Information processing method, device and electronic device for virtual game character

By designing a virtual game character in competitive games, the system can identify and display the location markers of enemy game characters, solving the problem of difficulty in confirming the location of enemies within the same game faction and achieving more efficient control and information synchronization.

CN119925927BActive Publication Date: 2026-02-10NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202311462505.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-03
Publication Date
2026-02-10
Estimated Expiration
2043-11-03

AI Technical Summary

Technical Problem

In competitive games, virtual game characters within the same game faction often struggle to accurately pinpoint the locations of virtual game characters from the opposing faction, and this reliance on player experience leads to low control efficiency.

Method used

Design a virtual game character that can identify the location markers of enemy game characters in a virtual game scene, execute game skills when a certain number of markers are reached, acquire and display location information, and synchronize the location of enemy characters with the same game faction through a graphical user interface.

Benefits of technology

It improves the accuracy and efficiency of virtual game character control, reduces reliance on player experience, and enhances information exchange and fun between game factions.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses an information processing method, device and electronic device of a virtual game character. The method comprises the following steps: 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 the identified position identifiers satisfying a number threshold, executing a first game skill of the first virtual game character; triggering acquisition of position information of the third virtual game character, and displaying an indication identifier corresponding to the position information in a graphical user interface. The present application solves the technical problem of low efficiency in controlling a virtual game character.
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Description

Technical Field

[0001] This disclosure relates to the field of game development, and more specifically, to a method, apparatus, and electronic device for processing information about virtual game characters. Background Technology

[0002] In competitive games using related technologies, the competition typically involves two different factions interacting through game skills.

[0003] However, when virtual game characters within the same faction need to confirm whether they have encountered virtual game characters from the opposing faction, and to ascertain the location of those characters, the usual methods involve marking locations on a map within the virtual game environment or using voice communication to provide a general description of the location. This makes providing information about the opposing faction during gameplay somewhat unpredictable and heavily reliant on the player's gaming experience, such as familiarity with the game map and controls, and familiarity with teammates. Therefore, the technical problem of inefficient control of virtual game characters remains.

[0004] There is currently no effective solution to the above problems. Summary of the Invention

[0005] This disclosure provides at least some embodiments of a method, apparatus, and electronic device for processing information about virtual game characters, in order to at least solve the technical problem of low efficiency in controlling virtual game characters.

[0006] According to one embodiment of this 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 the location identifier of a third virtual game character in a virtual game scene, wherein the location identifier is an identifier generated when the third virtual game character moves in the virtual game scene; executing a first game skill of the first virtual game character in response to the number of identified location identifiers meeting a quantity threshold; triggering the acquisition of the location information of the third virtual game character and displaying an indicator corresponding to the location information in a graphical user interface.

[0007] According to one embodiment of this disclosure, an information processing device for virtual game characters is also provided. The device may include: a control unit for controlling a first virtual game character to identify the location identifier of a third virtual game character in a virtual game scene, wherein the location identifier is an identifier generated when the third virtual game character moves in the virtual game scene; an execution unit for executing a first game skill of the first virtual game character in response to the number of identified location identifiers meeting a quantity threshold; and a triggering unit for triggering the acquisition of the location information of the third virtual game character and displaying an indicator corresponding to the location information in a graphical user interface.

[0008] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the information processing method for virtual game characters described in any of the preceding claims when running.

[0009] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the information processing method for virtual game characters as described above.

[0010] In this embodiment, a method can be designed specifically for providing intelligence about a second game faction to a first game faction. For example, a first virtual game character can be designed for the first game faction, capable of determining the location information of all third virtual game characters in the second game faction. This first virtual game character can be controlled on a first terminal device to collect location markers generated by the movement of the third virtual game characters in the virtual game scene during the game. This embodiment can detect the number of location markers. When the number of location markers reaches a certain threshold, a first game skill of the first virtual game character used to detect the location information of the third virtual game characters can be executed. Once executed, this first game skill can trigger the acquisition of the real-time location information of the third virtual game character during the process, and can display the corresponding indicator on the graphical user interface of the first terminal device. This achieves the purpose of accurately reporting the location information of the third virtual game character to the second game character, avoiding the problem that related technologies simply mark the location information of the third virtual game character on the virtual game map or report the location information by voice, which makes it impossible to guarantee the accuracy of the location information of the third virtual game character and is highly dependent on game experience. 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. Attached Figure Description

[0011] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of this disclosure and are used to explain this disclosure, but do not constitute an undue limitation of this disclosure. In the drawings:

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

[0013] Figure 2 This is a flowchart of a method for processing information of virtual game characters according to one embodiment of the present disclosure;

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

[0015] Figure 4 This is a schematic diagram of a graphical user interface for triggering a dizziness skill according to an embodiment of the present disclosure;

[0016] Figure 5 This 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 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation

[0018] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort 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, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0020] In one possible implementation, within the game development field, a common approach to rapidly exchange intelligence among all virtual game characters within a unified game faction during gameplay—for example, when a virtual game character encounters a character from an opposing faction, how to report its location information to other virtual game characters within the same faction—is to mark the location information on the game map corresponding to the virtual game scene, simultaneously displaying it on the terminal devices of other players within the same faction. Alternatively, players within the same faction can use voice communication to describe the location information.

[0021] However, after practical experience and careful research, the inventors discovered that displaying the location information of virtual game characters from the opposing game faction using the above method within the same game faction can result in inaccurate marking or voice descriptions, potentially misleading players within the same faction and heavily relying on player experience. Furthermore, the above method still suffers from low efficiency in controlling virtual game characters. Therefore, this disclosure proposes a method for processing virtual game character information. This method can be applied during game development, allowing for the design of a method specifically for providing intelligence from a second game faction to a first game faction. For example, a first virtual game character can be designed for the first game faction to determine the location information of all third virtual game characters within the second game faction. This first virtual game character can be controlled on a first terminal device to collect location markers generated by the movement of third virtual game characters within the virtual game scene during gameplay. This disclosure can detect the number of location markers; when the number reaches a certain threshold, a first game skill of the first virtual game character used to detect the location information of third virtual game characters can be executed. Once the first game skill is executed, it can trigger the acquisition of the real-time location information of the third virtual game character during the process, and can display the corresponding indicator on the graphical user interface of the first terminal device.

[0022] The above method achieves the goal of accurately reporting the location information of the third virtual game character to the second game character. This avoids the problem that the accuracy of the location information of the third virtual game character cannot be guaranteed due to the fact that the relevant technologies simply mark the location information of the third virtual game character on the virtual game map or report the location information by voice. Furthermore, the latter method is highly dependent on game experience. This method improves the efficiency of controlling the virtual game character and solves the technical problem of low efficiency in controlling the virtual game character.

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

[0024] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal for a method of processing information of a virtual game character according to an embodiment of this disclosure. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0025] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the virtual game character information processing method in this 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, thereby realizing the aforementioned virtual game character information processing method. The memory 104 may include high-speed random access memory, and may also include 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 memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.

[0026] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.

[0027] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.

[0028] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI by touching and / or gesturing on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0029] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0030] In one possible implementation, this disclosure provides a method for processing information about virtual game characters. A graphical user interface (GUI) is provided through a first terminal device. The GUI displays a virtual game scene and three virtual game characters located within that scene: a first virtual game character, a second virtual game character, and a third virtual game character. The first and second virtual game characters belong to a first game faction, and the third virtual game character belongs to a second game faction. The first virtual game character assists the second virtual game character in executing target game events within the second game faction. The first and second virtual game characters are objects within the first game faction that the third virtual game character will fight against in the second game faction.

