Information processing method and device in game, electronic equipment and storage medium
By displaying a task prompter with virtual objects on the game interface, the problem of difficulty in forming teams in online games is solved, enabling quick and convenient team formation decisions and improving human-computer interaction efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2025-04-02
- Publication Date
- 2026-07-31
AI Technical Summary
In online games, the process of finding suitable teammates is cumbersome, the human-computer interaction is inefficient, and it is difficult to quickly form a team.
By displaying task prompts for virtual objects on the game interface, which include item icons that match the completion progress, players can intuitively understand the task progress of each virtual object and be recommended suitable team partners.
It improves the convenience and efficiency of players forming teams, helps players make team decisions quickly, and enhances the gaming experience.
Smart Images

Figure CN119971487B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, apparatus, electronic device and storage medium for information processing in games. Background Technology
[0002] In current online games, team play is a common game mechanic. For example, if a game mission is open to teams, multiple players participating in the virtual match need to form a team and cooperate to complete the mission.
[0003] In related technologies, to find suitable teammates, players need to repeatedly perform task checks on multiple other players in the same virtual match. For example, they might enter one player's task details page, then exit to check on another player, or they could check other players' personal details pages to see their task completion status. These methods are cumbersome and inefficient in terms of human-computer interaction. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide an information processing method, apparatus, electronic device and storage medium in games to overcome at least one of the above-mentioned defects.
[0005] In a first aspect, embodiments of this application provide an information processing method for games, which provides a first graphical user interface through a first terminal device, the method comprising:
[0006] Display the first virtual scene screen corresponding to the first virtual object located in the virtual scene on the first graphical user interface;
[0007] Identify the progress of each virtual object in the first virtual scene image in relation to the completion of the target virtual task, the target virtual task including collecting various virtual props;
[0008] A corresponding task prompter is provided for each virtual object. Each task prompter includes multiple item icons, and the presentation of each item icon matches the completion progress of the virtual object.
[0009] Secondly, embodiments of this application also provide an information processing device for games, which provides a first graphical user interface through a first terminal device, the device comprising:
[0010] The display control module is used to display the first virtual scene screen corresponding to the first virtual object located in the virtual scene on the first graphical user interface;
[0011] The recognition module is used to identify the progress of each virtual object in the first virtual scene in relation to the target virtual task, which includes collecting various virtual props;
[0012] The prompt module is used to provide a corresponding task prompter for each virtual object. Each task prompter includes multiple item icons, and the presentation of each item icon matches the completion progress of the virtual object.
[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform steps of the information processing method in the game described above.
[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in the game described above.
[0015] The information processing method, apparatus, electronic device, and storage medium provided in this application can intuitively reflect the progress of each player in completing the target virtual task in the virtual scene on the interface, which helps players make team formation decisions quickly and conveniently.
[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0018] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of this application is shown;
[0019] Figure 2 This illustration shows one of the schematic diagrams of a first virtual scene screen corresponding to a first virtual object provided in an embodiment of this application;
[0020] Figure 3 A flowchart illustrating a method for presenting a task prompter corresponding to a target virtual object, as provided in an embodiment of this application, is shown.
[0021] Figure 4 This illustrates a second flowchart of a method for presenting a task prompter corresponding to a target virtual object, as provided in an embodiment of this application.
[0022] Figure 5 This is a second schematic diagram showing a first virtual scene screen corresponding to a first virtual object provided in an embodiment of this application;
[0023] Figure 6 This invention provides a schematic diagram of the structure of an information processing device for a game according to an embodiment of this application.
[0024] Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0026] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0027] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0028] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0029] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0030] In current online games, team play is a common game mechanic. For example, if a game mission is open to teams, multiple players participating in the virtual match need to form a team and cooperate to complete the mission.
[0031] In related technologies, to find suitable teammates, players need to repeatedly perform task checks on multiple other players in the same virtual match. For example, they might enter one player's task details page, then exit to check another player's, or they might check other players' personal details pages to see their task completion status. Therefore, team-up methods using these technologies are difficult to use quickly to find suitable teammates, resulting in cumbersome steps and low human-computer interaction efficiency.
[0032] To address the problems mentioned above, this application proposes an information processing method, apparatus, electronic device, and storage medium for games, which aims to solve the problems of difficulty in forming teams and cumbersome operation steps in the aforementioned related technologies by visualizing the progress of task completion.
[0033] First, the names involved in the embodiments of this application will be introduced.
[0034] Terminal equipment:
[0035] The terminal device involved in this application mainly refers to an intelligent device used to provide game graphics (e.g., game settings / configuration interfaces, interfaces presenting virtual scenes) and to control virtual characters. The terminal device can be, but is not limited to, any of the following: smartphones, tablets, laptops, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. This terminal device has an application installed and running that supports virtual scenes, such as an application that supports 3D virtual scenes. This application can be, but is not limited to, any of the following: virtual reality applications, 3D map applications, military simulation applications, MOBA games, multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D game application, or a network-based application.
[0036] Graphical User Interface:
[0037] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on a screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on a touchscreen terminal by performing touch operations to select commands, launch programs, or perform other tasks. For example, a GUI may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in a virtual scene. The interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., number of defeats, match time), or game setting controls (e.g., system settings, shop, coins), and may also include images, input boxes, text boxes, and other controls, some of which respond to user actions.
[0038] Virtual scene:
[0039] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene serves as a scenario where the user controls the complete game logic of virtual objects. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual objects, and it contains virtual resources available for use by at least two virtual objects.
[0040] Virtual objects:
[0041] Virtual objects refer to virtual objects within a virtual scene. These virtual objects can be virtual characters controlled by players, including but not limited to at least one of virtual figures, virtual animals, and anime characters, or virtual objects (NPCs) not controlled by players. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external appearances by wearing different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.
