Game control method and device, electronic equipment and storage medium

By displaying the balanced recovery operation area in the game and adjusting the stability of the team shape according to the user operation results, the problems of high learning costs and poor interaction caused by user operation differences in multi-character cooperative games are solved, and the task success rate and user experience are improved.

CN120053968APending Publication Date: 2025-05-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510337919.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-20
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

In multi-character cooperative games, due to the different user's operation proficiency and accuracy, the learning cost is high, the interaction is not strong, and the probability of task success is unstable, which affects the game experience.

Method used

The game screen is displayed through the graphical user interface. When the team shape stability of the target game team is lower than the preset threshold, the balance recovery operation area is displayed, the operation results are obtained for each target member, and the stability of the team shape is adjusted based on the operation results.

Benefits of technology

It reduces the difficulty of task success, improves task success rate, enhances user interaction and experience, and promotes user enthusiasm.

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Abstract

The invention discloses a game control method and device, electronic equipment and a storage medium, a game picture is displayed through a graphical user interface, the game picture comprises at least one game team for carrying out a modeling task, and virtual characters of the game team maintain team modeling through mutual cooperation. A target game team in the game teams comprises a controlled virtual character; according to the method, the balance recovery operation area can be displayed on the graphical user interface corresponding to the target member in the target game team in response to the situation that the stability of the team model of the target game team is lower than the preset threshold value; obtaining an operation result obtained by the target member based on the triggering operation of the balance recovery operation area; and the stability of the team model of the target game team is adjusted based on the operation result, so that the stability of the team model of the target game team can be adjusted through cooperation of operations among the target members, task success is promoted, user interaction experience is improved, and user enthusiasm is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a game control method, apparatus, electronic device, and storage medium. Background Art

[0002] In the wave of the Internet, the continuous development and evolution of hardware and software technologies have promoted the emergence of intelligent devices and software. At the same time, a large number of games with different themes have emerged to meet the needs of users. With the vigorous development of various technologies in the game industry, people pay more attention to the game experience.

[0003] Currently, in many gameplay of games, it is usually necessary for multiple characters to cooperate with each other to complete tasks. In such games, the operation proficiency and accuracy of different users are different, resulting in a high learning cost for users, weak interactivity, an unstable task success probability, a poor game experience, and it is not conducive to attracting users to participate in the game task. Summary of the Invention

[0004] Embodiments of the present application provide a game control method, apparatus, electronic device, and storage medium, which are beneficial to reducing the difficulty of task success in games, improving the task success rate, enhancing interactivity, and enhancing the user experience.

[0005] In a first aspect, an embodiment of the present application provides a game control method, and the method includes:

[0006] Display a game screen through a graphical user interface, where the game screen includes at least part of a virtual scene and at least one game team performing a styling task in the virtual scene, and the virtual characters in the game team maintain a team styling through mutual cooperation, and the target game team in the game team includes a controlled virtual character;

[0007] In response to the stability of the team styling of the target game team being lower than a preset threshold, display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team;

[0008] For each target member, obtain an operation result of the target member, where the operation result is a result obtained based on a trigger operation on the balance restoration operation area corresponding to the target member;

[0009] Adjust the stability of the team styling of the target game team based on the operation results corresponding to each target member.

[0010] In a second aspect, an embodiment of the present application provides a game control apparatus, and the game control apparatus includes:

[0011] A screen display module for displaying a game screen through a graphical user interface. The game screen includes at least part of a virtual scene and at least one game team performing a styling task in the virtual scene. The virtual characters of the game team maintain a team styling through mutual cooperation, and the target game team in the game team includes a controlled virtual character;

[0012] A region display module for, in response to the stability of the team styling of the target game team being lower than a preset threshold, displaying a balance restoration operation region on the graphical user interface corresponding to the target member in the target game team;

[0013] A result acquisition module for, for each of the target members, acquiring the operation result of the target member, where the operation result is a result obtained based on a trigger operation on the balance restoration operation region corresponding to the target member;

[0014] An adjustment module for adjusting the stability of the team styling of the target game team based on the operation results corresponding to each of the target members.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any one of the game control methods provided by the embodiments of the present application.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of any one of the game control methods provided by the embodiments of the present application.

[0017] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, and when the computer program or instructions are executed by a processor, the steps in any one of the game control methods provided by the embodiments of the present application are implemented.

[0018] Adopting the solution of the embodiment of the present application, the game screen is displayed through the graphical user interface. The game screen includes at least part of the virtual scene and at least one game team performing a styling task in the virtual scene. The virtual characters of the game team maintain a team styling through mutual cooperation. The target game team in the game team includes a controlled virtual character. The embodiment of the present application can, in response to the stability of the team styling of the target game team being lower than the preset threshold, display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team. For each target member, obtain the operation result, where the operation result is the result obtained based on the triggering operation on the balance restoration operation area for the target member. Based on the operation results corresponding to each target member, adjust the stability of the team styling of the target game team. Thus, in the present application, a function of adjusting the stability is provided for the styling task of the game team. Through the operation of at least one target member in the game team, the stability of the team styling of the target game team can be adjusted to reduce the success difficulty of the styling task, promote the success of the entire styling task, improve the user experience, enhance user interaction, and enhance user enthusiasm. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0020] Figure 1 It is a schematic flowchart of an embodiment of the game control method provided in the embodiment of the present application;

[0021] Figure 2 It is a schematic diagram of task points provided in the embodiment of the present application;

[0022] Figure 3 It is a schematic diagram of a reward information provided in the embodiment of the present application;

[0023] Figure 4 It is a schematic diagram of gameplay instructions provided in the embodiment of the present application;

[0024] Figure 5 It is a schematic diagram of a second game screen provided in the embodiment of the present application;

[0025] Figure 6 It is a schematic diagram of an activity page provided in the embodiment of the present application;

[0026] Figure 7 It is a schematic diagram of another reward information provided in the embodiment of the present application;

[0027] Figure 8 It is a schematic diagram of the area corresponding to the target task point provided in the embodiment of the present application;

[0028] Figure 9 It is a schematic diagram of the jump of the controlled virtual character provided in the embodiment of the present application;

[0029] Figure 10 It is a schematic diagram of a first interaction prompt message provided in the embodiment of the present application;

[0030] Figure 11 It is another schematic diagram of a first interaction prompt message provided in the embodiment of the present application;

[0031] Figure 12 It is a schematic diagram of a second interaction prompt message provided in the embodiment of the present application;

[0032] Figure 13 It is a schematic diagram of the change in stability provided in the embodiment of the present application;

[0033] Figure 14 It is a schematic diagram of the perspective adjustment information provided in the embodiment of the present application;

[0034] Figure 15 It is a schematic diagram of the balance recovery operation area provided in the embodiment of the present application;

[0035] Figure 16 It is a schematic diagram of the failure of the team formation provided in the embodiment of the present application;

[0036] Figure 17 It is a schematic diagram of a task settlement provided in the embodiment of the present application;

[0037] Figure 18 It is another schematic diagram of a task settlement provided in the embodiment of the present application;

[0038] Figure 19 It is a schematic diagram of the settlement result provided in the embodiment of the present application;

[0039] Figure 20 It is a schematic diagram of the team roll provided in the embodiment of the present application;

[0040] Figure 21 It is a schematic diagram of the settlement result page provided in the embodiment of the present application;

[0041] Figure 22 It is a schematic diagram of the structure of the game control device provided in the embodiment of the present application;

[0042] Figure 23 It is a schematic diagram of the structure of the electronic device provided in the embodiment of the present application. Detailed implementation manners

[0043] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, terms such as "first" and "second" are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, "a plurality of" means two or more, unless otherwise specifically defined.

[0044] Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.

[0045] Among them, the graphical user interface: is a graphical user interface obtained by executing a software application on the processor of a mobile terminal or other terminal and rendering it on the display, and can be the display interface of the terminal device. The graphical user interface may include a UI interface and a game screen for players to interact. The UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, store, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen presents the entire virtual scene, or may only present a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including the ground, mountains, rocks, vegetation, buildings, etc., and also includes a plurality of dynamic virtual objects, such as virtual characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0046] Among them, the virtual scene: is a virtual scene displayed (or provided) when an application program runs on a terminal or a server. Optionally, the virtual scene may be a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual characters to move in the virtual scene.

[0047] In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen may include virtual objects such as virtual characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0048] Among them, the virtual character: refers to a dynamic object that can be controlled in the virtual scene. Optionally, the virtual character can be a virtual human, a virtual animal, an anime character, etc. The virtual character can be a virtual image in the virtual scene that represents the user. The virtual scene may include at least one virtual character, and each virtual character has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. In a possible implementation, the user can control the virtual character to move in the virtual scene. For example, the user can control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application to fight with other virtual characters.

[0049] In this embodiment, the virtual character can be a virtual character controlled by the user through operations on the client. In some embodiments, the virtual character can be a virtual human competing in the virtual scene. In some embodiments, the number of virtual characters participating in the interaction in the virtual scene can be preset or dynamically determined according to the number of clients joining the interaction.