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

[0032] Step S202: 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.

[0033] In the technical solution provided in step S202 of this disclosure, the first virtual game character can be controlled to identify the position identifier of the third virtual game character during its movement in the virtual game scene. The position identifier can be an identifier generated when the third virtual game character moves in the virtual game scene, for example, a magnetic signal segment generated during its movement. The first terminal device corresponds to the first virtual game character and can be the terminal device logged into by the player controlling the first virtual game character, such as a mobile phone, computer, or platform. This is merely an example and no specific limitation is made on the terminal device; it can correspond to the game's operating environment. The content displayed on the graphical user interface can include the virtual game scene, and the first, second, and third virtual game characters located in the virtual game scene. It can also include controls used to control the corresponding virtual game characters in the virtual game scene. This is merely an example and no specific limitation is made on the content displayed on the graphical user interface. The virtual game scene can be a game scene of a multi-faction competitive game. The virtual game characters in the virtual game scene can include the first, second, and third virtual game characters. The game factions can include at least the first and second game factions. The first and second game factions are in a competitive rivalry. The first and second virtual game characters belong to the first game faction, while the third virtual game character belongs to the second game faction.

[0034] It should be noted that the types and names of the games mentioned above, as well as the number of game factions in the games, are only examples and no specific restrictions are imposed here.

[0035] Optionally, the first game faction can be the faction that infiltrates the virtual game scene to decipher codes and escape. The objective of the virtual game characters in the first game faction is to decipher codes, escape from extraction points, and evade hostile game factions. This faction can contain four virtual game characters, and the first game faction can also be called the infiltrators. The second game faction can be the faction that needs to chase and eliminate the virtual game characters in the first game faction. The objective of the virtual game characters in the second game faction is to identify and eliminate the virtual game characters belonging to the first game faction from among all the virtual game characters. This faction can contain two virtual game characters, and the second game faction can also be called the pursuers.

[0036] It should be noted that the first game faction, the second game faction, and the number of virtual game characters that can be accommodated in the two game factions are only examples for illustration, and no specific limitations are made here. As long as there is a competitive relationship between the game factions, they are all within the protection scope of the embodiments of the present invention.

[0037] Optionally, the first virtual game character can be a virtual game character used to provide all virtual game characters in its own game faction with the location information of virtual game characters in the opposing game faction. The second virtual game character can represent other virtual game characters in the same game faction as the first virtual game character.

[0038] It should be noted that the specific virtual game characters, their names, and professions referred to as the first, second, and third virtual game characters mentioned above are merely illustrative examples and are not specifically limited here. Any virtual game character that reflects the faction relationships within the same game and can monitor the positional identifiers of virtual game characters in other factions is within the protection scope of this invention.

[0039] Optionally, during game development, a first virtual game character can be designed to monitor the position of a third virtual game character within the second game faction during the game. That is, the designed first virtual game character is suitable for tracking and monitoring any third virtual game character within the second game faction, thereby reducing the intelligence pressure on the first game faction. Every time the third virtual game character moves a certain distance in the virtual game scene, it leaves behind a marker that is visible and collectable only by the first virtual game character. For example, this marker could be a hysteresis signal, which can be retained for a certain period of time.

[0040] In step S204, in response to the number of identified location markers meeting the quantity threshold, the first game skill of the first virtual game character is executed.

[0041] In the technical solution provided by step S204 of this disclosure, after controlling the first virtual game character to identify the location marker of the third virtual game character in the virtual game scene, the number of identified location markers can be detected. When the detected number reaches a certain threshold, the first virtual game character's first game skill can be executed. The first game skill can represent a skill unique to the first virtual game character; that is, it can be a skill unique to the first virtual game character that can provide other second virtual game characters in the first game faction with information about the location of the third virtual game character in the opposing second game faction. For example, it can be a unique exploration skill, also known as ley line exploration, which can reflect the intelligence capabilities of the first virtual game character. It should be noted that the name of the first game skill of the first virtual game character is merely an example and is not specifically limited here. Any skill and its name that can detect the location of the third virtual game character through the first virtual game character's exclusive first game skill is within the protection scope of this disclosure.

[0042] Optionally, the icon of the first game skill displayed on the graphical user interface of the first terminal device is set to be persistent, meaning the icon of the first game skill can always be displayed on the graphical user interface. The quantity threshold can be a preset number, for example, it can be set to 3. It should be noted that the above method of setting the quantity threshold and the value are only illustrative examples and are not subject to specific limitations.

[0043] Optionally, when the number of location markers of the third virtual game character detected by the first virtual game character reaches a certain threshold, the first virtual game character can be controlled to execute a first game skill. If the player controlling the first virtual game character has a need to obtain the location information of the third virtual game character, they can control the corresponding controls on the first terminal device to trigger the use of the first game skill. If the player does not have such a need, the first game skill can be stored and awaited by the player of the first virtual game character to trigger the corresponding operation on the graphical user interface of the first terminal device.

[0044] For example, during a virtual game, a player can control a first virtual game character to track and monitor any third virtual game character in a second game faction. Every time a third virtual game character moves a certain distance, it leaves behind a hysteresis segment visible and collectable only by the first virtual game character, which remains for a period of time. When the first virtual game character collects three hysteresis segments belonging to the same third virtual game character, it can activate a "probe" skill to explore that third virtual game character once. When a player needs to explore this third virtual game character, they can click the "probe" skill control on the game interface of the first terminal device to reveal the location of the third virtual game character. In other words, the first virtual game character has the ability to track and locate third virtual game characters in the second game faction.

[0045] It should be noted that no specific restrictions are placed here on virtual games or first virtual game characters with the ability to detect the location of virtual game characters in the enemy camp. Any method or process that allows a virtual game character to detect the location of virtual game characters in another game camp is within the protection scope of this disclosure.

[0046] Step S206: Trigger the acquisition of the location information of the third virtual game character and display the corresponding indicator in the graphical user interface.

[0047] In the technical solution provided by step S206 of this disclosure, after the number of identified location markers reaches a threshold and the first game skill of the first virtual game character is activated, the location information of the third virtual game character can be obtained. A corresponding indicator can be displayed in the graphical user interface to provide the target location corresponding to the location marker to the second virtual game character. When the second virtual game character knows the current location of the third virtual game character based on the location marker, it can determine the game behavior to be performed in the game scene. For example, when the current location 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 needs to perform a game behavior away from the location of the indicator in order to avoid being tracked by the third virtual game character. The indicator is used to prompt the terminal devices of all players of virtual game characters in the first game team about the current location of the third virtual game character.

[0048] Optionally, if a player of the first virtual game character needs to explore the location of a third virtual game character corresponding to the current first game skill, the player can perform a corresponding operation on the first terminal device. For example, they can click the control of the first game skill to generate a corresponding exploration trigger command to obtain the location information of the current third virtual game character. The location information of the third virtual game character can then be displayed as an indicator on the graphical user interface of the first terminal device. Alternatively, the location information of the third virtual game character can be displayed on the terminal interfaces of other second virtual game characters in the same game faction as the first virtual game character, thus indicating the current location of the third virtual game character to all virtual game characters in the first game faction.