[0042] Multiple virtual objects can exist in a virtual scene. These virtual objects can be virtual characters controlled by the player (i.e., characters controlled by the player through input devices) and / or artificial intelligence (AI) trained and set up for virtual scene battles. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual game; this application embodiment does not impose any limitations on this.
[0043] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0044] An implementation environment provided in one embodiment of this application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are each equipped with an application program that executes the information prompting method provided in this application, and the server is a server-side application that executes the information prompting method provided in this application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.
[0045] The information processing method in a game disclosed in one embodiment of this application can run on a terminal device or a server. The terminal device can be a local terminal device. When the information processing method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0046] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0047] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0048] In one possible implementation, the present invention provides an information processing method in a game, wherein a first graphical user interface is provided through a first terminal device and a second graphical user interface is provided through a second terminal device, wherein the first terminal device and the second terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0049] To facilitate understanding of this application, the following provides a detailed description of the information processing methods, apparatus, electronic devices, and storage media in games provided in the embodiments of this application.
[0050] First, the game in this embodiment will be described. In this embodiment, virtual objects enter the virtual scene in an unteamed state. Virtual objects form or join a target team in the virtual scene that meets the number requirements of the target virtual task; after the target team is formed, the team can start the target virtual task and execute the target virtual task as a whole. The task objectives of the target virtual task include collecting various virtual items. During the execution of the target virtual task, virtual objects can leave the target team. At this time, the target team needs to invite other virtual objects to join the target team again to meet the number requirements of the target virtual task.
[0051] Please see Figure 1 The flowchart illustrates an information processing method in a game, which is typically used in game servers, such as the cloud gaming server described above, but this application is not limited thereto.
[0052] like Figure 1 As shown, the information processing method in a game according to an exemplary embodiment of this application specifically includes:
[0053] Step S101: Display the first virtual scene screen corresponding to the first virtual object located in the virtual scene on the first graphical user interface.
[0054] In this embodiment of the application, a first graphical user interface is provided through a first terminal device. The first virtual object is a virtual character controlled by the player participating in the game through the first terminal device. For example, the player can control the first virtual object to move in the virtual scene, such as controlling the first virtual object to run, jump, crawl, etc., and can also control the first virtual object to use virtual skills, virtual props, etc. provided in the game to interact with other virtual objects in the game.
[0055] In this embodiment, the virtual scene screen corresponding to the first virtual object refers to the screen in the virtual scene that the player controlling the first virtual object can see through the graphical user interface of the terminal device. Here, the screen range of the first virtual scene screen corresponding to the first virtual object displayed on the first graphical user interface can be varied. For example, when the player zooms in and out of the virtual scene screen, the screen range of the virtual scene can be enlarged or reduced.
[0056] In this embodiment of the application, the virtual scene image can be the image obtained by observing the virtual scene from a preset viewing angle at a preset height using a virtual camera. For example, it can be the image obtained by observing the virtual scene from a preset viewing angle with a preset virtual object or preset coordinate position in the virtual scene as the observation center and a preset camera height.
[0057] At this time, as the viewing angle changes, or as the center of observation changes (e.g., controlling the first virtual character to move within the virtual scene), the content displayed on the terminal device's screen will also change. Furthermore, when a user's swipe operation (e.g., panning) is received regarding the virtual scene, the virtual scene can be controlled to move within the terminal device's screen, so that the displayed content changes synchronously.
[0058] In a team-based game setting, a designated area within the virtual environment can be provided as a team-up zone. When players wish to team up, they can control a first virtual object to travel to this zone. At this point, the first virtual scene corresponding to the first virtual object will include at least a portion of the team-up zone. Within the team-up zone, players can interact with other virtual objects by controlling their first virtual object to form a team. For example, players can view other virtual objects' personal information, send team-up invitations, and accept or decline team-up invitations from other virtual objects.
[0059] Step S102: Identify the completion progress of each virtual object in the first virtual scene for the target virtual task.
[0060] In this embodiment, the first virtual scene screen includes at least a first virtual object, and may also include at least one second virtual object controlled by another player. The virtual object may be presented in the virtual scene in the form of a two-dimensional model and / or a three-dimensional model.
[0061] The target virtual task includes collecting various virtual items, so the progress of completing the target virtual task can include the progress of collecting various virtual items.
[0062] Optionally, the target virtual task includes multiple virtual sub-tasks, each virtual sub-task indicating the collection of a virtual item. The completion progress of the target virtual task then includes the collection status of the virtual item corresponding to each virtual sub-task, with the collection status including "collected" and "not collected."
[0063] In this embodiment, another area can be provided in the virtual scene as a task area. Each virtual sub-task corresponds to at least one point in the task area, and each point provides a corresponding type of virtual item for virtual objects to collect. After the team is formed, the virtual objects can enter the task area together as a whole team, and then go to different points according to the task objective to collect the virtual items corresponding to those points. For example, a certain point may have a monster, and the team of virtual objects can obtain a certain number of corresponding virtual items by defeating the monster. Regarding the obtained virtual items, a certain number of virtual items can be automatically allocated to each virtual object in the team, or a certain number of virtual items can be allocated to the entire team and then manually distributed by the player.
[0064] It should be noted that although in this embodiment, entering the task area to collect virtual items requires a team, before the team is formed, the virtual objects may have already collected a certain number of virtual items due to their historical game behavior (such as historical team formation, lottery, etc.), that is, they have a certain progress in completing the target virtual task. This means that the progress of different virtual objects in completing the target virtual task may be different before the team is formed.
[0065] Step S103: Provide a corresponding task prompter for each virtual object.
[0066] In this embodiment, the task prompter is a dynamically variable identifier displayed in the virtual scene, which can provide task information guidance to the player in a visual form. For example, the task prompter can be displayed around virtual objects in the virtual scene, such as at a preset height above the virtual object's head.