[0050] The embodiments of the present application provide a game control method, device, electronic device, and computer-readable storage medium.

[0051] Specifically, this embodiment will be described from the perspective of the game control device. The game control device can be specifically integrated in the electronic device, that is, the game control method in the embodiments of the present application can be executed by the electronic device. Optionally, the electronic device may include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC), etc.

[0052] The game control method provided by the embodiments of the present application can be applied to a game control system. Among them, the game control system may include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, that is, a device that has the receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server can perform two-way communication through a network.

[0053] Optionally, the server can be an independent server or a network of servers or a server cluster composed of servers, including but not limited to computers, network hosts, a single network server, a set of multiple network servers, or cloud servers composed of multiple servers. Among them, cloud servers are composed of a large number of computers or network servers based on cloud computing.

[0054] The game control method in one embodiment of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0055] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the in-game interaction method are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the client device decodes and outputs the game screen.

[0056] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0057] The following will be described in detail with reference to the accompanying drawings. In this embodiment, the execution entity is taken as the terminal device. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in a different order than that shown in the drawings.

[0058] Please refer to Figure 1 , taking the terminal as an example for illustration. This embodiment provides a game control method. The specific process of this game control method can be as follows: Step 101 to Step 104, where:

[0059] Step 101, display a game screen through a graphical user interface. The above game screen includes at least part of a virtual scene and at least one game team performing a styling task in the above virtual scene. The virtual characters in the above game team maintain a team styling through mutual cooperation. The target game team in the above game team includes a controlled virtual character.

[0060] Among them, the virtual scene shown in the above game screen is a scene where players can move / explore freely. In the virtual scene shown in the game screen, players can interact with each other and cooperate with each other to complete specific tasks, such as completing a specific styling task.

[0061] It should be noted that a game team in the virtual scene is at a task point. The above task point is a point in the virtual scene where a styling task can be performed, that is, players can cooperate with each other at the task point to perform corresponding styling tasks. There can be at least one task point in the virtual scene. For example, the number of task points corresponding to the virtual scenes in different modes is different. For example, the number of task points in the virtual scene in the single-player mode can be set to 1, while the number of task points in the virtual scene in the multi-player mode can be two or more. The above task points are visually displayed in the game scene. For example, the task points are marked with circles, that is, the area marked with a circle indicates that this area can perform a styling task.

[0062] It should be noted that the styling tasks corresponding to different task points in the virtual scene can be the same or different. Specifically, for the same event or the same activity, the styling tasks corresponding to different task points in the virtual scene are the same. For example, in the "human pyramid" activity where multiple virtual characters are stacked layer by layer, the team styling indicated by the styling tasks at different task points is that multiple virtual characters are stacked layer by layer.

[0063] Optionally, at least one map environment can be configured for the virtual scenes in different modes. The map environments configured in different modes can be the same or different. For example, the map environment of the virtual scene in the multi-player mode is configured as "Kaifeng", and the map environment of the virtual scene in the single-player mode is configured as "Qinghe"; or, the map environments of the virtual scenes in different modes are configured according to the map environment currently unlocked by the player. For example, if the current player has not unlocked any map environment, the map environments corresponding to the virtual scenes in the single-player mode and the multi-player mode are both defaulted to "Qinghe".

[0064] It is understandable that before the controlled virtual character joins the target task point, there may or may not be a team at the target task point, which can be presented correspondingly based on the game progress. Optionally, to facilitate players to more intuitively identify the task points with teams and the task points without teams, the task points with teams and the task points without teams can be displayed in different display styles. For example, the point identifiers corresponding to the task points with teams are displayed brightly, and the point identifiers corresponding to the task points without teams are grayed out, and the point identifier can be, for example, Figure 2 the circle surrounding the team as shown.

[0065] Among them, the above-mentioned shape description information can be the specific requirements of the shape, such as the shape difficulty indicating the team shape (such as the number of characters currently participating in the team shape), the shape success information indicating the team shape, the shape target information of the team shape (such as the number of characters required for the team shape), the shape completion time information, the shape maintenance time requirement, etc., which can be set specifically according to requirements and are not limited here.

[0066] Exemplarily, the shape description information includes but is not limited to the shape complexity of the team shape, the stability requirement of the team shape, the number of layers of the team shape (at least one character in the team shape is one layer), etc., which can be set specifically according to requirements and are not limited here.

[0067] Exemplarily, the shape description information includes but is not limited to the current success rate of maintaining balance of the team shape, the gap information corresponding to the preset reward (such as the difference between the number of layers corresponding to the preset reward and the current stacked number of layers), etc., which can be set specifically according to requirements and are not limited here.

[0068] Exemplarily, the shape description information includes but is not limited to the duration that the team shape needs to be maintained, the number of layers that the team shape needs to be stacked, etc., which can be set specifically according to requirements and are not limited here.

[0069] Exemplarily, as Figure 2 shown, in the above-mentioned team shape that is formed by virtual characters stacked layer by layer (human pyramid shape), Figure 2 there are 3 task points displayed in the graphical user interface shown. Among them, the shape description information corresponding to task point A is that the number of layers is 8 layers, that is, players need to stack 8 layers at the task point, that is, task point A requires 8 virtual characters, and the virtual characters can all be player characters or player characters and non-player characters. And from Figure 2 it can be seen that there is currently no game team at task point A. And there are game teams at task point B and task point C, and the number of layers required for the team shape at task point B is 25 layers, and the number of layers required for the team shape at task point C is 10 layers. Among them, the controlled virtual character isFigure 2 The virtual character A in the graphical user interface shown in

[0070] In addition, in Figure 2 a game mini-map is displayed in the upper left corner of the graphical user interface shown in Figure 2 to indicate the current location of the controlled virtual character;

[0071] Exemplarily, based on Figure 2 the example shown in Figure 3 the terminal can receive a trigger operation for the reward control in the menu list to display the reward information in the graphical user interface shown in Figure 3 From the reward information shown in

[0072] Exemplarily, based on Figure 2 the example shown in Figure 4 the terminal can receive a trigger operation for the instruction control in the menu list to display the gameplay instructions in the graphical user interface shown in Figure 4 The left area displays the gameplay instructions for the human pyramid scene. The gameplay instructions include scene illustrations. When the gameplay instructions are triggered to be displayed, the first page of the gameplay instructions is defaultly opened. The bottom area of the left area displays a "previous page" control and a "space" control for returning to the previous page or going to the next page. When turning to the last page, triggering the "space" control again is used to close the gameplay instructions and stop cycling through the pages.

[0073] In addition, in Figure 4 the picture in the gameplay instructions can be clicked to view it enlarged, and the enlarged picture can be closed by clicking the close button on the enlarged picture to redisplay the corresponding page of the gameplay instructions where the picture is located; and, through Figure 4 the return button in the upper right corner, triggering to directly close the gameplay instructions and return to the human pyramid scene.

[0074] Optionally, when the player first enters the human pyramid scene, Figure 4The gameplay description shown, that is, pop up Figure 4 the information in the right area in it to help players quickly familiarize themselves with the gameplay. When players subsequently enter the human pyramid scene, they can trigger the description control in the menu list to display the gameplay description.

[0075] In some embodiments, the above-mentioned shape description information is used to indicate the shape difficulty of the above-mentioned team shape. Thus, by displaying the shape difficulty corresponding to different task points in the virtual scene, it is indicated to the user to select appropriate task points to cooperate with each other to participate in the shape task.

[0076] Specifically, the above-mentioned team shape is formed by stacking the above-mentioned virtual characters layer by layer. One of the above-mentioned virtual characters constitutes one layer in the above-mentioned team shape, and the above-mentioned shape description information is used to indicate the number of layers of the above-mentioned team shape.

[0077] Among them, the above-mentioned number of layers can be used to indicate the shape difficulty or the stability of the shape of the team shape, that is, the higher the number of layers, the greater the shape difficulty or the lower the stability of the shape.

[0078] In some embodiments, before displaying the game screen through the graphical user interface, it further includes: displaying an initial game screen through the graphical user interface. The above-mentioned initial game screen displays a game map, and the above-mentioned game map includes at least one map area, and the above-mentioned map area includes at least one task activity identifier.

[0079] Exemplarily, as Figure 5 shown, Figure 5 shown is the initial game screen. By triggering Figure 5 one of the task activity identifiers in the map area shown, to display the task information of the task indicated by the task activity identifier in the right area of the initial game screen shown in Figure 5 For example, the task information of the shape task, such as the gameplay description of the human pyramid in the human pyramid scene as Figure 5 shown.

[0080] Correspondingly, before the controlled virtual character joins the target game team, display the game screen when the controlled virtual character has not joined the target game team through the graphical user interface, including: in response to the selection operation on the shape task activity identifier among the above-mentioned task activity identifiers, determine the virtual scene where the player currently needs to enter to participate in the shape task. Therefore, it is necessary to display the game screen when the controlled virtual character has not joined the target game team through the above-mentioned graphical user interface. The game screen when the controlled virtual character has not joined the target game team includes at least part of the virtual scene and the controlled virtual character. At least one task point corresponding to the shape task is displayed in the virtual scene. The task point is used for virtual characters to maintain a team shape through mutual cooperation, and the shape description information of the team shape of the above-mentioned task point is displayed on the above-mentioned graphical user interface.

