Game processing method and device, readable storage medium and electronic equipment

By allowing virtual characters to be generated and used in the game to migrate task progress, the problem of high cost of game scene production in the existing technology is solved, and the effect of rich game content and diversified strategies is achieved.

CN120114826APending Publication Date: 2025-06-10NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202311678136.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-07
Publication Date
2025-06-10

AI Technical Summary

Technical Problem

The labor and time cost of creating game scenes in the prior art is relatively high, resulting in game developers needing to create complex game maps/scenes to increase the fun of the game.

Method used

By providing a game processing method and device, the first virtual character can execute skills to generate virtual props, and through these props, the task progress migration is realized between virtual objects, allowing the player to freely allocate the game difficulty of different task points.

Benefits of technology

This method enriches the player's game content, increases the diversity of game strategies, and implements complex games in simple game scenarios, thereby reducing the manpower and time cost of game developers to create game scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game processing method and device, a readable storage medium and electronic equipment, and relates to the technical field of games. The game processing method comprises the steps that a first skill is executed in response to a first virtual character, the current first task progress of a first virtual object is controlled to be deleted from a second task progress, a virtual item is generated, and the second task progress is smaller than or equal to the current first task progress; and responding to the first virtual role to execute the first game instruction, using the virtual item to the second virtual object which does not complete the target task progress, and updating the current third task progress of the second virtual object according to the virtual item. According to the invention, through task progress migration, complex games can be realized in a simple game scene, and the labor and time costs of game developers for making the game scene can be reduced.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a game processing method, a game processing device, a computer-readable storage medium, and an electronic device. Background Art

[0002] In some games, a certain game camp needs to complete game tasks such as codebreaking, unlocking, rescuing hostages, and bomb defusing at multiple points in the game scene to win the game. Considering factors such as the game terrain, the difficulty of tasks at different points may vary, which causes this game camp to usually adopt a relatively fixed strategy to arrange the task order. For example, it will first complete tasks at easy points and then go to difficult points to complete tasks.

[0003] In the prior art, game developers need to create relatively complex game maps / scenes to enable complex game theory among different camps in the game, thereby increasing the fun of the game. This makes the human and time costs of creating game scenes relatively high.

[0004] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of the present disclosure, and thus may include information related to technologies that are not known to those of ordinary skill in the art. Summary of the Invention

[0005] The present disclosure provides a game processing method, a game processing device, a computer-readable storage medium, and an electronic device to at least to some extent solve the problem of relatively high human and time costs of creating game scenes in the related art.

[0006] According to a first aspect of the present disclosure, there is provided a game processing method. A graphical user interface is provided through a first terminal device, and at least a part of a game scene is displayed in the graphical user interface. The game scene includes a first virtual character controlled by the first terminal device. The method includes: in response to the first virtual character executing a first skill, controlling to delete a second task progress of a first virtual object currently and generate a virtual item, where the second task progress is less than or equal to the current first task progress; in response to the first virtual character executing a first game instruction, using the virtual item on a second virtual object that has not completed a target task progress, and updating a third task progress of the second virtual object currently according to the virtual item.

[0007] According to a second aspect of the present disclosure, there is provided a game processing device that provides a graphical user interface through a first terminal device. At least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character controlled by the first terminal device. The device includes: a prop generation module configured to, in response to the first virtual character executing a first skill, control deleting a second task progress from the current first task progress of a first virtual object and generating a virtual prop, where the second task progress is less than or equal to the current first task progress; and a prop usage module configured to, in response to the first virtual character executing a first game instruction, use the virtual prop on a second virtual object that has not completed a target task progress and update the current third task progress of the second virtual object according to the virtual prop.

[0008] According to a third aspect of the present disclosure, there is provided a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the game processing method according to the first aspect and its possible implementation manners are implemented.

[0009] According to a fourth aspect of the present disclosure, there is provided an electronic device including: a processor; a memory configured to store executable instructions of the processor; and a display configured to display a graphical user interface. The processor is configured to execute the executable instructions to execute the game processing method according to the first aspect and its possible implementation manners.