[0067] Each task prompt includes multiple item icons required to complete the target virtual task.
[0068] Here, the number of item icons displayed in each task prompt can be the same as the number of various virtual items indicated in the target virtual task. That is, each item icon displayed in each task prompt corresponds to one type of virtual item indicated in the target virtual task.
[0069] Alternatively, the item identifiers displayed in each task prompt may include the item identifiers corresponding to the uncollected virtual items in the target virtual task. That is, each task prompt only displays the item identifiers for uncollected virtual items.
[0070] In this way, for each player who has the same target virtual task as their desired task, the meaning of the identifiers that each task prompter can include is the same and understandable. Therefore, each player can easily and clearly understand the progress of each virtual object in completing the target virtual task through the virtual task prompters corresponding to each virtual object in the virtual scene.
[0071] Furthermore, the presentation of each item icon matches the completion progress of that virtual object. Presentation refers to how the item icon appears from the human eye's visual perspective. In other words, the presentation of the item icon differs depending on the completion progress, allowing players to visually understand the differences in the completion progress of each virtual object towards the target virtual task, helping them quickly decide on suitable team members.
[0072] This application enables the information prompter to intuitively reflect the progress of each player in the virtual scene in completing the target virtual task on the interface, which helps players make team formation decisions quickly and conveniently.
[0073] In this application embodiment, the prop icon presented in a first presentation form is used to indicate that the virtual prop corresponding to the prop icon is not collected, and the prop icon presented in a second presentation form is used to indicate that the virtual prop corresponding to the prop icon is collected. The second presentation form is different from the first presentation form.
[0074] In this way, when the virtual item corresponding to each virtual sub-task is in the collected and uncollected states, the virtual object's progress in completing the target virtual task is different, and the presentation of the item icon corresponding to the completion progress is also different. This allows players to intuitively understand the collection status of the virtual item corresponding to each virtual sub-task in a visual way.
[0075] For example, there may be at least one difference between the different presentations of each prop icon:
[0076] The first type differs in the visual display parameters of the props' logos.
[0077] Visual display parameters may include one or more of the following: display size, display pattern, display shape, display color, display transparency, display line type, and display line width. For example, compared to the second presentation format, the prop icon displays a more vibrant color in the first presentation format, providing a prominent display effect to visually indicate virtual props that have not yet been collected by the virtual object.
[0078] The second method involves displaying a first additional mark at the prop label presented in the first presentation format.
[0079] Here, a first additional mark may be displayed at a predetermined position around the prop icon presented in the first presentation form. The prop icon and the first additional mark are displayed simultaneously and superimposed; for example, a triangular mark may be set around the prop icon.
[0080] The third method involves displaying a second additional mark at the prop logo presented in the second presentation format.
[0081] The visual display parameters of the first and second additional marks are also different. A second additional mark can be displayed at a predetermined position around the prop mark presented in the second presentation form. The prop mark and the second additional mark are displayed simultaneously and superimposed; for example, a circular mark can be set around the prop mark.
[0082] Regarding the second and first presentation forms, the aforementioned differences and variations under each difference can exist independently or in combination.
[0083] In a preferred example, each item identifier in each task prompt corresponds one-to-one with each virtual item in the target virtual task.
[0084] Here, the types of virtual items that the target virtual mission requires to be collected vary, and each type of virtual item corresponds to an item icon, which can help players visually distinguish them.
[0085] In another preferred example, the specified number of item icons are displayed in the same order in each task prompter.
[0086] Here, the item icons are displayed in the same order in each task prompt and this order does not change regardless of the presentation format. Therefore, for players searching for teammates in the virtual scene, the item icons in the same position in the task prompts for each virtual object correspond to the same item. This allows players to easily compare the item collection progress of each virtual object with their own, and also facilitates comparison of item collection progress among different virtual objects, helping players choose the most suitable teammate.
[0087] In another preferred example, each task prompter is configured to follow the movement of the corresponding virtual object.
[0088] Here, when the player moves a virtual object within the virtual scene, the task indicator follows the object's movement, always remaining displayed at a predetermined position around the virtual object, clearly demonstrating the correspondence between the virtual object and the task indicator. This is especially effective when multiple virtual objects exist within the virtual scene, minimizing confusion.
[0089] Figure 2 One of the schematic diagrams shows the virtual scene screen corresponding to the first virtual object.
[0090] like Figure 2 As shown, the first virtual scene includes a first virtual object A and second virtual objects B and C controlled by other players. Each virtual object has a corresponding task indicator; for example, task indicator a1 is located above the head of the first virtual object A. Task indicator a1 includes five item icons required to complete the target virtual task, which can be distinguished by different colors, grayscale, graphics, etc. Specifically, a12 represents an item icon presented in a first presentation format, indicating that the virtual item corresponding to that item icon is not collected; a13 represents an item icon presented in a second presentation format, indicating that the virtual item corresponding to that item icon is collected. Compared to a13, a12 has a more prominent visual display effect and displays a circular first additional mark; the shading indicates that the outer ring of item icon a12 is marked with a highlighted mark.
[0091] Through this application, when the item identifier corresponding to each virtual item in the information prompt is presented in different forms, it can visually reflect the collection status of each virtual item in the target virtual task, more clearly show the completion progress of each player for the target virtual task, help players make team formation decisions quickly and conveniently, and solve the problem of players having difficulty forming teams when facing a task that requires multiple items.
[0092] Furthermore, in addition to the above-mentioned method of reflecting the completion progress through the presentation of item icons in the task prompt and providing players with a reference for team formation decisions, another embodiment of this application also provides a method of recommending team members to players through the presentation of the task prompt.