[0049] Because manually marking the location of virtual game characters in the opposing game faction within a virtual scene using a graphical user interface, or communicating with players in the same game faction via voice chat to roughly describe the location of these characters, suffers from slow manual operation and low accuracy in describing location information. Therefore, the technical problem of low efficiency in controlling virtual characters remains. However, in this embodiment, to increase the interactivity of players in the same game faction and the efficiency of reporting the situation of the opposing game faction, a first virtual game character suitable for tracking and monitoring virtual game characters in the opposing game faction can be designed, reducing the intelligence pressure on the same game faction. The first virtual game character can acquire the location markers of the third virtual game character while tracking and monitoring it. When a certain number of location markers are accumulated, the first virtual game character's first game skill can be activated. That is, the first virtual game character can use its first game skill to explore the current location information of the third virtual game character and simultaneously display it on the graphical user interface of the first terminal device and the graphical user interface of the player's terminal device. This not only enhances the fun and excitement of tracking virtual game characters in a second game faction, but also achieves more precise synchronization of the positional information of virtual objects in opposing game factions within the same game faction. Ultimately, this improves the efficiency of controlling virtual characters.

[0050] For example, when a player, controlling a first virtual game character, collects three hysteresis segments from a third virtual game character in a second game faction, they can send a probe to that third virtual game character. After clicking the probe control on their terminal device, the player can generate a corresponding probe trigger command to probe the current location of the third virtual game character, and a corresponding indicator can be displayed on the graphical user interface of all players with second virtual game characters in the first game faction. For example, the location of the third virtual game character can be marked as a red dot on the game map in the virtual game scene on the graphical user interface, or a semi-transparent image can be displayed at the current location of the third virtual game character in the virtual game scene. It should be noted that the indicator displayed on the graphical user interface is only an example and is not specifically limited here. Any process and method of probing the location of another virtual game character in the virtual game scene through the game skills of one virtual game character in the game is within the protection scope of this disclosure embodiment, and will not be described in detail here.

[0051] Through the aforementioned steps S202 to S206, a method can be designed specifically for the first game faction to provide intelligence about the second game faction to its faction. For example, a first virtual game character can be designed for the first game faction to determine the location information of all third virtual game characters in the second game faction. This first virtual game character can be controlled on a first terminal device to collect location markers generated by the movement of the third virtual game characters in the virtual game scene during the game. This embodiment of the disclosure can detect the number of location markers. When the number of location markers reaches a certain threshold, a first game skill of the first virtual game character used to detect the location information of the third virtual game characters can be executed. Once executed, this first game skill can trigger the acquisition of the real-time location information of the third virtual game character during the process, and can display the corresponding indicator on the graphical user interface of the first terminal device. This achieves the purpose of accurately reporting the location information of the third virtual game character to the second game character, avoiding the problem that related technologies simply mark the location information of the third virtual game character on the virtual game map or report the location information by voice, which makes it impossible to guarantee the accuracy of the location information of the third virtual game character and is highly dependent on game experience. 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 methods described above in the embodiments of this disclosure will be further described below.

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

[0054] In this embodiment, the location (target location) 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 faction, during the official start of the game, the third virtual game character will leave a location marker at the target location it passes through every certain distance it moves. This marker 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 location markers at the corresponding target location in the virtual game scene.

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

[0056] In this embodiment, after triggering the acquisition of the location information of the third virtual game character, 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 corresponding indicator can be displayed on the graphical user interface of the second terminal device. The second terminal device can be the terminal device used by players of other second virtual game characters in the first game faction besides the first virtual game character.

[0057] In this embodiment, to ensure that the second virtual game character in the first game faction can control the location of the third virtual game character, the location 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 as an indicator on the graphical user interface of the second terminal device. This not only achieves the goal of controlling the intelligence information of all players in the same game faction regarding the virtual game characters of players in the opposing game faction in the virtual game scene, but also avoids the problem of poor accuracy in manually marking location information or using voice to mark location information, thereby reducing intelligence pressure and achieving the technical effect of improving the efficiency and accuracy of information exchange among all players in the same game faction.

[0058] For example, the location information of a third virtual game character obtained by the first virtual game character can be simultaneously sent to the virtual game scene of the terminal devices of the players corresponding to the other three virtual game characters in the first game faction for display, so as to achieve the purpose of timely sharing of intelligence with the enemy faction.

[0059] As an optional embodiment, the method further includes: presenting a location marker in the virtual game scene in response to each target distance moved by the third virtual game character in the virtual game scene.

[0060] In this embodiment, when a first virtual game character exists in the game, the distance moved by a third virtual game character in the virtual game scene can be detected in real time. When the third virtual game character moves a target distance, a location marker can be displayed in the virtual game scene. The target distance can be a pre-set value, such as 7 meters. It should be noted that the above-mentioned method of setting the target distance and its value are merely illustrative examples and are not specifically limited here.

[0061] Optionally, during the character selection phase between the first and second game factions in the virtual game, if a player in the first game faction selects a first virtual game character, then after starting the virtual game, the detection of the location marker of a third virtual game character in the second game faction can be initiated. That is, after starting the virtual game, whenever the third virtual game character moves a target distance in the virtual game scene, a location marker can be displayed in the virtual game scene. This location marker is visible and collectable only by the first virtual game character.

[0062] For example, during the character selection phase in a virtual game, if a player in the first game faction selects a first virtual game character via a terminal device, then after the official start of the virtual game, for every 7 meters moved by a third virtual game character in the second game faction, a hysteresis segment will be left at the location of the third virtual game character. This hysteresis segment is visible and collectable only by the first virtual game character, and it can remain in place for a maximum of 30 seconds. Players can use their first terminal to control the first virtual game character to move to the location of the hysteresis segment within the specified time to collect it. If the first virtual game character fails to collect the hysteresis segment within the specified 30 seconds, the hysteresis segment will disappear. It should be noted that the target distance for the third virtual game character in the second game faction to move and the retention time of the hysteresis segment are only examples and are not subject to specific limitations.

[0063] For another example, during the development of a virtual game, configuration parameters for Feature 1 (Leyline Exploration) can be pre-configured. These parameters include: the generation distance of the hysteresis segment (i.e., how far the third virtual game character moves to trigger hysteresis segment generation), with a data type of floating-point (float) and a value of 7; the retention time of the hysteresis segment, also with a data type of floating-point (float) and a value of 30; the number of samples required for exploration, with a data type of integer (int) and a value of 5; and the exposure time of the exploration location, with a data type of floating-point (float) and a value of 9. Feature 1 is a Leyline Exploration feature for the first virtual game character, essentially providing intelligence gathering capabilities against the enemy faction. It should be noted that the above configuration parameters for Feature 1 are merely illustrative and are not subject to specific limitations.

[0064] As an optional embodiment, the step of presenting a location identifier in a virtual game scene includes: determining the generation location of the location identifier based on the current location of the third virtual game character in the virtual game scene; and presenting the location identifier in the virtual game scene based on the generation location.

[0065] In this embodiment, a location identifier can be presented on the first terminal device of the player of the first virtual game character through the following steps: The generation location of the location identifier is determined based on the current location of the third virtual game character in the virtual game scene. The location identifier can then be presented at the location corresponding to the generated location in the virtual game scene. This location identifier can be used to charge up energy for the first virtual game character to execute a first game skill. The current location can be referred to as the position of the third virtual game character after moving a target distance.

[0066] Optionally, during the actual start of the virtual game, the movement of the third virtual game character within the virtual game scene can be monitored in real time. For example, recording can begin 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 location marker can be generated at the current target distance. After generating this location marker, the third virtual game character can be re-established as the starting point of movement, and its position when moving the target distance can be recorded again, generating a location marker, and so on.