[0081] In some embodiments, before displaying the game screen through the graphical user interface, it further includes: displaying an activity page through the graphical user interface, where the activity page displays task description information for the styling task and at least one task operation control.

[0082] Exemplarily, as Figure 6 shown, in the scenario where the team styling is formed by stacking virtual characters layer by layer (the human pyramid scenario), Figure 6 as shown is the activity page corresponding to the human pyramid. By triggering the go-to-participate control in the task operation control shown in Figure 6 , it can trigger to enter the human pyramid scenario as shown in Figure 2 .

[0083] Correspondingly, before the controlled virtual character joins the target game team, when displaying the game screen of the controlled virtual character when it has not joined the target game team through the graphical user interface, it includes: in response to the selection operation of the task participation control in the at least one task operation control, determining that the player currently needs to enter the virtual scenario for the styling task to participate in the styling task. Therefore, it is necessary to display through the graphical user interface the game screen of the controlled virtual character when it has not joined the target game team. The game screen of the controlled virtual character when it has not joined the target game team includes at least part of the virtual scenario and the controlled virtual character. In the virtual scenario, at least one task point corresponding to the styling task is displayed. The task point is used for virtual characters to maintain a team styling through mutual cooperation. And, the styling description information of the team styling at the task point is displayed on the graphical user interface.

[0084] Exemplarily, based on the example shown in Figure 6 , for the task reward information in the task description information of the activity page, that is, the "special reward" area in Figure 6 , the styles and specific display contents shown by the task reward information on the activity page are different in different states. For example, the display content in the default state includes but is not limited to the reward identifier indicating the task reward information, the amount of virtual resources still required to reach a certain achievement, etc.; the display content in the claimable state can include a claimable identifier, which is used to indicate that the user can trigger to claim the task reward indicated by the task reward information; the display content in the state where all rewards have been claimed can include a view-all identifier, which is used to indicate that the user can trigger to view all the claimed rewards.

[0085] Further, by triggering the "special reward" area in Figure 6 , the reward information in the graphical user interface as shown in Figure 7 can be displayed. From Figure 7The reward status of each reward resource can be seen in the shown reward information. The reward status includes two states: received and unfulfilled. Among them, the received reward resources can be sunk to the bottom so that users can view the conditions corresponding to the currently unfulfilled reward resources. And at the top of the reward information, the highest number of people in the stacked human pyramid that the current controlled virtual character has reached is displayed.

[0086] In addition, by triggering Figure 6 the "Gameplay Instructions" in Figure 4 the gameplay instructions in the graphical user interface shown as Figure 6 can be displayed; by triggering Figure 6 the "Participation Method" in

[0087] the multiplayer mode or single-player mode can be selected; by triggering

[0088] the "Location" in

[0089] the map scene corresponding to the stacked human pyramid scene can be selected, etc. Specifically, it can be set according to requirements and is not limited here.

[0090] It should be noted that since there may or may not be a game team at the task point in the virtual scene, if there is a game team at the target task point confirmed by the player, the player can directly join the game team to participate in the styling task. However, if there is no game team at the target task point confirmed by the player, it means that there are no virtual characters at the target task point. Then, after the player determines the target task point, the controlled virtual character enters the target task point and creates a target game team to perform the styling task, so as to realize the process of the player joining the target game team.

[0091] Specifically, the confirmation event for the target task point among the above task points may include: when there is no game team at at least some of the task points, triggering the interaction button corresponding to the task point to automatically pathfind to the area corresponding to the task point; or, when there is no game team at at least some of the task points, triggering the button to create a team for the task point to randomly or according to a preset rule select a task point from the task points without a game team as the target task point; or, selecting based on the player's orientation, the task point closest in distance in the player's orientation as the target task point; or, when there is a game team at the task point, triggering the interaction button corresponding to the task point to automatically enter the area corresponding to the task point, etc., which can be specifically set according to requirements; or, when there is a game team at the task point, by triggering the join control (such as the jump button), controlling the controlled virtual character to jump above the team at the task point, which is not limited here.

[0092] Exemplarily, based on Figure 2 the example shown, taking virtual character A as the controlled virtual character, the player can enter the area corresponding to task point C through the confirmation event for task point C to obtain Figure 8 as shown, virtual character A is in the area corresponding to task point C.

[0093] In some embodiments, when there is a game team at the target task point, when displaying the game area corresponding to the target task point, the camera can be zoomed out so that the target game team at the target task point is located in the center of the graphical user interface, and the player can view the styling tasks of other teams by moving or rotating the perspective.

[0094] In some embodiments, in the scenario where the above team styling is formed by virtual characters stacked layer by layer, the control of the controlled virtual character to join the target game team corresponding to the target task point for styling tasks in response to the confirmation event for the target task point among the above task points includes: in response to the confirmation event for the target task point among the above task points, controlling the controlled virtual character to move to the top layer of the target game team corresponding to the target task point.

[0095] Specifically, when there is a target game team at the target mission point, controlling the above-mentioned controlled virtual character to move to the highest level of the target game team corresponding to the above-mentioned target mission point may include: when the controlled virtual character controlled by the player is in the area corresponding to the target mission point, the player can jump to the virtual character at the highest level of the target game team by jumping or using surrounding objects (surrounding buildings, arranged bouncing devices), etc., so as to make the controlled virtual character the highest level of the target game team; or, the controlled virtual character can be directly controlled to move to the virtual character at the highest level of the target game team, so as to make the controlled virtual character the highest level of the target game team.

[0096] Optionally, when the controlled virtual character controlled by the player comes within a certain range of the top of the team, it can be automatically absorbed into the team and serve as the top layer of the game team.

[0097] For example, based on Figure 8 In the example shown, after the virtual character A controlled by the player enters the area corresponding to the mission point C, the player can control the virtual character A to perform the following operations: Figure 9 The jumping action shown is used to jump to the top virtual character of the target game team to make the controlled virtual character the top virtual character of the target game team.

[0098] Specifically, when there is no target game team at the target task point, controlling the above-mentioned controlled virtual character to join the target game team corresponding to the above-mentioned target task point to perform the modeling task may include: when the controlled virtual character controlled by the player is in the area corresponding to the target task point, the player can directly create a target game team in the area corresponding to the target task point, and the virtual character controlled by the player serves as the first character in the target game team. The controlled virtual character can serve as the first layer of the target game team. At this time, since there are no other virtual characters in the target game team, the first layer is the highest layer in the target game team.

[0099] In some embodiments, due to the process of participating in the game team to perform a styling task, some virtual characters in the game team may exit the game team. For example, when the player clicks the exit control, the terminal may pop up a secondary confirmation message "You are currently performing a styling task in the game team. If you exit at this time, you will not be able to join the current game play, and you will not be able to obtain gameplay rewards in the current team play. Do you want to exit?" If the player still triggers the exit control, the virtual character controlled by the player exits the game team. If the player triggers the cancel exit control, the virtual character controlled by the player will still participate in the styling task in the game team.

[0100] Specifically, to prevent the virtual character that exits the game team from affecting other virtual characters, the terminal can set a corresponding remedial mechanism for the behavior of the virtual character exiting the game team. That is, after controlling the above-mentioned controlled virtual character to join the target game team corresponding to the above-mentioned target task point for a styling task, it further includes: in response to the target virtual character in the above-mentioned target game team exiting the team, generating a non-player character; in the team styling of the above-mentioned target game team, replacing the exiting above-mentioned target virtual character with the above-mentioned non-player character, so as to prevent the exit of a certain virtual character in the game team from affecting the styling tasks of other virtual characters.

[0101] In some embodiments, the enthusiasm of the virtual character controlled by the player can also be monitored. That is, if the controlled virtual character does not perform any actions within a preset duration (such as 30 seconds) after the real first game screen or after entering the area corresponding to the target task point, such as the player does not control the controlled virtual character to perform a jumping action, it indicates that the player is not actively participating in the gameplay. Then, an exit countdown and an exit prompt message, such as "About to exit the player, please actively participate", are displayed on the graphical user interface.

[0102] In some embodiments, if the controlled virtual character controlled by the player does not have an associated team, the controlled virtual character can join a game team to perform a styling task. However, if the controlled virtual character controlled by the player has an associated team, with the consent of the members in the associated team, the controlled virtual character and other members in the associated team can join the game team together to perform a styling task. The way to join the game team can be either joining a game team created by others or creating a game team by oneself, which can be specifically set according to requirements and will not be limited here.

[0103] Specifically, before controlling the above-mentioned controlled virtual character to join the target game team corresponding to the above-mentioned target task point for a styling task in response to the confirmation event of the target task point in the above-mentioned task points, it further includes: in response to the distance between the above-mentioned controlled virtual character and the above-mentioned target task point being less than a preset distance, displaying a first interaction prompt message, and the above-mentioned first interaction prompt message is used to prompt the above-mentioned controlled virtual character to join the above-mentioned target game team.