[0093] Figure 3 This is one of the flowcharts illustrating a method for presenting a task prompter corresponding to a target virtual object, as provided in an exemplary embodiment of this application. For example... Figure 3 As shown, in another possible embodiment of this application, the information processing method may further include:
[0094] S301: Based on the completion progress of each virtual object in relation to the target virtual task, identify the target virtual object that meets the recommended team-up conditions with the first virtual object.
[0095] The recommended team formation condition refers to the similar progress of virtual objects in completing the target virtual task. This way, after forming a team, the virtual sub-tasks that each virtual object in the team needs to perform are also similar, reducing the possibility of some virtual objects repeatedly performing virtual sub-tasks that have already been completed, reducing operation steps, and improving game efficiency.
[0096] More specifically, in this embodiment of the application, when the virtual scene screen includes the first virtual object and at least one second virtual object, the target virtual object that meets the recommended team-up conditions with the first virtual object can be identified in the following way:
[0097] S3011: For each second virtual object, determine the degree of overlap between the uncollected virtual items of the second virtual object and the uncollected virtual items of the first virtual object.
[0098] Here, uncollected items refer to items that the virtual object has not yet collected in order to complete the target virtual task. Therefore, it can directly indicate the virtual sub-tasks that the virtual object still needs to perform. The overlap between different virtual objects regarding uncollected items can more clearly indicate the virtual sub-tasks that the entire team needs to perform after forming a team.
[0099] S3012: The second virtual object with the highest overlap among all second virtual objects is determined as the target virtual object.
[0100] Here, the highest overlap in uncollected virtual items indicates the fewest virtual sub-tasks the team needs to perform. In one example, completing the target virtual task requires five types of virtual items: red, orange, yellow, blue, and green. Virtual character A has uncollected red and orange virtual items, virtual character B has uncollected yellow and blue virtual items, and virtual character C has uncollected red and orange virtual items. Clearly, virtual character C has a higher overlap with virtual character A than virtual character B. If virtual character B teams up with virtual character A, the team needs to collect four types of items: red, orange, yellow, and blue. If virtual character C teams up with virtual character A, the team only needs to collect red and orange items. Therefore, recommending the team with the highest overlap as the target virtual object allows players to complete the target virtual task more efficiently and quickly, improving the gaming experience.
[0101] return Figure 3 S302: Present the task prompter corresponding to the target virtual object in a third presentation format.
[0102] Here, the third presentation format is distinguished from the presentation format of the task prompter for other virtual objects that do not meet the recommended team-up criteria, thus visually differentiating the target virtual object for recommended team-up from other virtual objects. For example, the third presentation format could be highlighting the edges of the task prompter's display area, or changing the edge's line color, line width, line style, etc.
[0103] It should be noted that the number of target virtual objects is not limited in the embodiments of this application. When there are multiple second virtual objects with the highest degree of overlap as target virtual objects, the corresponding task prompters can all be presented in the third presentation form. Alternatively, according to the team size requirements, some target virtual objects can be selected to present the corresponding task prompters in the third presentation form, such as selecting the target virtual objects closest to the first virtual object.
[0104] Continue reading Figure 2 Based on the completion progress of each virtual object in the first virtual environment screen for the target virtual task (the collection status of the items corresponding to the four item icons), the target virtual object that meets the recommended team-up conditions with the first virtual object A is identified as virtual object B. The task prompter a2 corresponding to the target virtual object B is presented in a third presentation format, and the shadow in a2 indicates that the edge of the display area of the task prompter a2 is highlighted.
[0105] Figure 4 This is a second flowchart illustrating a method for presenting a task prompter corresponding to a target virtual object, as provided in an exemplary embodiment of this application.
[0106] like Figure 4 As shown, in another possible embodiment of this application, the information processing method may further include:
[0107] S401: Identify the completion progress of a third virtual object located in a specified area of the virtual scene for the target virtual task.
[0108] Here, the designated area can be the entire virtual scene or an area larger than the first virtual scene. When the third virtual object is located in the designated area, it may not appear in the first virtual scene, but its progress in completing the target virtual task can still be identified. It should be noted that steps S401 and S102 can be executed simultaneously for synchronous identification.
[0109] S402: Determine whether the third virtual object and the first virtual object meet the recommended team-up conditions.
[0110] Here, the implementation of step S402 can refer to step S301 above and achieve the same technical effect, so it will not be repeated here.
[0111] S403: If so, at the target position at the edge of the virtual scene screen, present the task prompter corresponding to the third virtual object in a third presentation form.
[0112] Here, the target location is the intersection of the virtual line connecting the positions of the first virtual object and the third virtual object in the virtual scene with the edge of the first virtual scene's screen. Therefore, the task prompt displayed at the target location can indicate the positional relationship between the third virtual object and the first virtual object.
[0113] In a preferred example, a guidance identifier is provided at the task prompt of the third virtual object.
[0114] The guidance identifier is used to guide the first virtual object to move to the position of the third virtual object in the virtual scene.
[0115] Continue reading Figure 2 If a third virtual object does not appear in the first virtual scene, but the third virtual object and the first virtual object A meet the recommended team-up conditions, then the task prompter a4 corresponding to the third virtual object will be presented in a third presentation format, and a guidance icon a5 will be provided.
[0116] Through this application, if a third virtual object meets the recommended team-up conditions, even if it is not within the first virtual scene visible to the first virtual object, the corresponding task prompt will be prominently displayed within the first virtual scene, thereby recommending a team to the first virtual object; this avoids the first virtual object being unable to observe the recommended team-up objects in the specified area due to screen range limitations, and also avoids the first virtual object frequently moving within the first virtual scene to check if there are any recommended team-up objects.
[0117] In another preferred example, a prompt message is displayed at the task prompt of each virtual object that meets the recommended team-up conditions, indicating that the virtual object is the recommended team-up object for the first virtual object.
