virtual game character;

[0201] S3, triggering the acquisition of position information of the third virtual game character, and displaying an indication mark corresponding to the position information in the graphical user interface.

[0202] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.

[0203] Figure 6 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 6 As shown, the electronic device 600 is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0204] like Figure 6 As shown, the electronic device 600 is in the form of a general computing device. The components of the electronic device 600 may include but are not limited to: at least one processor 610, at least one memory 620, a bus 630 connecting different system components (including the memory 620 and the processor 610), and a display 640.

[0205] The memory 620 stores program codes, which can be executed by the processor 610, so that the processor 610 executes the steps described in the method part of the embodiment of the present disclosure according to various exemplary embodiments of the present disclosure.

[0206] The memory 620 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 6201 and / or a cache memory unit 6202, and may further include a read-only memory unit (ROM) 6203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0207] In some examples, the memory 620 may also include a program / utility 6204 having a set (at least one) of program modules 6205, such program modules 6205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment. The memory 620 may further include a memory remotely disposed relative to the processor 610, and these remote memories may be connected to the electronic device 600 via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0208] Bus 630 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a local bus of processor 610, or a bus using any of a variety of bus architectures.

[0209] The display 640 may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 600 .

[0210] Optionally, the electronic device 600 may also communicate with one or more external devices 1400 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 600, and / or any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed through an input / output (I / O) interface 650. Furthermore, the electronic device 600 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 660. Figure 6 As shown, the network adapter 660 communicates with other modules of the electronic device 600 via the bus 630. It should be understood that although Figure 6 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, redundant array of independent disks (RAID) systems, tape drives, and data backup storage systems.

[0211] The electronic device 600 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0212] It can be understood by those skilled in the art that Figure 6 The structure shown is only for illustration and does not limit the structure of the above electronic device. Figure 6 More or fewer components as shown, or with Figure 1 The memory 620 may be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the information processing method for the virtual game character in the embodiment of the present disclosure. The processor 610 executes various functional applications and data processing by running the computer programs stored in the memory 620, that is, implements the above-mentioned information processing method for the virtual game character.

[0213] The serial numbers of the above-mentioned embodiments of the present disclosure are only for description and do not represent the advantages or disadvantages of the embodiments.

[0214] In the above embodiments of the present disclosure, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0215] In the several embodiments provided in the present disclosure, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0216] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed over multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0217] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0218] If the integrated unit 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 relevant technology or all or part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, disk or optical disk, etc. Various media that can store program codes.

[0219] The above are only preferred embodiments of the present disclosure. It should be pointed out that, for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as the protection scope of the present disclosure.

Claims

1. A method for processing information of a virtual game character, characterized in that: A graphical user interface is provided through a first terminal device, wherein display content of the graphical user interface includes a virtual game scene, and a first virtual game character, a second virtual game character, and a third virtual game character located in the virtual game scene, wherein the first virtual game character and the second virtual game character belong to a first game camp, and the third virtual game character belongs to a second game camp, and the method includes: Controlling the first virtual game character to identify a position identifier of the third virtual game character in the virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene; In response to the number of the identified location identifiers satisfying a quantity threshold, executing a first game skill of the first virtual game character; The acquisition of the position information of the third virtual game character is triggered, and an indication mark corresponding to the position information is displayed in the graphical user interface.

2. The method according to claim 1, further comprising: Controlling sending of the position information of the third virtual game character to a second terminal device corresponding to the second virtual game character, and displaying an indication mark corresponding to the position information in a graphical user interface of the second terminal device.

3. The method according to claim 1, characterized in that The method further comprises: In response to each time the third virtual game character moves a target distance in the virtual game scene, the position marker is presented in the virtual game scene.

4. The method according to claim 3, characterized in that The step of presenting the location identifier in the virtual game scene comprises: Determining a generation position of the position identifier according to a current position of the third virtual game character in the virtual game scene; The location identifier is presented in the virtual game scene according to the generated location.