[0104] Exemplarily, based on Figure 2 the example shown, if the controlled virtual character is currently close to task point C, the first interaction prompt message can be displayed at task point C, such as Figure 10The first interactive prompt message shown indicates the interactive method to the user. Among them, there are two interactive methods: "Join the current human pyramid" and "Form a team to participate in the human pyramid". Among them, the two methods can be switched by sliding or pressing the up and down keys. When the selected first interactive prompt message is determined, the shortcut key "F" can be clicked to trigger the selected method. Of course, for mobile games, it can also be directly clicked on the interactive method to trigger, that is, the selection is the trigger.

[0105] Among them, "Join the current human pyramid" is used to indicate joining the game team corresponding to the target task point that is being approached; "Form a team to participate in the human pyramid" is used to indicate forming a team by oneself to play the human pyramid game. If there is an associated team for the controlled virtual character, the members in the associated team who agree to participate in the styling task will be teleported to near the task point where there is no game team.

[0106] Exemplarily, when there is no game team at the task point in the virtual scene, when the controlled virtual character controlled by the player is currently approaching this task point, the first interactive prompt message as shown in Figure 11 is displayed in the graphical user interface. Among them, since there is no team in the virtual scene, or there is no team at the task point that virtual character B is approaching, there is only "Start the human pyramid" in the first interactive prompt message.

[0107] Correspondingly, the above-mentioned controlling the controlled virtual character to join the target game team corresponding to the target task point in the above-mentioned task point to perform the styling task in response to the confirmation event of the target task point in the above-mentioned task point includes: responding to the team joining operation corresponding to the above-mentioned first interactive prompt message, and controlling the controlled virtual character to join the target game team corresponding to the target task point to perform the styling task.

[0108] Among them, the above-mentioned team joining operation can be to add the controlled virtual character to the target game team corresponding to the target task point when there is a target game team at the target task point, or to move the controlled virtual character to the target task point to create and join the target game team when there is no target game team at the target task point.

[0109] Exemplarily, the above-mentioned team joining operation is Figure 10 the operation related to "Join the current human pyramid" in. For example, when the shortcut key "F" is marked as associated with "Join the current human pyramid", the shortcut key "F" can be triggered to determine "Join the current human pyramid", taking the task point that the player is approaching as the target task point, and directly joining or creating and then joining the target game team at this target task point.

[0110] Exemplarily, the above-mentioned team joining operation is Figure 11The operations related to "start building a human pyramid" in [a certain context] use the task point near the player as the target task point, or randomly select a task point without a game team as the target task point according to a preset rule (for example, the closest distance to the controlled virtual character), and automatically pathfind to this target task point to perform the styling task.

[0111] In some embodiments, since the controlled virtual character may want to form a team with a specific group to participate in the styling task, the above method further includes: in response to a team creation operation, creating a game-related team, and the above game-related team includes at least the above controlled virtual character; controlling all members in the above game-related team to move to the target area, and the above target area includes the task point.

[0112] Specifically, the above controlling all members in the game-related team to move to the target area, where the target area includes the task point, includes: sending a task participation request to all members in the above game-related team; controlling the target member characters in the above game-related team that accept the above task participation request to move to the above target area.

[0113] Exemplarily, in response to triggering Figure 10 the "participate in building a human pyramid in a team" option or triggering Figure 11 the "start building a human pyramid" option, the terminal can display a teaming interface, and other players can be invited to join the human pyramid gameplay through the teaming interface. After sending the invitation, an option of "confirm to join" can be displayed on the terminal interface of other players. When all the invited players confirm, the teaming is successful, and the controlled virtual character and the target members who accept the above task participation invitation are teleported to a target area, and this target area includes a task point, and this task point Figure 10 or Figure 11 in [a certain context] can be the task point near the controlled virtual character, and this task point can also be Figure 11 a randomly selected task point without a game team in [a certain context], etc., and this task point can also be the task point closest to the controlled virtual character, etc. It can be specifically set according to requirements and is not limited here.

[0114] In some embodiments, since the controlled virtual character may want to invite specific users to form a team to participate in the styling task together, the above graphical user interface further includes an invitation control, and the above method further includes: in response to a triggering operation on the above invitation control, displaying at least one candidate character identifier; in response to a triggering operation on the target character identifier in the above candidate character identifiers, sending a teaming invitation to the virtual character indicated by the above target character identifier; receiving the acceptance information of the above teaming invitation, and teleporting the virtual character that accepts the teaming invitation to the area near the above controlled virtual character.

[0115] Among them, the above-mentioned invitation control can be triggered after the controlled virtual character joins the target game team for styling, and can be triggered when the controlled virtual character is in the virtual scene of the first game screen, etc. It can be specifically set according to requirements and will not be limited here.

[0116] Among them, teleporting the virtual character that accepts the team invitation to the area near the above-mentioned controlled virtual character can include: teleporting the virtual character that accepts the team invitation to the adjacent area of the above-mentioned controlled virtual character, or, after the controlled virtual character joins the target game team, directly teleporting the virtual character that accepts the team invitation to the area corresponding to the task point where the target game team is located, so that the virtual character that accepts the team invitation can jump to the top layer of the target game team. Or, after the controlled virtual character joins the target game team, directly teleporting the virtual character that accepts the team invitation to the top layer of the target game team, etc. It can be specifically set according to requirements and will not be limited here.

[0117] It can be understood that if the player has already joined a game team and the number of people in the game team the player joined is full, when a virtual character sends an acceptance message for the above-mentioned team invitation, messages such as "the number of people is full" and "unable to join" can be fed back. It can be specifically set according to requirements and will not be limited here.

[0118] In some embodiments, for the convenience of user selection, the above-mentioned styling task can also be applied to the styling task scenario of the single-player mode. The above-mentioned display of the game screen through the graphical user interface includes: in response to the trigger operation of the single-player task mode, displaying a game screen in the single-player task mode through the graphical user interface. Correspondingly, after controlling the above-mentioned controlled virtual character to join the target game team corresponding to the above-mentioned target task point for the styling task in response to the confirmation event of the target task point in the above-mentioned task points, it further includes: controlling at least one non-player character to join the styling task of the above-mentioned target task point in sequence.

[0119] Among them, the above-mentioned controlling at least one non-player character to join the styling task of the above-mentioned target task point in sequence includes adding a non-player character every preset time interval. For example, in the human pyramid scene, after the controlled virtual character joins the target game team, a non-player character joins the top layer of the target game team every 15 seconds until the number of virtual characters in the target game team meets the preset task character number, or when the time remaining until the end time of the styling task corresponding to the target game team is equal to the preset time threshold (such as 2 minutes), stop controlling non-player characters to join the styling task of the above-mentioned target task point.

[0120] It should be noted that in the styling task scenario of the single-player mode, other virtual characters in the target game team except the controlled virtual character are all non-player characters.

[0121] Optionally, in the single-player mode, the initial stability of the target game team is relatively low. After the controlled virtual character joins the target game team, the corresponding QTE mechanism will be triggered (that is, the stability of the team formation of the target game team is lower than the preset threshold, and by displaying the balance restoration operation area, a channel for restoring the stability of the team formation of the target game team is provided) so that the player can perform corresponding remedial measures through the corresponding channels, and / or within a preset duration after the controlled virtual character joins the target game team, a preset number (such as 2 times, 3 times) of QTE mechanisms need to be triggered, and it can be set that the QTE mechanism of the non-player character is successful. Accordingly, if the remedial measures taken by the player for the QTE mechanism fail, both the controlled virtual character and the non-player characters above the controlled virtual character will fall. The controlled virtual character can jump again to join the target game team, while the non-player characters cannot join the target game team after falling.

[0122] Optionally, the controlling the controlled virtual character to join the target game team corresponding to the target task point in the above-mentioned task points to perform the formation task in response to the confirmation event of the target task point in the above-mentioned task points may include: in response to the confirmation event of the target task point in the above-mentioned task points, controlling the controlled virtual character to join the target game team corresponding to the above-mentioned target task point that includes a preset number (for example, 6) of non-player characters to perform the formation task. Among them, the preset number of non-player characters in the target game team cooperate with each other to maintain a team formation.

[0123] Optionally, only one task point can be designed in the formation task scenario of the above-mentioned single-player mode to support single-player play by the player.

[0124] In some embodiments, the basic information of the team formation of the above-mentioned target game team is displayed on the above-mentioned graphical user interface, and the basic information includes at least one of the following: the current stability of the team formation, the number of virtual characters currently included in the team formation, the change information of the stability of the team formation, operation prompt information, such as Figure 12 the information displayed in the left area of

[0125] Among them, the change information of the stability can be as shown in Figure 13 , when the stability does not change, the information in the upper box in Figure 13 is displayed, and when the stability changes, jump characters are added to the information in the lower box in Figure 13 , "-10" corresponding to "Current stability: 100", and "+10" corresponding to "Current stability: 40".