[0118] Here, the prompt message can be in text form to more clearly indicate the first virtual object. For example... Figure 2 The prompt message a3 indicates that virtual object B has the highest overlap and is the recommended teammate.
[0119] In this embodiment of the application, in response to the team-up triggering operation, a team-up invitation is sent to multiple specified virtual objects located within the target range of the virtual scene.
[0120] Here, each virtual object can initiate a team-up by triggering a team-up action, such as by clicking a task indicator. Based on the task indicator clicked by the virtual object, the specific virtual object to be invited to the team can be determined. Team-up triggers can also be generated and the specific virtual object determined through friend list invitations, announcements, etc. The target range can be the area corresponding to the first virtual scene screen; or it can be an area centered on the first virtual object and larger than the first virtual scene screen. The target range can be the same as the specified range in S401.
[0121] Subsequently, based on the feedback information from the multiple designated virtual objects in response to the team invitation, a target team is created to complete the virtual sub-tasks in the target virtual task.
[0122] The designated virtual object generates feedback information in response to the team invitation, such as agreeing to join or declining. Based on the feedback information from multiple designated virtual objects in response to the team invitation, the designated virtual object that agrees to join and the first virtual object can be combined to form the target team. This allows the target team to start the target virtual task and, after the task starts, enter the task area to complete the virtual sub-tasks within the target virtual task.
[0123] In a preferred example, the team invitation carries the completion progress of the first virtual object for the target virtual task. Additionally, it may also carry identification information such as the first virtual object's avatar and ID.
[0124] After each second terminal device receives a team invitation, it provides a second graphical user interface corresponding to the specified virtual object.
[0125] The second graphical user interface of the second terminal device displays the team invitation information and a control on whether to accept the invitation. By triggering the control, feedback information of agreeing to join the team or declining the team can be generated.
[0126] In addition, the completion progress of the first virtual object for the target virtual task is displayed on the second graphical user interface of the second terminal device, so that the designated virtual object can understand the completion progress of the first virtual object that sent the team invitation for the target virtual task, which facilitates the designated virtual object to make a decision and generate feedback information based on the completion progress of the first virtual object.
[0127] In this embodiment of the application, after the target team is created, the team information bar of the target team is displayed on the first graphical user interface, and the task prompt displayed at each virtual object is canceled.
[0128] The team information section includes a task information sub-section, which displays task information for each virtual object in the target team. Each task information display item includes multiple item icons, and the presentation of each item icon matches the completion progress of the virtual object.
[0129] In a preferred example, the virtual items that the team needs to collect can be recommended, and the target virtual items that meet the recommended collection conditions can be recommended to the team members.
[0130] Specifically, identify the overlap between uncollected virtual items of each virtual object in the target team; and determine the uncollected virtual item with the highest overlap among all uncollected virtual items as the target virtual item of the target team.
[0131] Here, the overlap between uncollected virtual items can be determined by the number of virtual objects in the target team that have not collected a certain item. Therefore, the uncollected virtual item with the highest overlap is the item with the largest number of uncollected virtual objects in the target team.
[0132] The uncollected virtual item with the highest overlap is identified as the target virtual item for the target team, and a prompt message is displayed in the task information sub-section to suggest prioritizing the collection of this target virtual item.
[0133] In addition, the team information panel includes a basic information sub-panel, which displays basic information about each virtual object in the target team. These basic information entries may include basic information about the virtual object, such as game ID, avatar, level, skills, health, and stamina.
[0134] Figure 5 The second illustration shows the virtual scene screen corresponding to the first virtual object.
[0135] like Figure 5 As shown, the target virtual task limits the number of virtual objects to four. The target team consists of a first virtual object A and multiple fourth virtual objects B, E, and F. The first graphical user interface displays the team information panel, which includes a task information sub-panel b1 and a basic information sub-panel b2. Based on the overlap between the uncollected virtual items of each virtual object, a target virtual item b11 is identified. A prompt message b12 is displayed in the task information sub-panel b1, suggesting that this target virtual item b11 be collected first.
[0136] Furthermore, the target team can initiate target virtual tasks and execute different virtual sub-tasks in team form.
[0137] Any virtual subtask in the target virtual task is completed by the target team, and at least one virtual object in the team collects the virtual item corresponding to the virtual subtask. The virtual object's collection status for the virtual item changes from never collected to collected, thus changing the completion progress of the target virtual task.
[0138] At this point, the presentation format of the item identifier for any virtual item corresponding to a virtual subtask in each task information display entry in the updated task information sub-column should be changed from the second presentation format to the first presentation format. Corresponding to the example above, the presentation format of the item identifier for that virtual item should be switched from the second presentation format to the first presentation format.
[0139] In this embodiment of the application, the target team includes a first virtual object and at least one fourth virtual object; the fourth virtual object can leave the target team by triggering a leave-from-team operation.
[0140] In response to any fourth virtual object leaving the team, the task information display entry corresponding to that fourth virtual object is presented in a fourth presentation format. Here, the fourth presentation format is different from the first and second presentation formats, to indicate that the fourth virtual object has left the target team, and there is a vacancy in the target team.
[0141] Simultaneously, a team control is provided around the task information display entry of any fourth virtual object. In response to a trigger operation on the team control, the first virtual object is moved to a team location in the virtual scene, and a second virtual scene screen corresponding to the first virtual object at that team location is displayed on the first graphical user interface. The first virtual object can use the above method to complete a team of virtual objects.
[0142] Here, the first and fourth virtual objects can have different roles and permissions within the target team; for example, the first virtual object can act as the team initiator and team leader, while the fourth virtual object can act as a team member. The first virtual object has the authority to trigger the team-up control, moving to the team-up location in the virtual scene, and the second virtual scene screen corresponding to the first virtual object's location is displayed on the first graphical user interface. The first and second virtual scene screens can be the same, and the team-up location can be a specific location within the designated area; alternatively, the first and second virtual scene screens can be different, and the team-up location can be a point within the team-up area defined in the second virtual scene screen.