[0067] For example, after the virtual game begins, the movement of the third virtual game character in the second game faction can be monitored in real time. Every 7 meters the third virtual game character moves, it leaves a hysteresis segment at its current location that is visible and collectable only by the first virtual game character. This hysteresis segment can be indicated on the graphical user interface of the first terminal device controlling the first virtual game character using special markers. For example, it can be presented as a red highlight effect. When the player observes the presence of this effect at a certain location (spawn location) through the graphical user interface, they can control the first virtual game character to move to that location to collect (pick up) the effect. By collecting this effect, energy can be accumulated for the exploration skill. When a certain number of effects from the same third virtual game character are collected, enough exploration skill can be accumulated to explore that third virtual game character. To facilitate the first virtual game character's differentiation of the location markers of different third virtual game characters in the second game faction, different colors or other methods can be used for differentiation. It should be noted that the above-described representation of location markers and methods for distinguishing the location markers of different characters are for illustrative purposes only and are not shown in detail here.

[0068] For another example, since the first virtual game character has the function of tracking and positioning, it is suitable for tracking and monitoring any third virtual game character in the second game faction. There are two characters in the second game faction. Therefore, with the first virtual game character in the first game faction, the intelligence pressure in the first game faction can be reduced by 50%, and it is closer to the point of conflict, making it easier to rescue other second virtual game characters in the first game faction or to take over the decryption of codes. In this case, since the first virtual game character needs to track and monitor the third virtual game character in the second game faction, and the third virtual game character will use melee attacks to cause certain damage to the first game faction after discovering it, a conflict will occur. That is, the conflict site (conflict point) usually occurs around the second game faction.

[0069] As an optional embodiment, the method further includes: controlling the location identifier to disappear at the generation location in response to the location identifier being displayed at the generation location for a duration exceeding a duration threshold.

[0070] In this embodiment, after the location marker is displayed in the virtual game scene on the graphical user interface, the presentation duration of the location marker can be detected. If the presentation duration exceeds a duration threshold, the location marker can be controlled to disappear from its original location. The duration threshold can be a preset value, such as 30 seconds. It should be noted that the above-mentioned setting method and value of the duration threshold are only illustrative examples and are not specifically limited here.

[0071] If the presentation duration of the location markers for the third virtual game character is not limited, the virtual game scene on the graphical user interface of the first virtual game character would be filled with different location markers throughout the latter half of the game. This would not only easily affect the player's gaming experience, but also, if the player could collect location markers at any time and accumulate enough to trigger the first game skill, it would easily affect the fairness of the game and be unfair to players in the opposing game faction. Therefore, in this embodiment, in order to ensure the aesthetics of the virtual game scene and the fairness of the competitive game, when the location markers of the opposing game faction are presented to the first virtual game character for a certain time threshold, that is, if the first virtual game character does not move to the generated location to collect the location markers within a certain time threshold, the location markers disappear. In this case, only the location markers of the most recent time segment are retained in the virtual game scene on the graphical user interface of the first terminal device, thereby achieving the technical effect of improving the fairness of the competitive game.

[0072] For example, a third virtual game character in the second game faction can leave behind a hysteresis segment that is visible and collectable only by the first virtual game character every 7 meters they move. This segment can remain for a maximum of 30 seconds, after which it disappears.

[0073] For another example, the first virtual game character can collect hysteresis segments by moving to their location. When three hysteresis segments of the same third virtual game character in the second game faction are collected, a reconnaissance can be sent to that third virtual game character, revealing their location for 9 seconds. This location will be displayed on the devices of all players with second virtual game characters in the first game faction, ensuring information synchronization within the same game faction. In other words, the first virtual game character is the infiltrator. The first virtual game character can send a reconnaissance after collecting hysteresis segments. The reconnaissance skill preserves the location of the corresponding third virtual game character in the pursuing faction; this location exposure information is visible not only to the first virtual game character but also to other players in the first game faction.

[0074] Optionally, during the process of controlling the first virtual game character to move within the virtual game scene to collect hysteresis segments of the third virtual game character, it is not necessary to continuously collect hysteresis segments of the same third virtual game character. That is, while collecting hysteresis segments of third virtual game character A, hysteresis segments of third virtual game character B can also be collected. The process of collecting and accumulating the hysteresis segments of the two third virtual game characters is parallel and does not affect each other. When collecting hysteresis segments of third virtual game character B, the accumulation of hysteresis segments of third virtual game character A can be paused. When the next hysteresis segment of third virtual game character A is collected, the recording of its quantity can resume. When the hysteresis segments of third virtual game character A reach 3, the first game skill of exploring third virtual game character A can be triggered.

[0075] As an optional embodiment, the method further includes: determining the energy attribute value of a first virtual game character based on the number of times the first game skill is executed (0 times), wherein the energy attribute value increases with the number of executions and is used to prevent a 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 based on the number of times the first game skill is executed. This energy attribute value increases with the number of executions and is used to prevent the third virtual game character from performing attack operations; for example, it could be points related to anti-collapse ability. Each time the first game skill is triggered, the number of executions is recorded.

[0077] Optionally, after each first game skill is triggered, the number of executions can be recorded. Alternatively, one 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 activated to prevent the third virtual game character from performing attack operations.

[0078] For example, each time the first virtual game character triggers the exploration skill, it can gain one point of collapse resistance, up to a maximum of five points. Through the collapse resistance, it can trigger the corresponding skill to prevent virtual game characters in the second game faction from sending attacks.

[0079] In this embodiment, because the functions and roles of the first virtual game character need to be closer to the point of conflict—that is, closer to characters in the opposing second game faction—it not only needs to monitor the third virtual game character in the second game faction but also needs to accumulate enough skills through the first game skill to block attacks from the third virtual game character in the second game faction against the second virtual game character in the first game faction in order to support teammates at the point of conflict or to relay decoding. This achieves the goal of increasing the usefulness of the first virtual game character to the entire first game faction, and because it is closer to the point of conflict, it improves the efficiency of rescuing the second virtual game character in the first game faction and deciphering codes.

[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 the acquisition of the location information of the third virtual game character, and reducing the energy attribute value according to the target speed.

[0081] In this embodiment, when the execution of the first game skill of the first virtual game character is stopped, that is, when the first game skill has not been executed again within a certain period of time since the last execution of the first game skill, the acquisition of the location 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 decay time limit of the anti-collapse ability.

[0082] Optionally, executing the first game skill once can trigger the first virtual game character to perform the skill action corresponding to the first game skill, and display the location information of the third virtual game character. If a certain time elapses between executing the first game skill once and the next time the first game skill is executed, it can be determined that the execution of the first virtual game character's first game skill will stop. At this time, the acquisition of the third virtual game character's location information can also be stopped, and the energy attribute value can be reduced according to a certain decay time limit.

[0083] For example, if the first virtual game character hasn't triggered another exploration skill within 30 seconds of last performing an exploration action, the collapse resistance energy can be reduced by one point. If another 30 seconds pass without triggering a new exploration skill, the collapse resistance energy can be reduced by another point. When the collapse resistance energy attribute value is 0, no further reduction is needed. It should be noted that the above-mentioned decay time limit for collapse resistance energy is only for illustrative purposes and is not a specific limitation.