[0126] Among them, the above operation prompt information includes but is not limited to the name of the gameplay, the countdown of the styling task (the task countdown of the styling task can be triggered based on the first virtual character joining the game team, or can be triggered when the number of characters in the styling task meets the number of characters required for the team styling), and stability indication information. For example, the stability indication information includes the operation result indication information of the virtual characters in the target game team when the stability of the team styling of the target game team is lower than the preset threshold. The operation result indication information is used to indicate the operation results of the virtual characters in the target game team. For example, it displays "Maintain the stability of the human pyramid, number of people completed 5 / 10", etc. Another example is that the stability indication information includes the indication information when the stability of the team styling of the target game team is not lower than the preset threshold. For example, it displays "The human pyramid is stable".

[0127] In some embodiments, the above-mentioned graphical user interface displays the basic information of the team styling of the game team that the above-mentioned controlled virtual character approaches. The above basic information includes at least one of the following: the current stability of the team styling, the current number of virtual characters included in the team styling, the change information of the stability of the team styling, and operation prompt information, such as Figure 12 the information displayed in the left area.

[0128] Specifically, when the player approaches the target game team at the target task point, a refresh animation effect can be played in the operation prompt information, and a corresponding sound effect can also be played to prompt the controlled virtual character to "jump to the top and join the human pyramid".

[0129] In some embodiments, the above method further includes: in response to the distance between the above-mentioned controlled virtual character and a task point being less than a preset distance, displaying a second interaction prompt information, which is used to prompt that the number of characters in the game team at the task point being approached is full or in an unbalanced state, so as to indicate that the above-mentioned controlled virtual character cannot join the game team at the task point being approached. For example, in Figure 12 the displayed operation prompt information, it shows "Danger! Do not approach", or if the controlled virtual character performs an action of jumping to the game team at the task point it approaches, it can show "The current human pyramid team is unstable, please join later".

[0130] Among them, the above-mentioned unbalanced state can be that the stability of the team styling is lower than the preset threshold, then the controlled virtual character cannot join the game team that the controlled virtual character approaches, and the stability of the team styling in the operation prompt information can also be marked in red to further prompt the player.

[0131] Among them, when the game team is in an unbalanced state, a shaking effect can be added to the game team to enhance the player experience.

[0132] It can be understood that if the game team at the task point near which the player is located is in a balanced state, the player can join the game team at the task point near which the player is located by jumping, and the operation prompt information is also displayed normally.

[0133] In some embodiments, after the controlled virtual character joins the target game team, the graphical user interface further includes at least one perspective adjustment information, and different perspective adjustment information is used to indicate different perspective adjustment operations, so as to prompt the terminal to respond to the perspective adjustment operation corresponding to the perspective adjustment information, and adjust the perspective corresponding to the perspective adjustment information on the graphical user interface, so as to display the game screen after the perspective is adjusted.

[0134] Exemplarily, as Figure 14 shown, Figure 14 There are three types of perspective adjustment information shown, which are the key position prompt information corresponding to "pan the camera", "zoom the camera", and "reset the camera (align with the controlled virtual character)". Among them, "pan the camera" corresponds to the shortcut keys "WASD", that is, by operating the shortcut keys "WASD", the camera can be panned in different directions; "zoom the camera" and "reset the camera" respectively correspond to different mouse operations, that is, by different mouse operations, the perspective adjustment of "zoom the camera" and "reset the camera" can be realized.

[0135] Optionally, when the stability of the team formation of the target game team is lower than the preset threshold, the camera can be automatically reset, and the perspective adjustment information is blocked, that is, the perspective adjustment information is not displayed.

[0136] In some embodiments, after the controlled virtual character joins the target game team, a pop-up bar can be prompted. For example, when a new virtual character joins the team, it shows "Player XXX has successfully joined the human pyramid", or when the stability value of the styling task changes, it shows "The stability of the human pyramid has decreased by 10", "The stability of the human pyramid has increased by 10", where the numbers of the changed stability values can be displayed through a special display style, such as the special display style is different in color from other information.

[0137] Step 102, in response to the stability of the team formation of the above-mentioned target game team being lower than the preset threshold, display a balance restoration operation area on the graphical user interface corresponding to the target member in the above-mentioned target game team.

[0138] Among them, the stability of the above-mentioned target game team is negatively correlated with the number of virtual characters participating in the above-mentioned team formation, that is, the more the number of virtual characters, the lower the stability of the target game team, and the fewer the number of virtual characters, the higher the stability of the target game team.

[0139] Among them, the target member can be all members in the target game team, or at least part of the members in the target game team.

[0140] For example, at least some members may only include player characters (all virtual characters other than non-player characters), that is, by default, non-player characters do not need to operate in the balance restoration operation area.

[0141] For another example, at least some members may include player characters and non-player characters. In a scenario where non-player characters are included, it can be defaulted that the operation result of non-player characters in the balance restoration operation area is successful; or, it can be defaulted that the operation result of non-player characters at the preset position of the team formation in the target game team in the balance restoration operation area is successful, while the operation result of other non-player characters in the balance restoration operation area is failed. For example, it can be defaulted that non-player characters above the preset layer (such as layer 10) in the target game team have a failed operation result in the balance restoration operation area, while non-player characters below the preset layer (such as layer 10) in the target game team have a successful operation result in the balance restoration operation area; or, based on the character attributes of non-player characters, it is determined whether the operation result of non-player characters in the balance restoration operation area is successful or failed.

[0142] In this embodiment, if the stability of the team formation of the target game team is lower than the preset threshold, it indicates that the target game team is currently in an unbalanced state, that is, the stability of the target game team is poor. Therefore, a balance restoration operation area needs to be displayed on the graphical user interface corresponding to the target member in the target game team, so as to perform operations on the graphical user interface corresponding to the target member to maintain the balance of the team formation of the target game team.

[0143] In some embodiments, the above method further includes: in response to the stability of the team formation of the above target game team being lower than the preset threshold (such as 60), displaying a first prompt message on the above graphical user interface, where the first prompt message is used to prompt the user that the current stability is insufficient.

[0144] Exemplarily, the above first prompt message is "The stability value of the human pyramid is insufficient. Please pay attention to maintaining balance."

[0145] In some embodiments, the above method further includes: in response to the stability of the team formation of the above target game team being lower than the preset threshold (such as 60), displaying information for prompting the user that the current stability is insufficient in the operation prompt message on the above graphical user interface.

[0146] Step 103, for each of the above target members, obtain the operation result of the above target member, where the above operation result is the result obtained based on the trigger operation on the balance restoration operation area for the above target member.

[0147] Among them, the above operation results can include two results: operation success and operation failure; alternatively, the above operation results can be scores, etc., which can be specifically set according to requirements and are not limited here.

[0148] In this embodiment, by obtaining the operation results of each target member in the target game team, it is determined whether each target member has successfully maintained the balance of the target game team.

[0149] In some embodiments, the above balance restoration operation area includes a center-of-gravity identifier and a moving area of the above center-of-gravity identifier, where the above moving area includes an effective center-of-gravity area; the method further includes: First, in response to a user input operation for the balance restoration operation area corresponding to the above controlled virtual character, determine the position of the above center-of-gravity identifier in the above moving area, where the above target member includes the above controlled virtual character; then, in response to the above center-of-gravity identifier being within the above effective center-of-gravity area, accumulate the role balance restoration progress of the above controlled virtual character, that is, the role balance restoration progress of the controlled virtual character increases; finally, in response to the role balance restoration progress of the above controlled virtual character reaching the full value state, determine that the operation result of the above controlled virtual character is successful.

[0150] It can be understood that the above center-of-gravity identifier can indicate the center-of-gravity situation of the controlled virtual character in the virtual scene. Since the target game team where the controlled virtual character is located is in an unbalanced state in the virtual scene, that is, the center of gravity of the controlled virtual character is unstable, therefore, a corresponding user input operation needs to be input to control the position of the center-of-gravity identifier in the moving area, that is, to control the center-of-gravity identifier to be within the effective center-of-gravity area, so as to accumulate the role balance restoration progress of the controlled virtual character until the role balance restoration progress of the controlled virtual character reaches the full value state, indicating that the controlled virtual character has successfully maintained the balance of the target game team.

[0151] Among them, the above full value state can be that the progress bar corresponding to the role balance restoration progress reaches the full value state, or the role balance restoration progress reaches a preset progress threshold, etc.

[0152] Optionally, when it is determined that the operation result of the above controlled virtual character is successful, information indicating the success of the operation result of the controlled virtual character can be displayed on the graphical user interface.

[0153] Correspondingly, the above method further includes: the terminal can reduce the role balance restoration progress in response to the above center-of-gravity identifier leaving the above effective center-of-gravity area.

[0154] It can be understood that if there is no current user input operation, the center-of-gravity identifier will move in one direction. For example, the center-of-gravity identifier randomly moves continuously in one direction. For example, if the position of the center-of-gravity identifier in the moving area is not currently controlled, that is, no corresponding user input operation is performed, the center-of-gravity identifier will move continuously in one direction to simulate the unstable center of gravity of the controlled virtual character in the target game team, and the player is prompted to actively operate on the center-of-gravity identifier by reducing the character balance recovery progress.