[0143] Next, the progress of each virtual object in the second virtual scene is identified in relation to the target virtual task, so as to provide a corresponding task prompt at each virtual object.
[0144] Optionally, in the second virtual scene, a task prompter corresponding to the first virtual object is presented in a fifth presentation format to indicate to other virtual objects in the second virtual scene that the first virtual object already has a team. For example, the fifth presentation format could be adding a team identifier to the task prompter.
[0145] At the same time, if the fourth virtual object remaining in the target team moves to the second virtual scene screen with the first virtual object, the task prompter corresponding to the fourth virtual object should also be presented in the fifth presentation form to indicate to other virtual objects in the second virtual scene screen that the fourth virtual object already has a team and team affiliation.
[0146] In response to the leave-from-queue operation, the basic information display entry corresponding to any of the fourth virtual objects is also canceled, and a set of queue controls is displayed in the basic information sub-column.
[0147] Continue reading Figure 5 During the mission, player F, corresponding to virtual object F, leaves the team. The mission information display item b13 corresponding to virtual object F is presented in a fourth presentation format. A shadow is used to reduce the brightness of the mission information display item, indicating that the fourth virtual object has left the target team, resulting in a vacancy. A set of team controls b14 is provided around the mission information display item of virtual object F. Simultaneously, the basic information display item corresponding to virtual object F is hidden, and another set of team controls b21 is displayed in the basic information sub-column.
[0148] The team control displayed in the basic information sub-column can have the same function as the team control provided in the task information display item. By triggering the team control, the first virtual object moves to the team location in the virtual scene, and the second virtual scene screen corresponding to the first virtual object at the team location is displayed. The virtual objects are then added as teammates in the above manner.
[0149] Alternatively, by triggering the team-up control, a player list (such as the first virtual object's friend list, guild list, nearby virtual object list, etc.) can be displayed, and a specific virtual object can be selected from the player list to send a team-up invitation.
[0150] Based on the same application concept, this application also provides an information processing device in the game corresponding to the method provided in the above embodiments. Since the principle of the device in this application to solve the problem is similar to the information processing method in the game in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0151] Please see Figure 6 , Figure 6This is a schematic diagram of the structure of an information processing device for a game provided in an embodiment of this application. Figure 6 As shown, a first graphical user interface is provided via a first terminal device, and the information processing device 600 in the game includes:
[0152] The display control module 610 is used to display the first virtual scene screen corresponding to the first virtual object located in the virtual scene on the first graphical user interface;
[0153] The recognition module 620 is used to recognize the progress of each virtual object in the first virtual scene screen in relation to the target virtual task, the target virtual task including collecting various virtual props;
[0154] The prompt module 630 is used to provide a corresponding task prompter for each virtual object. Each task prompter includes multiple prop icons, and the presentation of each prop icon matches the completion progress of the virtual object.
[0155] In one possible implementation of this application, the target virtual task includes multiple virtual subtasks, each virtual subtask being used to instruct the collection of a virtual item, and the completion progress of the target virtual task includes the collection status of the virtual item corresponding to each virtual subtask, the collection status including collected and not collected;
[0156] Among them, the prop icon presented in the first presentation form is used to indicate that the virtual prop corresponding to the prop icon is not collected, and the prop icon presented in the second presentation form is used to indicate that the virtual prop corresponding to the prop icon is collected. The second presentation form is different from the first presentation form.
[0157] In one possible implementation of this application, there are at least one of the following differences among the different presentation formats of each prop icon:
[0158] The visual display parameters of the prop labels are different;
[0159] A first additional mark is displayed at the prop label presented in the first presentation form;
[0160] A second additional mark is displayed at the prop logo presented in a second presentation format.
[0161] In one possible implementation of this application, each item identifier in each task prompt corresponds one-to-one with each virtual item in the target virtual task.
[0162] And / or, the multiple item icons are displayed in the same order in each task prompter.
[0163] And / or, each task prompter is configured to follow the movement of the corresponding virtual object.
[0164] In one possible implementation of this application, the number of item icons displayed in each task prompt is the same as the number of various virtual items indicated in the target virtual task.
[0165] Alternatively, the item identifiers displayed in each task prompt may include the item identifiers corresponding to the uncollected virtual items in the target virtual task for the corresponding virtual object.
[0166] In one possible implementation of this application, the identification module 620 is further configured to identify target virtual objects that meet the recommended team-up conditions with the first virtual object based on the completion progress of each virtual object for the target virtual task.
[0167] The prompting module 630 is also used to present the task prompter corresponding to the target virtual object in a third presentation format.
[0168] In one possible implementation of this application, the first virtual scene screen includes the first virtual object and at least one second virtual object.
[0169] The identification of target virtual objects that meet the recommended team-up conditions with the first virtual object includes:
[0170] For each second virtual object, determine the degree of overlap between the uncollected virtual items of the second virtual object and the uncollected virtual items of the first virtual object.
[0171] The second virtual object with the highest degree of overlap among all the second virtual objects is determined as the target virtual object.
[0172] In one possible implementation of this application, the identification module 620 is further configured to identify the completion progress of a third virtual object located in a designated area of the virtual scene for the target virtual task; and determine whether the third virtual object and the first virtual object meet the recommended team-up conditions;
[0173] If so, the prompting module 630 is further configured to present the task prompter corresponding to the third virtual object in a third presentation form at the target position at the edge of the first virtual scene screen.