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

[0085] In this embodiment, when the attribute parameter value of the first virtual game character decreases to the attribute parameter threshold, the second game skill of the first virtual game character can be executed by consuming energy attribute value. The second game skill triggers a third virtual game character, whose distance from the first virtual game character meets the distance threshold, to be in a negative gain game effect for a target duration. The second game skill can be represented as a second unique skill of the first virtual game character, such as a unique anti-collapse force (field device) skill, also known as a delayed pulse, reflecting the first virtual game character's ability to prevent attacks from the third virtual game character. The icon for the second game skill displayed on the graphical user interface of the first terminal device is in an energy storage state; that is, the icon is only displayed when the energy attribute value reaches a certain value. The attribute parameter value can be the first virtual game character's health points. The negative gain game effect can be the third virtual game character being in a stunned state. The attribute parameter threshold can be used to represent that the attribute parameter value of the first virtual game character has reached a certain lower limit, indicating that the first virtual game character has been severely injured by the third virtual game character. The attribute parameter threshold can be a preset value, for example, an attribute parameter value of 40. The distance threshold can be the delay pulse radius, which can also be a preset value, for example, 6 to 10 meters. The target duration can be the dizziness duration, which can also be a preset value, for example, 0.4 to 2 seconds. It should be noted that the above setting methods and values ​​for the attribute parameter threshold, distance threshold, and target duration are for illustrative purposes only and are not subject to specific limitations.

[0086] Optionally, the attribute parameter values ​​of the first virtual game character can be monitored in real time. When the attribute parameter value of the virtual game character drops to the attribute parameter threshold and energy attribute value exists, the energy attribute value can be consumed to execute the second game skill of the first virtual game character. At this time, a corresponding icon of the 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 the icon. The second game skill can control a third virtual game character within a certain range of the first virtual game character for a target duration, causing it to be in a negative benefit game effect for the target duration.

[0087] For example, when the health of the first virtual game character drops to no more than 40, the collapse resistance ability can consume the energy attribute value of the collapse resistance ability to convert the collapse resistance ability into a delayed pulse. This delay of 7 seconds will cause the third virtual game character in the second game faction within 6 to 10 meters to be stunned 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, energy attribute value is consumed to activate 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, energy attribute value is consumed, and a target delay duration is delayed to activate the second game skill of the first virtual game character.

[0089] In this embodiment, when the attribute parameter value of the first virtual game character is detected to have decreased to the attribute parameter threshold, energy attribute value can be consumed and a target delay duration can be added to trigger the second game skill of the first virtual game character. The target delay duration, also known as the delay time, can be independent of the number of points in the anti-collapse ability and can be fixed, thus it can be a pre-set value, such as 7 seconds; or it can be set to be related to the number of points in the anti-collapse ability, that is, it can be determined based on the number of points in the anti-collapse ability. It should be noted that the above-described method and magnitude of setting the target delay duration are merely illustrative examples and are not specifically limited 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 time can be delayed by a delay pulse to control the dizziness of the 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 target duration based on energy attribute values.

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

[0093] Optionally, during game development, configuration parameters for Feature Two (Anti-Collapse Force Field) can be pre-configured. These parameters include: upper limit of anti-collapse capability (data type int, value 5); anti-collapse capability decay time limit (data type float, value 3); delay pulse countdown (data type float, value 7); delay pulse base radius R0 (data type float, value 5); delay pulse radius coefficient R (data type float, value 1); delay pulse base dizziness T0 (data type float, value 0); and delay pulse dizziness coefficient T (data type float, value 0.4). It should be noted that the above configuration parameters for Feature Two are merely illustrative and are not subject to specific limitations.

[0094] Optionally, the distance threshold, i.e., the delay pulse radius, can be determined based on the energy attribute value using the following formula:

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

[0096] Where R0 can be used to represent the base radius of the delay pulse; R can be used to represent the radius coefficient of the delay pulse; and N can be used to represent the number of points of anti-collapse capability.

[0097] Optionally, the target duration, i.e., the dizziness duration, can be determined based on the energy attribute value using the following formula:

[0098] Duration of dizziness = T0 + T*N

[0099] Where T0 can be used to represent the basic vertigo coefficient of the delayed pulse; T can be used to represent the vertigo coefficient of the delayed pulse.

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

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

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

[0103] For example, when the first virtual game character has enough energy, it can decipher codes at the corresponding location on the virtual game map. If the first virtual game character runs out of energy, it can continue to find a third game character on the virtual game map to accumulate energy.

[0104] As an optional embodiment, the method may include: in response to a third virtual game character attacking a second virtual game character in a second game faction, executing a third game skill of a first virtual game character to enable the first virtual game character to assist the second virtual game character in attacking the third virtual game character, or, performing a target game event in place 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 conflict location (conflict point), it can use this skill to assist the attacked second virtual game character in turning around and actively attacking the third virtual game character, or to replace the second virtual game character in executing the target game event.

[0106] For example, when another second-tier virtual game character in the first game faction is attacked by a third-tier virtual game character in the second game faction, the first-tier virtual game character can move to the vicinity of the conflict point and use a delayed pulse to stun the third-tier virtual game character in the enemy's second game faction, thereby supporting their teammates. They can also relay attacks from other virtual game characters in the same game faction to decipher codes.

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

[0108] In this embodiment, when a third virtual game character is detected attacking a second virtual game character within a target area of ​​the virtual game scene, and the distance between the first virtual game character and the target area meets a second distance threshold, the third game skill of the first virtual game character can be executed. The second distance threshold can be a pre-set value, such as 6 to 10 meters. It should be noted that the above-mentioned setting method and value of the second distance threshold are merely illustrative 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 could be a stun.

[0109] For example, when a second virtual game character in the first game faction is attacked by a third virtual game character in the second game faction, the first virtual game character can go to the vicinity of the conflict point where the conflict occurs, that is, within a range of 6 to 10 meters from the target area, and execute the corresponding skill to stun the third virtual game character.

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

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

[0112] Optionally, if the first virtual game character needs to assist the second virtual game character, the corresponding control can be clicked on the graphical user interface of the first terminal device to trigger the corresponding command, thereby generating an icon for the second game skill on the graphical user interface of the second virtual game character. The player of the second virtual game character can click on this icon to control a third virtual game character within a certain range, causing the third virtual game character to be in a negative benefit game effect for a target duration.

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

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

[0115] For example, after a first virtual game character rescues or is rescued from another second virtual game character in the first game faction, a delayed pulse control can be added to the game interface on the phone of either the rescued second virtual game character or the player who rescued the first virtual game character. This player can click the delayed pulse control to stun third virtual game characters within a 6-10 meter radius of the first virtual game faction for 0.4-2 seconds after a 7-second delay. This process does not consume anti-collapse ability.

[0116] In this embodiment of the disclosure, the intermediate level of the in-game growth of the first virtual game character can be achieved by adding a delayed pulse to the character after rescuing or being rescued by teammates. This process does not consume anti-collapse ability, thereby achieving the technical effect of enhancing the rescue ability of the first virtual game character.

[0117] As an optional embodiment, the method further includes: accelerating 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 a location identifier being identified, 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 the target state and a location marker is detected, the movement speed of the first virtual game character in the virtual game scene can be increased. The target state can be used to represent the state that the first virtual game character is allowed to recover after receiving an attack operation, that is, the self-healing state.

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

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

[0121] In this embodiment, the number threshold of location markers can be determined based on the game level of the first virtual game character.

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

[0123] In this embodiment of the disclosure, 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, as it continuously grows in-game, for example, when the proficiency of the first virtual game character is higher or more game experience is acquired, the number of hysteresis segments required to activate the exploration skill will decrease, for example, from collecting three to collecting two, thereby achieving the technical effect of increasing the influence 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 (float type, value 2); and required collection count for advanced exploration (int type, value 2).