[0155] Specifically, determining that the operation result of the controlled virtual character is successful in response to the character balance recovery progress of the controlled virtual character reaching the full value state may include: determining that the operation result of the controlled virtual character is successful in response to the character balance recovery progress of the controlled virtual character reaching the full value state within a preset time period.

[0156] Among them, the above-mentioned preset time period can be set according to requirements and will not be limited here.

[0157] Among them, the character balance recovery progress reaching the full value state may include that the character balance recovery progress is equal to a preset progress threshold.

[0158] In some embodiments, in order to enable the player to more intuitively clarify the character balance recovery progress corresponding to the controlled virtual character, the above method further includes: displaying a balance progress identifier in the graphical user interface, and the balance progress identifier is used to indicate the character balance recovery progress of the controlled virtual character.

[0159] In some embodiments, the above-mentioned balance recovery operation area further includes an operation indicator, and the operation indicator includes an operation identifier and an operation area. The above method further includes: adjusting the display position of the operation identifier in the operation area in the operation indicator according to the above-mentioned user input operation.

[0160] Among them, the display position of the operation identifier in the operation area is used to represent the control force direction and control force magnitude for the controlled virtual character.

[0161] Specifically, the distance that the operation identifier deviates from its initial position can be used to represent the control force magnitude for the controlled virtual character; the direction in which the operation identifier deviates from the initial position is used to represent the control force direction for the controlled virtual character.

[0162] Among them, there is a corresponding relationship between the distance that the operation identifier deviates from its initial position and the control force magnitude. Different distances that the operation identifier deviates from its initial position correspond to different control forces. For example, when the deviation distance is 1 centimeter, the corresponding control force is 1 Newton, etc. The greater the deviation distance, the greater the control force.

[0163] Specifically, the above-mentioned operation area includes at least a first operation area and a second operation area; the above-mentioned operation mark is located in the above-mentioned first operation area to represent that the center of gravity of the controlled virtual character is shifted towards the first direction; the above-mentioned operation mark is located in the above-mentioned second operation area to represent that the center of gravity of the controlled virtual character is shifted towards the second direction.

[0164] In some embodiments, the distance that the operation mark deviates from its initial position is used to represent the moving distance of the center of gravity of the controlled virtual character, and the direction that the operation mark deviates from the initial position is used to represent the moving direction of the center of gravity of the controlled virtual character.

[0165] For example, Figure 15 As shown, when the stability of the target game team's team image is 30, the preset threshold is set to 40. Since the stability 30 is lower than the preset threshold, the display Figure 15 The balance recovery operation area shown, Figure 15 The balance recovery operation area shown includes an effective center of gravity area, a center of gravity mark, a balance progress mark, an operation mark, a first operation area, and a second operation area. Figure 15 The countdown for the operation of the balance recovery operation area is also displayed. Figure 15 The operation countdown is displayed in a preset display style at the last remaining time, for example, in a preset color.

[0166] Step 104: Based on the operation results corresponding to each of the above target members, adjust the stability of the team shape of the above target game team.

[0167] In this embodiment, by determining whether each target member has successfully maintained a balance for the target game team based on the operation results of each target member in the target game team, the stability of the team shape is adjusted based on whether the target member has successfully maintained a balance for the target game team, so as to enhance the fun of the target game team in the process of maintaining the team shape. That is, if each target member has successfully maintained a balance for the target game team, the stability of the team shape of the target game team can be enhanced; if each target member has failed to maintain a balance for the target game team, the stability of the team shape of the target game team cannot be enhanced, or the stability of the team shape of the target game team is continuously reduced until the team shape collapses.

[0168] Optionally, when the stability of the team shape of the above-mentioned target game team is increased, corresponding stability improvement information can be displayed on the graphical user interface to indicate that the target member has successfully remedied the imbalance in the team shape.

[0169] In some embodiments, in a scenario where the operation results may include two results: operation success and operation failure, adjusting the stability of the team formation of the target game team based on the operation results corresponding to each of the above-mentioned target members includes: if the operation result corresponding to each of the above-mentioned target members is operation success, increasing the stability of the team formation of the target game team.

[0170] In some embodiments, in a scenario where the operation results may include two results: operation success and operation failure, adjusting the stability of the team formation of the target game team based on the operation results corresponding to each of the above-mentioned target members includes: if the proportion of target members with operation success as the operation result in the target game team is greater than or equal to a preset proportion threshold (1 / 2), increasing the stability of the team formation of the target game team.

[0171] In some embodiments, in a scenario where the operation results may include two results: operation success and operation failure, the method further includes: if the operation result of the first target member among the above-mentioned target members is operation failure, determining that the team formation of the target game team fails.

[0172] Optionally, when determining that the team formation of the target game team fails, corresponding team formation restoration failure information, such as "Failed to maintain balance, the human pyramid collapsed", may be displayed on the graphical user interface to indicate that the target members are in an unbalanced state and about to collapse in the team formation.

[0173] In some embodiments, in a scenario where the operation results may include two results: operation success and operation failure, the method further includes: if the proportion of target members with operation success as the operation result in the target game team is less than the preset proportion threshold (1 / 2), determining that the team formation of the target game team fails.

[0174] In some embodiments, in a scenario where the operation results may be scores, adjusting the stability of the team formation of the target game team based on the operation results corresponding to each of the above-mentioned target members includes: determining the target member score by summing, weighted summing, calculating the mean, taking the median, etc. based on the scores of all target members, so as to adjust the stability of the team formation of the target game team based on the target member score. Among them, the adjustment range of the stability value includes but is not limited to a fixed range or a range matching the target member score, etc. Among them, the range matching the target member score may be to pre-construct a mapping relationship between the stability value and the member score to determine the corresponding stability value based on the target member score.

[0175] In some embodiments, when it is determined that the formation of the target game team fails, a corresponding team failure animation can be displayed on the graphical user interface, that is, the first target member and the virtual character on it are controlled to fall to the ground. Among them, the target members in the target game team include two perspectives, one is the perspective of the faller, and the other is the perspective of the non-faller. The perspective of the faller follows the scene of the faller falling to the ground and then returns to the stage of jumping and joining the human pyramid team, while the perspective of the non-faller follows the non-fallers who are still in the target game team and displays the scene of other fallers falling to the ground.

[0176] Exemplarily, as Figure 16 shown, Figure 16 in the schematic diagram of the failure of the team formation shown, the target members in the target game team fall in the virtual scene.

[0177] In some embodiments, the above method further includes: updating the formation of the target game team according to the stability of the formation of the target game team, that is, the overall formation will be corrected.

[0178] For example, when the stability value of the formation of the target game team is lower than the preset threshold, it indicates that the target game team is in an unbalanced state, and the formation of the target game team can be controlled to sway left and right to indicate that the center of gravity of the target game team is unstable.

[0179] In some embodiments, in response to the end event of the formation task of the target game team, the formation task of the target game team is settled.

[0180] Among them, the above-mentioned formation task end event includes but is not limited to that the duration of the target game team is equal to the preset duration threshold, the number of characters in the target game team meets the number of characters required for the corresponding team formation, etc., which can be specifically set according to requirements and will not be limited here.

[0181] In this embodiment, when the formation task of the target game team ends, the formation task of the target game team can be settled. For example, based on the number of virtual characters in the target game team, the formation task of the target game team is settled, and rewards are given to each virtual character in the target game team based on the settlement result. Among them, the virtual characters given rewards include the virtual characters that maintain the team formation and the virtual characters that fail to maintain the team formation due to other factors.

[0182] In some embodiments, in a scenario where the above team formation is formed by stacking the above virtual characters layer by layer, the settlement of the styling task of the above target game team in response to the end event of the styling task of the above target game team includes: in response to the end event of the styling task of the above target game team, controlling the virtual camera to sequentially traverse the virtual characters in the above target game team in a preset direction, and counting each virtual character traversed, until after traversing the above target game team, determining the number of layers of the team formation of the above target game team; based on the number of layers, determining the settlement result of the styling task corresponding to the above target game team.

[0183] Among them, the above sequentially traversing the virtual characters in the above target game team includes: sequentially recording each virtual character in the target game team for a certain duration in a certain order (such as from bottom to top).

[0184] Exemplarily, as Figure 17 shown, in Figure 17 , sequentially traversing the virtual characters in the above target game team from bottom to top, when each virtual character is traversed, counting is performed, and the counting result is displayed, such as Figure 17 the 3 layers in, and controlling the virtual camera to continue to move upward to traverse the next virtual character, until the virtual camera traverses all the virtual characters in the above target game team and moves to the top of the target game team, the final number of layers shown in Figure 18 is displayed, that is, 30 layers, and the video recorded by the virtual camera can be shared through the "Copy Password" control, or saved by clicking "space".

[0185] Optionally, before controlling the virtual camera to sequentially traverse the virtual characters in the above target game team in a preset direction, a settlement prompt message can be displayed on the graphical user interface to prompt the player that the current styling task is about to end and settlement will be performed.