[0174] In one possible implementation of this application, the prompting module 630 is further configured to provide a guidance identifier at the task prompter of the third virtual object, the guidance identifier being used to guide the first virtual object to move to the position of the third virtual object in the virtual scene;
[0175] And / or, the prompting module 630 is further configured to display a prompt message at the task prompter of each virtual object that meets the recommended team-up conditions, so as to indicate that the virtual object is the recommended team-up object for the first virtual object.
[0176] In one possible implementation of this application, the information processing device 600 in the game further includes a team-up module; the team-up module is used to send team-up invitations to multiple specified virtual objects located within the target range of the virtual scene in response to a team-up triggering operation; and to create a target team based on the feedback information of the multiple specified virtual objects in response to the team-up invitations, so as to complete the virtual sub-tasks in the target virtual task based on the target team.
[0177] In one possible implementation of this application, the team invitation carries the completion progress of the first virtual object for the target virtual task.
[0178] The display control module 610 is further configured to, after each second terminal device receives the team invitation, provide a second graphical user interface corresponding to a specified virtual object through the second terminal device, display the completion progress of the first virtual object for the target virtual task on the second graphical user interface of the second terminal device, so as to generate feedback information based on the completion progress of the first virtual object.
[0179] In one possible implementation of this application, the prompting module 630 is further configured to, after the target team is created, display the team information bar of the target team on the first graphical user interface, and cancel the task prompt displayed at each virtual object.
[0180] The team information bar includes a task information sub-bar, which includes task information display entries for each virtual object in the target team. Each task information display entry includes multiple item icons, and the presentation format of each item icon matches the completion progress of the virtual object.
[0181] In one possible implementation of this application, the identification module 620 is further configured to identify the overlap between the uncollected virtual items of each virtual object in the target team; and to determine the uncollected virtual item with the highest overlap among all uncollected virtual items as the target virtual item of the target team.
[0182] The prompt module 630 is also used to display a prompt message in the task information sub-column to suggest prioritizing the collection of the target virtual item.
[0183] In one possible implementation of this application, the target virtual task includes multiple virtual subtasks, each virtual subtask instructing the collection of a virtual item.
[0184] The prompting module 630 is further configured to update the presentation format of the item identifier of the virtual item corresponding to any virtual subtask in the target virtual task in each task information display entry of the task information sub-column in response to the target team completing any virtual subtask in the target virtual task.
[0185] In one possible implementation of this application, the target team includes the first virtual object and at least one fourth virtual object; the prompting module 630 is further configured to, in response to the leave-from-team operation of any fourth virtual object, present the task information display entry corresponding to the fourth virtual object in a fourth presentation format; and provide a set of team controls around the task information display entry of the fourth virtual object.
[0186] The display control module 610 is also configured to respond to a trigger operation on the team control, control the first virtual object to move to the team location in the virtual scene, and display the second virtual scene screen corresponding to the team location of the first virtual object on the first graphical user interface;
[0187] The recognition module 620 is also used to recognize the completion progress of each virtual object in the second virtual scene screen for the target virtual task, so as to provide a corresponding task prompter at each virtual object.
[0188] In one possible implementation of this application, the team information bar further includes a basic information sub-bar, which includes basic information display entries for each virtual object in the target team; the prompt module 630 is also configured to, in response to the leave-from-team operation, further cancel the display of the basic information display entry corresponding to any fourth virtual object; and display a team control in the basic information sub-bar.
[0189] In one possible implementation of this application, the prompting module 630 is further configured to present a task prompter corresponding to the first virtual object in a fifth presentation format within the second virtual scene screen.
[0190] And / or, if the second virtual scene screen includes a fourth virtual object in the target team, the task prompter corresponding to the fourth virtual object is presented in the fifth presentation format.
[0191] The device described in this application can intuitively display the progress of each player in completing the target virtual task in the virtual scene on the interface, which helps players make team formation decisions quickly and conveniently.
[0192] Please see Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 7 As shown, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.
[0193] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 and the memory 720 communicate via the bus 730. When the machine-readable instructions are executed by the processor 710, the steps of the information processing method in the game as described in any of the above embodiments can be executed. For specific implementation methods, please refer to the method embodiments, which will not be repeated here.
[0194] This application also provides a computer-readable storage medium storing a computer program. When the computer program is run by a processor, it can execute the steps of the information processing method in the game as described in any of the above embodiments. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0195] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0196] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0197] 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 network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0198] In addition, the functional units in the various embodiments of this application 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.
[0199] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion 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 described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0200] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. An information processing method in a game, characterized by, The method of providing a first graphical user interface via a first terminal device includes: Display the first virtual scene screen corresponding to the first virtual object located in the virtual scene on the first graphical user interface; In response to the first virtual object entering the team area in the virtual scene, the progress of each virtual object in the first virtual scene screen in completing the target virtual task is identified, the target virtual task including collecting various virtual props; A corresponding task prompter is provided for each virtual object. Each task prompter includes multiple item icons, and the presentation of each item icon matches the completion progress of the virtual object. In response to a team-up triggering operation, a team-up invitation is sent to multiple specified virtual objects located within the target area of the virtual scene; Based on the feedback information from the multiple specified virtual objects regarding the team invitation, a target team is created to complete the virtual sub-tasks in the target virtual task.
2. The method of claim 1, wherein, The target virtual task includes multiple virtual sub-tasks, each virtual sub-task is used to indicate the collection of a virtual item, and the completion progress of the target virtual task includes the collection status of the virtual item corresponding to each virtual sub-task, the collection status includes collected and not collected; Among them, the prop icon presented in the first presentation form is used to indicate that the virtual prop corresponding to the prop icon is not collected, and the prop icon presented in the second presentation form is used to indicate that the virtual prop corresponding to the prop icon is collected. The second presentation form is different from the first presentation form.