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

[0126] In this embodiment, the location identifier can be information hidden in the graphical user interface for the second and third virtual game characters.

[0127] Optionally, since the location marker is visible and collectible through the first virtual game character, it is necessary to hide the second and third virtual game characters.

[0128] For example, the hysteresis segments left by the third virtual game character in the second game faction during its movement in the virtual game scene are only visible and collectible to 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 player controlling the first virtual game character's mobile phone, and do not need to be displayed in the graphical user interfaces of the other players in the first game faction or the players in the second game faction.

[0129] As an optional embodiment, the method further includes: identifying a fourth virtual game character with target features in the virtual game scene while the first virtual game character follows the third virtual game character in the virtual game scene.

[0130] In this embodiment, while the first virtual game character follows the third virtual game character in the virtual game scene, a fourth virtual game character can be identified. This fourth virtual game character may possess target characteristics. These target characteristics can be detailed features that play an important role in the virtual game scene. The fourth virtual game character can be a non-player character (NPC) in the virtual game scene. These NPCs play important roles in the game, and triggering these roles often requires navigating through a large number of players in the virtual game scene using detailed features. This means the first game faction needs to traverse and search a sufficient number of players to increase the likelihood of finding the fourth virtual game character. The gameplay characteristics of the first virtual game character require it to frequently traverse the game map to follow players from the second game faction in order to find the fourth virtual game character.

[0131] In this embodiment, due to the characteristics and special skills of the first virtual game character, it needs to follow the third virtual game character in the second game faction through the virtual game scene to find the fourth virtual game character. The first virtual game character can help the first game faction escape by finding the fourth virtual game character, thus achieving the technical effect of improving the efficiency of the first game faction in finding the fourth virtual game character.

[0132] The technical solutions of this disclosure will be further illustrated below with reference to preferred embodiments. Specifically, a method for automatically generating resource locations will be used for further explanation.

[0133] Currently, in competitive games using related technologies, the interaction is usually limited to the two opposing sides. There are no virtual game characters that can provide intelligence to one side, making the interaction between the two sides rely solely on player experience, which is rather blind and results in low efficiency in controlling virtual game characters.

[0134] In one related technology, when virtual game characters within the same game faction need to confirm whether they have encountered virtual game characters from the opposing faction, and to ascertain the location information of those opposing virtual game characters, the usual methods involve marking the location information on a map within the virtual game scene, or using voice communication to provide a general description of the location. This makes providing information about the opposing faction during gameplay somewhat unpredictable, making the game heavily reliant on the player's experience, such as familiarity with the game map and controls, and familiarity with teammates. Therefore, the technical problem of inefficient control of virtual game characters remains.

[0135] However, the above methods do not take into account the possibility of designing a virtual game character specifically for providing information about the enemy's game faction to one's own faction. Therefore, there is still a technical problem of low efficiency in controlling the virtual game character.

[0136] To address the aforementioned issues, this disclosure proposes an information processing method for virtual game characters. This method involves designing a first virtual game character specifically for providing intelligence about a second game faction to its own faction. For example, the first virtual game character can determine the location information of a third virtual game character within the second game faction. This first virtual game character can be controlled on a terminal device to collect location markers generated by the movement of the third virtual game character within the virtual game scene during gameplay. The number of location markers can be detected; when the number reaches a certain threshold, a reconnaissance skill of the first virtual game character, used to detect the location information of the third virtual game character in the enemy faction, can be triggered. Once triggered, this skill acquires the real-time location information of the third virtual game character's movement during this process and can be displayed on the graphical user interface of the terminal device. This method addresses the issue that simply marking the location information of enemy virtual game characters on a virtual game map or reporting location information via voice is inaccurate and heavily reliant on gaming experience. The first virtual game character designed in this disclosure can avoid the above-mentioned problems, thereby achieving the goal of accurately reporting location information to other players in the first game faction, thus realizing 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 game development, a first virtual game character can be designed for the first game faction to monitor the position of a third virtual game character in the second game faction during the game. That is, the designed first virtual game character is suitable for tracking and monitoring any third virtual game character in the second game faction, thereby reducing the intelligence pressure on the first game faction. Whenever the third virtual game character in the second game faction moves a certain distance in the virtual game scene, it can leave behind a visible and collectable identifier, i.e., a hysteresis segment, which can be retained for a certain period of time.

[0138] Optionally, since the first virtual game character has tracking and positioning capabilities, it is suitable for tracking and monitoring any third virtual game character in the second game faction. Because the second game faction has two third virtual game characters, the presence of the first virtual game character can reduce intelligence pressure by 50% and allow it to be closer to the conflict point, making it easier to rescue other second virtual game characters in the first game faction or to relay code-breaking. Specifically, because the first virtual game character needs to track and monitor characters in the second game faction, and the second game faction will use melee attacks to inflict damage upon discovering the first game faction, a conflict will occur. That is, the conflict point usually occurs around the second game faction. The designed first virtual game character has two positioning attributes: tracking and positioning, and delay control. Tracking and positioning can be understood as the first virtual game character revealing the location of characters in the second game faction by tracking them. Delay control can be understood as triggering a delayed-range stun when the first virtual game character is severely injured.

[0139] Optionally, the intended experience of the first virtual game character is primarily suited for tracking and monitoring a third virtual game character within a second game faction, reducing intelligence pressure by 50%, and getting closer to the point of conflict to support teammates or assist in codebreaking. Alternatively, the character can follow the third virtual game character across maps to find a fourth virtual game character. They can also accumulate enough energy to decipher codes, and when energy is depleted, they can recharge by joining the second game faction.

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

[0141] Optionally, Feature 1 reflects the intelligence capabilities of the first virtual game character, and its icon is permanently persistent. For every 7 meters a virtual game character in the second game faction moves, it leaves behind a hysteresis segment visible and collectable only by the first virtual game character, which can remain for up to 30 seconds. When three hysteresis segments of the same third virtual game character in the second game faction are collected, a reconnaissance mission can be launched against it, exposing its location for 9 seconds, and this exposed location is only known to the first game faction.

[0142] For example, Table 1 is a list of configurable parameters for a geological vein exploration characteristic in an embodiment of this disclosure. As shown in Table 1, this characteristic can be configured with the following parameters: hysteresis segment generation distance (data type: float, value: 7); hysteresis segment retention duration (data type: float, value: 30); number of samples required for exploration (data type: int, value: 5); and exploration location exposure duration (data type: float, value: 9). It should be noted that the above configuration parameters are merely illustrative and are not intended to impose specific limitations.

[0143] Optionally, Feature Two reflects the first virtual game character's blocking ability, and its icon is in a stored state. Each time the first virtual game character initiates exploration, it gains 1 point of Anti-Collapse Energy, up to a maximum of 5 points. This Anti-Collapse Energy decays by 1 point every 30 seconds after exploration stops. When the first virtual game character's health drops below 40, it is consumed and converted into a delayed pulse. This pulse, delayed for 7 seconds, stuns third virtual game characters within a 6-10 meter radius of the first virtual game character for 0.4-2 seconds.