[0186] Specifically, the above determining the settlement result of the styling task corresponding to the above target game team based on the number of layers includes: based on the number of layers, determining the long jump distance corresponding to the above target game team, and the long jump distance is used to indicate the ground position that the virtual character at the top layer of the above target game team can reach farthest when the styling task ends.

[0187] Exemplarily, as Figure 19 shown, the corresponding long jump distance can be determined based on the number of layers of the human pyramid, such as Figure 19 the long jump distance corresponding to 30 layers of the human pyramid in is 51.3 meters.

[0188] In some embodiments, in a scenario where the above team formation is stacked layer by layer with the above virtual characters, the above method may further include: in response to the end event of the formation task of the above target game team, controlling the entire stacked above target game team to tilt to one side until each virtual character in the above target game team lands at the ground position of the above virtual scene.

[0189] Exemplarily, as Figure 20 shown, in Figure 20 , when the entire target game team tilts to one side until each virtual character in the target game team lands at the ground position of the above virtual scene, it can be obtained that each virtual character in the target game team lands at different ground positions of the above virtual scene as shown in Figure 19 .

[0190] In some embodiments, the settlement of the formation task of the above target game team includes: determining the settlement result corresponding to the formation task of the above target game team; based on the above settlement result, displaying a settlement result page on the above graphical user interface. As Figure 21 shown, the above settlement result page includes at least one of the character identifiers of the virtual characters in the above target game team, the task reward information corresponding to the above settlement result, and the team operation controls corresponding to the above target game team.

[0191] Among them, the above character identifier may be the player name to which the virtual character belongs.

[0192] Among them, in Figure 21 , the above team operation controls include a "one - click like" control to like the players corresponding to all virtual characters in the target game team; the above team operation controls include a "say again" control to restart the human pyramid players, and the players on the current settlement interface enter the same game.

[0193] As can be seen from the above, in this application, the game screen is displayed through a graphical user interface. The game screen includes at least part of a virtual scene and at least one game team performing a shaping task in the virtual scene. The virtual characters of the game team maintain a team shape through mutual cooperation. The target game team in the game team includes controlled virtual characters. Embodiments of this application can respond to the stability of the team shape of the target game team being lower than a preset threshold, and display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team. For each target member, obtain the operation result of the target member, where the operation result is the result obtained based on the trigger operation on the balance restoration operation area for the target member. Based on the operation results corresponding to each target member, adjust the stability of the team shape of the target game team. Thus, in this application, a function for adjusting the stability is provided for the shaping task of the game team. Through the operation of at least one target member in the game team, the stability of the team shape of the target game team can be adjusted to reduce the success difficulty of the shaping task, promote the success of the entire shaping task, improve the user experience, and enhance the user's enthusiasm.

[0194] This embodiment also provides a game control device, which can be specifically integrated in a terminal device. For example, as Figure 22 shown, the game control device may include:

[0195] A screen display module 2201, configured to display a game screen through a graphical user interface. The game screen includes at least part of a virtual scene and at least one game team performing a shaping task in the virtual scene. The virtual characters of the game team maintain a team shape through mutual cooperation. The target game team in the game team includes controlled virtual characters;

[0196] A region display module 2202, configured to respond to the stability of the team shape of the target game team being lower than a preset threshold, and display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team;

[0197] A result acquisition module 2203, configured to obtain the operation result of each target member, where the operation result is the result obtained based on the trigger operation on the balance restoration operation area for the target member;

[0198] An adjustment module 2204, configured to adjust the stability of the team shape of the target game team based on the operation results corresponding to each target member.

[0199] In some embodiments, the game control device further includes:

[0200] A shape update module, configured to update the team shape of the target game team according to the stability of the team shape of the target game team.

[0201] In some embodiments, the balance restoration operation area includes a center-of-gravity identifier and a moving area of the center-of-gravity identifier, wherein the moving area includes an effective center-of-gravity area; the apparatus further includes:

[0202] A user operation module, configured to, in response to a user input operation for the balance restoration operation area corresponding to a controlled virtual character, determine the position of the center-of-gravity identifier in the moving area, wherein the target member includes the controlled virtual character; in response to the center-of-gravity identifier being within the effective center-of-gravity area, accumulate the character balance restoration progress of the controlled virtual character; and in response to the character balance restoration progress of the controlled virtual character reaching the full value state, determine that the operation result of the controlled virtual character is successful.

[0203] In some embodiments, the user operation module is further configured to, in response to the center-of-gravity identifier leaving the effective center-of-gravity area, reduce the character balance restoration progress.

[0204] In some embodiments, the user operation module is further configured to, in response to the character balance restoration progress of the controlled virtual character reaching the full value state within a preset duration, determine that the operation result of the controlled virtual character is successful.

[0205] In some embodiments, the user operation module is further configured to display a balance progress identifier in a graphical user interface, and the balance progress identifier is used to indicate the character balance restoration progress of the controlled virtual character.

[0206] In some embodiments, the balance restoration operation area further includes an operation indicator, and the operation indicator includes an operation identifier and an operation area. The user operation module is further configured to adjust the display position of the operation identifier in the operation area of the operation indicator according to the user input operation.

[0207] In some embodiments, the operation area includes at least a first operation area and a second operation area. The operation identifier is located in the first operation area and is used to represent controlling the center of gravity of the controlled virtual character to shift in a first direction; the operation identifier is located in the second operation area and is used to represent controlling the center of gravity of the controlled virtual character to shift in a second direction.

[0208] In some embodiments, the distance by which the operation identifier deviates from its initial position is used to represent the moving distance of the center of gravity of the controlled virtual character, and the direction in which the operation identifier deviates from the initial position is used to represent the moving direction of the center of gravity of the controlled virtual character.

[0209] In some embodiments, the apparatus further includes a team joining module, configured to, in response to a team styling joining operation, control the controlled virtual character to join a target game team for team styling.

[0210] The stability of the target game team is negatively correlated with the number of virtual characters participating in the team styling.

[0211] In some embodiments, the device further includes a basic information display module, configured to display, on a graphical user interface, basic information of the team formation of a target game team, where the basic information includes at least one of the following: the current stability of the team formation, the number of virtual characters currently included in the team formation, the change information of the stability of the team formation, and operation prompt information.

[0212] In some embodiments, the device further includes: a stability prompt information module, configured to, in response to the stability of the team formation of a target game team being lower than a preset threshold, display a first prompt information on the graphical user interface, where the first prompt information is used to prompt the user that the current stability is insufficient.

[0213] In some embodiments, the adjustment module is configured to increase the stability of the team formation of the target game team if the operation result corresponding to each target member is an operation success.

[0214] In some embodiments, the device further includes a failure determination module, configured to determine that the team formation of the target game team fails if the operation result of a first target member among the target members is an operation failure.

[0215] In some embodiments, the team formation is formed by stacking virtual characters in the game team layer by layer, and one virtual character in the game team constitutes one layer in the team formation.

[0216] As can be seen from the above, in this application, a game screen is displayed through a graphical user interface. The game screen includes at least a partial virtual scene and at least one game team performing a formation task in the virtual scene. The virtual characters of the game team maintain a team formation through mutual cooperation. The target game team in the game team includes controlled virtual characters. The device of this application can, in response to the stability of the team formation of the target game team being lower than a preset threshold, display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team. For each target member, obtain the operation result of the target member, where the operation result is the result obtained based on a trigger operation on the balance restoration operation area corresponding to the target member. Based on the operation results corresponding to each target member, adjust the stability of the team formation of the target game team. Thus, in this application, a function of stability adjustment is provided for the formation task of the game team. Through the operation of at least one target member in the game team, the stability of the team formation of the target game team can be adjusted, so as to reduce the success difficulty of the formation task, promote the success of the entire formation task, improve the user experience, and enhance the user's enthusiasm.

[0217] Correspondingly, an embodiment of the present application further provides an electronic device, which can be a terminal. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. Alternatively, the electronic device can be a server.

[0218] As Figure 23 shown, Figure 23 is a schematic structural diagram of the electronic device provided by an embodiment of the present application. The electronic device 2300 includes a processor 2301 having one or more processing cores, a memory 2302 having one or more computer-readable storage media, and a computer program stored in the memory 2302 and executable on the processor. Among them, the processor 2301 is electrically connected to the memory 2302. Those skilled in the art can understand that the structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0219] The processor 2301 is the control center of the electronic device 2300, connecting various parts of the entire electronic device 2300 through various interfaces and lines. By running or loading software programs and / or units stored in the memory 2302, and by calling data stored in the memory 2302, the processor 2301 executes various functions of the electronic device 2300 and processes data, thereby monitoring the entire electronic device 2300. The processor 2301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present application.