3. The method according to claim 1 or 2, characterized in that, There are at least one of the following differences between the different presentations of each prop icon: The visual display parameters of the prop labels are different; A first additional mark is displayed at the prop label presented in the first presentation form; A second additional mark is displayed at the prop logo presented in a second presentation format.
4. The method of claim 1, wherein, Each item icon in each task prompt corresponds one-to-one with each type of virtual item in the target virtual task. And / or, the multiple item icons are displayed in the same order in each task prompter. And / or, each task prompter is configured to follow the movement of the corresponding virtual object.
5. The method of claim 1, wherein, The number of item icons displayed in each task prompt is the same as the number of various virtual items indicated in the target virtual task. Alternatively, the item identifiers displayed in each task prompt may include the item identifiers corresponding to the uncollected virtual items in the target virtual task for the corresponding virtual object.
6. The method of claim 1, wherein, The method further includes: Based on the completion progress of each virtual object in relation to the target virtual task, identify the target virtual objects that meet the recommended team-up conditions with the first virtual object; The task prompter corresponding to the target virtual object is presented in a third presentation format.
7. The method of claim 6, wherein, The first virtual scene includes the first virtual object and at least one second virtual object. The identification of target virtual objects that meet the recommended team-up conditions with the first virtual object includes: For each second virtual object, determine the degree of overlap between the uncollected virtual items of the second virtual object and the uncollected virtual items of the first virtual object. The second virtual object with the highest degree of overlap among all the second virtual objects is determined as the target virtual object.
8. The method of claim 6, wherein, The method further includes: Identify the progress of a third virtual object located in a specified area of the virtual scene in relation to the completion of the target virtual task; Determine whether the recommended team-up conditions are met between the third virtual object and the first virtual object; If so, at the target location at the edge of the first virtual scene, the task prompter corresponding to the third virtual object is presented in a third presentation format.
9. The method of claim 8, wherein, The method further includes: A guidance icon is provided at the task prompt of the third virtual object, the guidance icon being used to guide the first virtual object to move to the position of the third virtual object in the virtual scene; And / or, the method further includes: At the task prompt of each virtual object that meets the recommended team-up conditions, a prompt message is displayed to indicate that the virtual object is the recommended team-up object for the first virtual object.
10. The method of claim 1, wherein, The team invitation carries the completion progress of the first virtual object for the target virtual task. The method further includes: After each second terminal device receives the team invitation, it provides a second graphical user interface corresponding to the specified virtual object. The completion progress of the first virtual object for the target virtual task is displayed on the second graphical user interface of the second terminal device, so as to generate feedback information based on the completion progress of the first virtual object.
11. The method of claim 1, wherein, The method further includes: After the target team is created, the team information bar of the target team is displayed on the first graphical user interface, and the task prompts displayed on each virtual object are canceled. The team information bar includes a task information sub-bar, which includes task information display entries for each virtual object in the target team. Each task information display entry includes multiple item icons, and the presentation format of each item icon matches the completion progress of the virtual object.
12. The method according to claim 11, characterized in that, The method further includes: Identify the overlap between uncollected virtual items of each virtual object in the target team; The uncollected virtual item with the highest overlap among all uncollected virtual items is identified as the target virtual item for the target team. A prompt message is displayed in the task information sub-section to recommend prioritizing the collection of the target virtual item.
13. The method of claim 11, wherein, The target virtual task includes multiple virtual sub-tasks, each of which instructs the collection of a virtual item. The method further includes: In response to the completion of any virtual subtask in the target virtual task by the target team, the presentation format of the item identifier of the virtual item corresponding to any virtual subtask in each task information display entry of the task information sub-column is updated.
14. The method of claim 11, wherein, The target team includes the first virtual object and at least one fourth virtual object, and the method further includes: In response to the dequeue operation of any fourth virtual object, the task information display item corresponding to any fourth virtual object is presented in a fourth presentation format; A set of team controls is provided around the task information display entry of any of the fourth virtual objects; In response to a trigger operation on the team control, the first virtual object is controlled to move to the team location in the virtual scene, and the second virtual scene screen corresponding to the team location of the first virtual object is displayed on the first graphical user interface; Identify the progress of each virtual object in the second virtual scene in relation to the target virtual task, and provide a corresponding task prompter for each virtual object.
15. The method of claim 14, wherein, The team information panel also includes a basic information sub-panel, which displays basic information about each virtual object in the target team. The method further includes: In response to the queue exit operation, the display of basic information entries corresponding to any of the fourth virtual objects is also cancelled. A set of team controls is displayed in the basic information sub-column.
16. The method of claim 14, wherein, The method further includes: In the second virtual scene, the task prompter corresponding to the first virtual object is presented in a fifth presentation format. And / or, the method further includes: If the second virtual scene screen includes the fourth virtual object in the target team, the task prompter corresponding to the fourth virtual object is presented in the fifth presentation format.
17. An information processing apparatus in a game, comprising: The apparatus provides a first graphical user interface via a first terminal device, the apparatus comprising: The display control module is used to display the first virtual scene screen corresponding to the first virtual object located in the virtual scene on the first graphical user interface; The identification module is used to identify the progress of each virtual object in the first virtual scene screen toward the target virtual task in response to the first virtual object entering the team area in the virtual scene, wherein the target virtual task includes collecting various virtual props; The prompt module is used to provide a corresponding task prompter for each virtual object. Each task prompter includes multiple prop icons, and the presentation of each prop icon matches the completion progress of the virtual object. The team module is used to respond to a team trigger operation by sending team invitations to multiple specified virtual objects located within the target range of the virtual scene; based on the feedback information of the multiple specified virtual objects in response to the team invitation, a target team is created to complete the virtual sub-tasks in the target virtual task based on the target team.
18. An electronic device, comprising: include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the machine-readable instructions are executed by the processor to perform the steps of the information processing method in the game as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the information processing method in the game as described in any one of claims 1 to 16.