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

[0145] Configurable parameters Data types Parameter value Hysteresis segment generates 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 for an anti-collapse force field device according to an embodiment of this disclosure. As shown in Table 2, the upper limit of anti-collapse capability is of data type int and has a value of 5; the anti-collapse capability decay time limit is of data type float and has a value of 3; the delay pulse countdown is of data type float and has a value of 7; the delay pulse base radius R0 is of data type float and has a value of 5; the delay pulse radius coefficient R is of data type float and has a value of 1; the delay pulse base vertigo T0 is of data type float and has a value of 0; and the delay pulse vertigo coefficient T is of data type float and has a value of 0.4. It should be noted that the above configuration parameters are only illustrative and are not intended to impose specific limitations.

[0147] Table 2. List of configurable parameters for an anti-collapse force field device according to an embodiment of this disclosure.

[0148] Configurable parameters Data types Parameter value Upper limit of collapse resistance int 5 Time limit of collapse resistance decay float 30 Delayed pulse countdown float 7 Delay pulse base radius R0 float 5 Delayed pulse radius coefficient R float 1 Delayed pulse basic vertigo T0 float 0 Delayed pulse vertigo coefficient T float 0.4

[0149] Optionally, the distance threshold, i.e., the delay pulse radius, can be determined based on the energy attribute value using the following formula:

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

[0151] Where R0 can be used to represent the base radius of the delay pulse; R can be used to represent the radius coefficient of the delay pulse; and N can be used to represent the number of points of anti-collapse capability.

[0152] Optionally, the target duration, i.e., the dizziness duration, can be determined based on the energy attribute value using the following formula:

[0153] Duration of dizziness = T0 + T*N

[0154] Where T0 can be used to represent the basic vertigo coefficient of the delayed pulse; T can be used to represent the vertigo 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 in-game growth allows the first virtual game character to gain a 20% acceleration for 2 seconds by collecting hysteresis segments when in a non-pursuit state, thereby achieving the technical effect of enhancing exploration. Logically, the non-pursuit state can be a self-healing state.

[0156] Optionally, the intermediate level of the first virtual game character's in-game growth can be achieved by adding a delayed pulse to the character after rescuing or being rescued by teammates. This process does not consume anti-collapse ability, thereby achieving the 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 such that as the first virtual game character's game level increases, that is, as the character continuously grows in-game, for example, when the character's proficiency is higher or more game experience is gained, the number of hysteresis segments required to activate the exploration skill will decrease, for example, from collecting three to collecting two, thereby achieving the technical effect of increasing the influence of the game level on the first virtual game character.

[0158] Table 3. List of configurable parameters for in-game growth

[0159] Configurable parameters Data types Parameter value Primary acceleration time float 2 Number of samples required for advanced exploration int 2

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

[0161] In this embodiment, Figure 3 This is a schematic diagram of a graphical user interface for triggering an exploration skill according to an embodiment of the present disclosure, such as... Figure 3As shown, when the exploration skill is triggered, a first virtual game character can be displayed in the virtual game scene on the graphical user interface of the first terminal device. The left side displays movement controls to control the movement of the first virtual game character. The right side displays exploration controls to control the first virtual game character to trigger the exploration skill. The circle containing the exploration skill control is divided into three parts, indicating that when the first virtual game character collects three hysteresis segments from the same third virtual game character, the exploration skill for that third virtual game character can be executed. The diamond-shaped patterns on the road in the virtual game scene represent hysteresis segments. The movement controls allow the first virtual game character to move along the road in the virtual game scene to the location of a hysteresis segment, collecting hysteresis segments left by virtual game characters in the second game faction. When three hysteresis segments from the same third virtual game character in the second game faction are collected, the exploration skill for that virtual game character can be executed. The player of the first virtual game character can trigger exploration of the virtual game character's location by clicking the exploration skill on the right.

[0162] For example, a reconnaissance mission can be launched against the third virtual game character, revealing its location for 9 seconds. This location will be displayed on the devices of all players with second virtual game characters within the first game faction, ensuring information synchronization across game factions. In other words, the first virtual game character is the infiltrator. The first virtual game character can launch a reconnaissance mission after collecting hysteresis segments. The reconnaissance skill can preserve the location of a character within the pursuing second game faction; this location reveal is visible not only to the first virtual game character but also to other players within the first game faction.

[0163] Optionally, during 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, while collecting hysteresis segments of third virtual game character A, hysteresis segments of third virtual game character B can also be collected. The process of collecting and accumulating the hysteresis segments of the two third virtual game characters is parallel and does not affect each other. When collecting hysteresis segments of third virtual game character B, the accumulation of hysteresis segments of third virtual game character A can be paused. When the next hysteresis segment of third virtual game character A is collected, the recording of its quantity can continue. When the hysteresis segments of third virtual game character A reach 3, the first game skill of exploring third virtual game character A can be triggered.

[0164] Optionally, Figure 4 This is a schematic diagram of a graphical user interface for triggering a dizziness skill 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 of the first terminal device. On the left is a movement control to control the first virtual game character's movement. On the right is a exploration control to control the first virtual game character to trigger the exploration skill, and above it is a stun control to control the first virtual game character to trigger the stun skill. The circle containing the stun control is divided into five parts, representing that the first virtual game character can acquire a maximum of five points of collapse resistance. When the first virtual game character encounters a third virtual game character in the second game faction, for example, when encountering third virtual game character A and third virtual game character B, and when the third virtual game character is within a certain range of the first virtual game character—that is, within the area where stun can be triggered—the player of the first virtual game character can click the stun control on the graphical user interface to activate the stun skill within a certain area centered on the first virtual game character. Figure 4 The virtual game characters of the enemy game faction within the dotted circular area in the image. Figure 4 The third virtual game character B) is delayed for a certain period of time and then rendered dizzy for a certain period of time.

[0165] For example, by clicking on the space of the stun skill, you can consume the energy attribute value of the collapse resistance ability to convert the collapse resistance ability into a delayed pulse. After a delay of 7 seconds, the third virtual game character in the second game faction within 6 to 10 meters will be stunned for 0.4 to 2 seconds.

[0166] In this embodiment, a first virtual game character can be designed specifically for the first game faction to provide intelligence about the second game faction to its faction. For example, the first virtual game character can determine the location information of a third virtual game character in the second game faction. This first virtual game character can be controlled on a terminal device to collect location markers generated by the movement of the third virtual game character in the virtual game scene during the game. The number of location markers can be detected; when the number of location markers reaches a certain threshold, the first virtual game character's reconnaissance skill, used to detect the location information of the third virtual game character in the enemy faction, can be triggered. Once this skill is triggered, the real-time location information of the third virtual game character's movement during this process can be obtained and displayed on the graphical user interface of its terminal device. This approach is designed because the accuracy of simply marking the location information of enemy virtual game characters on a virtual game map or reporting location information via voice cannot be guaranteed and is highly dependent on game experience. The first virtual game character designed in this disclosure can avoid the above-mentioned problems, thereby achieving the goal of accurately reporting location information to other players in the first game faction, thus realizing 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 above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the related technology, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this disclosure.

[0168] This embodiment also provides an information processing device for virtual game characters, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "unit" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

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

[0170] The control unit 502 is 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;

[0171] Execution unit 504 is configured to execute the first game skill of the first virtual game character in response to the number of identified location identifiers meeting a quantity threshold.

[0172] Triggering unit 506 is used to trigger the acquisition of the location information of the third virtual game character and display the corresponding indicator in the graphical user interface.

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

[0174] Optionally, the device further includes a display module for displaying a location marker in the virtual game scene in response to each target distance moved by the third virtual game character in the virtual game scene.