[0220] In the embodiment of the present application, the processor 2301 in the electronic device 2300 will load the instructions corresponding to the processes of one or more application programs into the memory 2302 according to the following steps, and the processor 2301 will run the application programs stored in the memory 2302 to implement various functions, such as:

[0221] Display a game screen through a graphical user interface. The game screen includes at least part of a virtual scene and at least one game team performing modeling tasks in the virtual scene. The virtual characters of the game team maintain a team shape through mutual cooperation. The target game team in the game team includes a controlled virtual character;

[0222] In response to the stability of the team shape of the target game team being lower than a preset threshold, display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team;

[0223] For each target member, obtain the operation result of the target member, where the operation result is the result obtained based on the triggering operation on the balance restoration operation area for the target member;

[0224] Based on the operation results corresponding to each target member, adjust the stability of the team formation of the target game team.

[0225] For the specific implementation of each of the above operations, refer to the previous embodiments, which will not be elaborated here.

[0226] Optionally, as Figure 23 shown, the electronic device 2300 further includes: a touch display screen 2303, a radio frequency circuit 2304, an audio circuit 2305, an input unit 2306, and a power supply 2307. Among them, the processor 2301 is electrically connected to the touch display screen 2303, the radio frequency circuit 2304, the audio circuit 2305, the input unit 2306, and the power supply 2307 respectively. Those skilled in the art can understand that Figure 23 the structure of the electronic device shown in

[0227] The touch display screen 2303 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 2303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 2301, and can receive and execute the commands sent by the processor 2301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 2301 to determine the type of touch event. Subsequently, the processor 2301 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 2303 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 2303 can also be used as a part of the input unit 2306 to implement the input function.

[0228] The radio frequency circuit 2304 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.

[0229] The audio circuit 2305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 2305 can transmit the electrical signal converted from the received audio data to the speaker, which converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 2305 and then converted into audio data. After the audio data is output and processed by the processor 2301, it is sent through the radio frequency circuit 2304 to, for example, another electronic device, or the audio data is output to the memory 2302 for further processing. The audio circuit 2305 may also include an earphone jack to provide communication between the peripheral earphone and the electronic device.

[0230] The input unit 2306 can be used to receive input digital, character information or user characteristic information (such as fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0231] The power supply 2307 is used to supply power to each component of the electronic device 2300. Optionally, the power supply 2307 can be logically connected to the processor 2301 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 2307 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0232] Although Figure 23 not shown in the figure, the electronic device 2300 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0233] In the above embodiments, the descriptions of each embodiment have their own focuses. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0234] Those of ordinary skill in the art can understand that all or part of the steps in the above various methods can be completed by instructions or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0235] Therefore, the embodiments of the present application provide a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any game control method provided by the embodiments of the present application. The computer programs can execute the steps of the following game control method:

[0236] Display the game screen through a graphical user interface. The game screen includes at least part of a virtual scene and at least one game team performing a styling task in the virtual scene. The virtual characters of the game team maintain a team styling through mutual cooperation. The target game team in the game team includes a controlled virtual character;

[0237] In response to the stability of the team styling of the target game team being lower than a preset threshold, display a balance restoration operation area on the graphical user interface corresponding to the target member in the target game team;

[0238] For each target member, obtain the operation result, where the operation result is the result obtained based on the trigger operation on the balance restoration operation area for the target member;

[0239] Based on the operation results corresponding to each target member, adjust the stability of the team styling of the target game team.

[0240] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated here.

[0241] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.

[0242] Since the computer program stored in the computer-readable storage medium can execute any game control method provided in the embodiments of the present application, the beneficial effects achievable by any game control method provided in the embodiments of the present application can be realized. For details, reference may be made to the previous embodiments and will not be elaborated here.

[0243] According to one aspect of the present application, there is also provided a computer program product or computer program. The computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in the various optional implementation manners in the above embodiments.

[0244] In the above embodiments of the game control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of the respective embodiments have their own focuses. For parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes and beneficial effects brought by the above-described game control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units can refer to the description of the game control method in the above embodiments, and will not be elaborated herein specifically.

[0245] The above has introduced in detail a game control method, device, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A game control method, characterized in that: The method comprises: Displaying a game screen through a graphical user interface, the game screen including at least a portion of a virtual scene, at least one game team located in the virtual scene and performing a modeling task, the virtual characters of the game team maintaining a team modeling through mutual cooperation, and the target game team among the game teams including the controlled virtual character; In response to the stability of the team image of the target game team being lower than a preset threshold, displaying a balance recovery operation area on a graphical user interface corresponding to a target member in the target game team; For each of the target members, obtaining an operation result of the target member, wherein the operation result is a result obtained based on a trigger operation of a balance recovery operation area for the target member; Based on the operation results corresponding to each of the target members, the stability of the team shape of the target game team is adjusted.

2. The game control method according to claim 1, characterized in that: The method further comprises: The team shape of the target game team is updated according to the stability of the team shape of the target game team.

3. The game control method according to claim 1, characterized in that: The balance recovery operation area includes a center of gravity mark and a moving area of ​​the center of gravity mark, wherein the moving area includes an effective center of gravity area; The method further comprises: In response to a user input operation on a balance recovery operation area corresponding to the controlled virtual character, determining a position of the center of gravity marker in the movement area, wherein the target member includes the controlled virtual character; In response to the center of gravity mark being within the effective center of gravity area, accumulating the character balance recovery progress of the controlled virtual character; In response to the character balance recovery progress of the controlled virtual character reaching a full value state, it is determined that the operation result of the controlled virtual character is successful.

4. The game control method according to claim 3, characterized in that: The method further comprises: In response to the center of gravity marker leaving the effective center of gravity area, the character balance recovery progress is reduced.

5. The game control method according to claim 3, characterized in that: In response to the character balance recovery progress of the controlled virtual character reaching a full value state, determining that the operation result of the controlled virtual character is successful includes: In response to the character balance recovery progress of the controlled virtual character reaching a full value state within a preset time period, it is determined that the operation result of the controlled virtual character is successful.

6. The game control method according to claim 3, characterized in that: The method further comprises: A balance progress indicator is displayed in the graphical user interface, where the balance progress indicator is used to indicate the character balance recovery progress of the controlled virtual character.

7. The game control method according to claim 3, characterized in that: The balance recovery operation area further includes an operation indicator, and the operation indicator includes an operation mark and an operation area. The method further includes: The display position of the operation mark in the operation indicator in the operation area is adjusted according to the user input operation.

8. The game control method according to claim 7, characterized in that: The operation area at least includes a first operation area and a second operation area; The operation mark is located in the first operation area and is used to represent that the center of gravity of the controlled virtual character is controlled to shift toward a first direction; The operation mark is located in the second operation area to represent that the center of gravity of the controlled virtual character is controlled to shift toward a second direction.

9. The game control method according to claim 7, characterized in that: The distance that the operation mark deviates from its initial position is used to represent the moving distance of the center of gravity of the controlled virtual character, and the direction that the operation mark deviates from the initial position is used to represent the moving direction of the center of gravity of the controlled virtual character.

10. The game control method according to claim 1, characterized in that: The method further comprises: In response to the team modeling joining operation, the controlled virtual character is controlled to join the target game team to perform team modeling.

11. The game control method according to claim 1, characterized in that: The stability of the target game team is negatively correlated with the number of virtual characters participating in the team modeling.

12. The game control method according to claim 1, characterized in that: The method further comprises: The basic information of the team shape of the target game team is displayed on the graphical user interface, and the basic information includes at least one of the following: the current stability of the team shape, the number of virtual characters currently included in the team shape, the change information of the stability of the team shape, and the operation prompt information.

13. The game control method according to claim 1, characterized in that: The method further comprises: In response to the stability of the team image of the target game team being lower than a preset threshold, a first prompt message is displayed on the graphical user interface, wherein the first prompt message is used to prompt the user that the current stability is insufficient.

14. The game control method according to claim 1, characterized in that: The step of adjusting the stability of the team image of the target game team based on the operation results corresponding to each of the target members includes: If the operation results corresponding to each of the target members are all successful, the stability of the team shape of the target game team is increased.

15. The game control method according to claim 14, characterized in that: The method further comprises: If the operation result of the first target member among the target members is an operation failure, it is determined that the team modeling of the target game team has failed.

16. The game control method according to claim 1, characterized in that: The team shape is formed by stacking virtual characters in the game team layer by layer, and a virtual character in the game team constitutes a layer of the team shape.

17. A game control device, characterized in that: The device comprises: A screen display module, used for displaying a game screen through a graphical user interface, wherein the game screen includes at least a portion of a virtual scene, at least one game team located in the virtual scene and performing a modeling task, the virtual characters of the game team maintain a team modeling through mutual cooperation, and the target game team in the game team includes a controlled virtual character; An area display module, configured to display a balance recovery operation area on a graphical user interface corresponding to a target member in the target game team in response to the stability of the team image of the target game team being lower than a preset threshold; A result acquisition module, configured to acquire, for each target member, an operation result of the target member, wherein the operation result is a result obtained based on a trigger operation of a balance recovery operation area of ​​the target member; The adjustment module is used to adjust the stability of the team shape of the target game team based on the operation results corresponding to each of the target members.

18. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game control method according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game control method according to any one of claims 1 to 16.