5. The method according to claim 4, characterized in that The method further comprises: In response to a presentation time duration of the location marker at the generation location exceeding a time threshold, the location marker is controlled to disappear at the generation location.

6. The method according to claim 1, characterized in that The method further comprises: Based on the number of executions of the first game skill, an energy attribute value of the first virtual game character is determined, wherein the energy attribute value increases with the increase in the number of executions and is used to prevent the third virtual game character from performing an attack operation.

7. The method according to claim 6, characterized in that The method further comprises: In response to stopping the execution of the first game skill of the first virtual game character, the triggering of obtaining the position information of the third virtual game character is stopped, and the energy attribute value is reduced according to the target speed.

8. The method according to claim 6, characterized in that The method further comprises: In response to the attribute parameter value of the first virtual game character decreasing to an attribute parameter threshold, consuming the energy attribute value to perform a second game skill of the first virtual game character; The trigger controls the third virtual game character whose distance to the first virtual game character meets a distance threshold to be in a negative gain game effect within a target duration.

9. The method according to claim 8, characterized in that In response to the attribute parameter value of the first virtual game character decreasing to an attribute parameter threshold, consuming the energy attribute value to stimulate a second game skill of the first virtual game character, comprising: In response to the attribute parameter value of the first virtual game character decreasing to the attribute parameter threshold, the energy attribute value is consumed and the target delay time is delayed to stimulate the second game skill of the first virtual game character.

10. The method according to claim 8, characterized in that The method further comprises: Based on the energy attribute value, the distance threshold and / or the target duration is determined.

11. The method according to claim 6, characterized in that The method further comprises: In response to the energy attribute value satisfying an energy attribute threshold, the first virtual game character is controlled to execute a target game event.

12. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual game character assisting the second virtual game character in attacking the third virtual game character, configuring a second game skill for the second virtual game character; The trigger controls the third virtual game character whose distance to the second virtual game character meets a distance threshold to be in a negative gain game effect within a target duration.

13. The method according to claim 1, characterized in that The method further comprises: In response to the second virtual game character assisting the first virtual game character in attacking the third virtual game character, configuring a second game skill for the second virtual game character; The trigger controls the third virtual game character whose distance to the second virtual game character meets a distance threshold to be in a negative gain game effect within a target duration.

14. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual game character being in a target state and identifying the position identifier, the movement speed of the first virtual game character in the virtual game scene is accelerated, wherein the target state is used to indicate that the first virtual game character is allowed to recover after receiving an attack operation.

15. The method according to any one of claims 1 to 14, characterized in that The method further comprises: The quantity threshold is determined based on the game level of the first virtual game character.

16. The method according to any one of claims 1 to 14, characterized in that The location identifier is information on the graphical user interface that is hidden from the second virtual game character and the third virtual game character.

17. The method according to any one of claims 1 to 14, characterized in that The method further comprises: In the process that the first virtual game character follows the third virtual game character in the virtual game scene, a fourth virtual game character having a target feature in the virtual game scene is identified.

18. An information processing device for a virtual game character, characterized in that: A graphical user interface is provided through a first terminal device, wherein display content of the graphical user interface includes a virtual game scene, and a first virtual game character, a second virtual game character, and a third virtual game character located in the virtual game scene, wherein the first virtual game character and the second virtual game character belong to a first game camp, and the third virtual game character belongs to a second game camp, and the apparatus includes: a control unit, configured to control the first virtual game character to identify a position identifier of the third virtual game character in the virtual game scene, wherein the position identifier is an identifier generated when the third virtual game character moves in the virtual game scene; an execution unit, configured to execute a first game skill of the first virtual game character in response to the number of the identified position identifiers satisfying a quantity threshold; A trigger unit is used to trigger the acquisition of the position information of the third virtual game character and display an indication mark corresponding to the position information in the graphical user interface.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 17 when executed by a processor.

20. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 17.

Citation Information

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