[0175] Optionally, the display module may include: a determination submodule, used to determine the generation position of the location identifier based on the current position of the third virtual game character in the virtual game scene; and a display submodule, used to present the location identifier in the virtual game scene based on the generation position.

[0176] Optionally, the device may further include: a first control module, configured to control the location identifier to disappear at the generation location in response to the location identifier being displayed at the generation location for a duration exceeding a duration threshold.

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

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

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

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

[0181] Optionally, the device may further include: a second determining module for determining a distance threshold and / or target duration based on energy attribute values.

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

[0183] Optionally, the device may further include: a first configuration module for configuring 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; and a second trigger module for triggering the third virtual game character, whose distance from the second virtual game character meets a distance threshold, to be in a negative gain game effect for a target duration.

[0184] Optionally, the device may further include: a second configuration module for configuring 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; and a third trigger module for triggering the third virtual game character, whose distance from the second virtual game character meets a distance threshold, to be in a negative gain game effect for a target duration.

[0185] Optionally, the device may further include: an acceleration module, configured 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 having a location identifier identified, wherein the target state indicates that the first virtual game character is allowed to recover after receiving an attack operation.

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

[0187] Optionally, the device may further include: an identification module for identifying a fourth virtual game character with target characteristics in the virtual game scene during the process of the first virtual game character following the third virtual game character in the virtual game scene.

[0188] In this embodiment, the control unit controls the first virtual game character to identify the position marker of the third virtual game character in the virtual game scene, wherein the position marker is a marker generated when the third virtual game character moves in the virtual game scene; the execution unit executes the first game skill of the first virtual game character in response to the number of identified position markers meeting a quantity threshold; the triggering unit triggers the acquisition of the position information of the third virtual game character and displays the indicator corresponding to the position information in the graphical user interface, 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.

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

[0190] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.

[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, 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;

[0193] S2, in response to the number of identified location markers meeting the quantity threshold, execute the first game skill of the first virtual game character;

[0194] S3 triggers the acquisition of the location information of the third virtual game character and displays the corresponding indicator in the graphical user interface.

[0195] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0196] Embodiments of this disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any 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 can be configured to perform the following steps via a computer program:

[0199] S1, 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;

[0200] S2, in response to the number of identified location markers meeting the quantity threshold, execute the first game skill of the first virtual game character;

[0201] S3 triggers the acquisition of the location information of the third virtual game character and displays the corresponding indicator in the graphical user interface.

[0202] Optionally, specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementations, and will not be repeated here.

[0203] Figure 6 This 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 impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0204] like Figure 6 As shown, the electronic device 600 is presented in the form of a general-purpose 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 memory 620 and processor 610), and a display 640.

[0205] The memory 620 stores program code that can be executed by the processor 610, causing the processor 610 to perform the steps described in the method section of the embodiments of this disclosure according to various exemplary implementations of this disclosure.

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

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

[0208] Bus 630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 610, or a local bus using any of the various bus structures.

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

[0210] Optionally, the electronic device 600 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, 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., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 650. Furthermore, the electronic device 600 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via a network adapter 660. Figure 6 As shown, network adapter 660 communicates with other modules of electronic device 600 via bus 630. It should be understood that, although... Figure 6 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with 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 aforementioned 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] Those skilled in the art will understand that Figure 6 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, electronic device 600 may also include components that are more... Figure 6 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 620 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the virtual game character information processing method in this embodiment. The processor 610 executes various functional applications and data processing by running the computer program stored in the memory 620, thereby implementing the aforementioned virtual game character information processing method.

[0213] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0214] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0215] In the several embodiments provided in this disclosure, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some interfaces; indirect couplings or communication connections between units or modules may be electrical or other forms.

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

[0217] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0218] If the integrated unit is implemented as 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 this disclosure, in essence, or the part that contributes to related technologies, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0219] The above are merely preferred embodiments of this disclosure. It should be noted that those skilled in the art can make various improvements and modifications without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.

Claims

1. A method for processing information about virtual game characters, characterized in that, A graphical user interface (GUI) is provided through a first terminal device. The GUI displays a virtual game scene and a first virtual game character, a second virtual game character, and a third virtual game character located within the virtual game scene. The first and second virtual game characters belong to a first game faction, and the third virtual game character belongs to a second game faction. The method includes: The first virtual game character is controlled 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; In response to the number of identified location identifiers meeting a quantity threshold, the first game skill of the first virtual game character is executed; In response to the first game skill, the location information of the third virtual game character is obtained, and an indicator corresponding to the location information is displayed in the graphical user interface; The method further includes sending the location information to the second terminal device corresponding to the second virtual game character.

2. The method according to claim 1, further comprising: The graphical user interface of the second terminal device displays an indicator corresponding to the location information.

3. The method according to claim 1, characterized in that, The method further includes: In response to the third virtual game character moving a target distance in the virtual game scene, the location marker is displayed in the virtual game scene.

4. The method according to claim 3, characterized in that, The step of presenting the location marker in the virtual game scene includes: The location for generating the location identifier is determined based on the current location of the third virtual game character in the virtual game scene; The generated location is used to display the location identifier in the virtual game scene.

5. The method according to claim 4, characterized in that, The method further includes: In response to the location identifier being displayed at the generated location for a duration exceeding a duration threshold, the location identifier is controlled to disappear at the generated location.

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

7. The method according to claim 6, characterized in that, The method further includes: In response to stopping the execution of the first game skill of the first virtual game character, the acquisition of the location 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 includes: 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 to execute the second game skill of the first virtual game character; The third virtual game character, whose distance from the trigger control to the first virtual game character meets a distance threshold, is in a negative gain game effect within the 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, the energy attribute value is consumed to activate 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, the energy attribute value is consumed and the target delay time is delayed to activate the second game skill of the first virtual game character.

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

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

12. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual game character assisting the second virtual game character in attacking the third virtual game character, a second game skill is configured for the second virtual game character; The third virtual game character, whose distance from the trigger control to the second virtual game character meets a distance threshold, is in a negative gain game effect for the target duration.

13. The method according to claim 1, characterized in that, The method further includes: In response to the second virtual game character assisting the first virtual game character in attacking the third virtual game character, a second game skill is configured for the second virtual game character; The third virtual game character, whose distance from the trigger control to the second virtual game character meets a distance threshold, is in a negative gain game effect for the target duration.

14. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual game character being in a target state and the location marker being identified, the movement speed of the first virtual game character in the virtual game scene is accelerated, wherein the target state indicates 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 includes: 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 hidden from the second virtual game character and the third virtual game character on the graphical user interface.

17. The method according to any one of claims 1 to 14, characterized in that, The method further includes: During the process of the first virtual game character following the third virtual game character in the virtual game scene, a fourth virtual game character with target characteristics is identified in the virtual game scene.

18. An information processing device for virtual game characters, characterized in that, A graphical user interface (GUI) is provided through a first terminal device. The GUI displays a virtual game scene and a first virtual game character, a second virtual game character, and a third virtual game character located within the virtual game scene. The first and second virtual game characters belong to a first game faction, and the third virtual game character belongs to a second game faction. The device includes: A control unit is configured 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 is configured to execute a first game skill of the first virtual game character in response to the number of identified location identifiers meeting a quantity threshold. A triggering unit is configured to respond to the first game skill, trigger the acquisition of the location information of the third virtual game character, and display an indicator corresponding to the location information in the graphical user interface; The device is further configured to perform the following step: sending the location information to the second terminal device corresponding to the second virtual game character.

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 perform 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, The memory stores a computer program, 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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