[0010] The technical solution of the present disclosure has the following beneficial effects:

[0011] During the above game processing, in response to the first virtual character executing a first skill, control deleting a second task progress from the current first task progress of a first virtual object and generating a virtual prop, where the second task progress is less than or equal to the current first task progress; in response to the first virtual character executing a first game instruction, using the virtual prop on a second virtual object that has not completed a target task progress and updating the current third task progress of the second virtual object according to the virtual prop. In the present disclosure, the first virtual character generates a virtual prop capable of task progress migration by executing a first skill, and the task progress migration is realized between the first virtual object and the second virtual object through the virtual prop, enabling the player to freely allocate the game difficulty at different task points, not only enriching the player's game content, increasing the diversity of game strategies, but also being able to achieve complex games in a simple game scene, which is beneficial to reducing the labor and time costs of game developers in making game scenes. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Figure 1 A flowchart showing a game processing method in an exemplary embodiment is shown;

[0013] Figure 2 A flowchart showing how to update the current progress of the third task of a second virtual object in this exemplary embodiment;

[0014] Figure 3 A flowchart showing the migration of task progress in this exemplary embodiment;

[0015] Figure 4 A flowchart showing how to control the motion parameters of a virtual character in this exemplary embodiment;

[0016] Figure 5 A flowchart showing the switching of channel states in this exemplary embodiment;

[0017] Figure 6 A schematic structural diagram of a game processing device in this exemplary embodiment;

[0018] Figure 7 A schematic structural diagram of an electronic device for implementing the above game processing method in this exemplary embodiment. Detailed implementation manners

[0019] The exemplary embodiments of the present disclosure will be described more comprehensively below with reference to the accompanying drawings.

[0020] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. The embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in the present disclosure can be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to give a full understanding of the embodiments of the present disclosure. However, those skilled in the art should be aware that one or more specific details can be omitted when implementing the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. can be used to replace one or more specific details.

[0021] In the related art, in order to increase the diversity of players' game strategies, game developers need to create relatively complex game scenarios, which increases the labor and time costs of game developers for creating game scenarios.

[0022] In view of the above problems, the exemplary embodiments of the present disclosure provide a game processing method, a game processing device, a computer-readable storage medium, and an electronic device.

[0023] In one embodiment of the present disclosure, the game processing method can be run on a local terminal device or a server. When the game processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional implementation, various cloud applications can be 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 operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game processing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the 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 the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] In a possible implementation, an embodiment of the present invention provides a game processing method, which provides a graphical user interface through a first terminal device, and displays at least a portion of a game scene in the graphical user interface, where the game scene includes a first virtual character controlled by the first terminal device.

[0027] Among them, the game scene is the space where the virtual characters in the game are located, which can be composed of one or more scene elements such as mountains, lakes, woods, buildings, streets, etc., and may include game tasks such as decryption, unlocking, hostage rescue, and bomb disposal.

[0028] The virtual character can be a human character or a non-human character in the game, and can be controlled by a player or a non-player character (NPC). The game scene includes a first virtual character controlled by a first terminal device. The first virtual character is a virtual character that can execute a first skill / a second skill. The first terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.

[0029] Among them, the graphical user interface can display the game screen obtained by shooting the game scene by the virtual camera in the game scene. The virtual camera is a tool in the game that simulates a real camera to shoot the game screen. It can be set at any position in the game scene and shoot the game scene from any perspective. That is, the virtual camera can have any posture in the game scene, and its posture can be fixed or dynamically changed. In addition, any number of virtual cameras can be set in the game scene, and different virtual cameras can shoot different game pictures. For example, the virtual character controlled by each player in the game can be bound to a virtual camera, so that each player can see the game screen shot by the virtual camera bound to his virtual character.

[0030] Optionally, the virtual characters controlled by the players in the game can be divided into two different camps, and the two camps are in an adversarial relationship.

[0031] In an optional embodiment, reference Figure 1 As shown, the game processing method may include the following steps S110 to S120:

[0032] Step S110, in response to the first virtual character performing the first skill, controlling the first virtual object's current first task progress to delete the second task progress, and generating a virtual prop, wherein the second task progress is less than or equal to the current first task progress;

[0033] Step S120, in response to the first virtual character executing the first game instruction, using the virtual props on the second virtual object that has not completed the target task progress, and updating the current third task progress of the second virtual object according to the virtual props.

[0034] exist Figure 1 In the method shown, the first virtual character generates a virtual prop that can be used to migrate the task progress after executing the first skill. The task progress is migrated between the first virtual object and the second virtual object through the virtual prop, so that the player can freely adjust the game difficulty of different task points, which not only enriches the game content of the player and increases the diversity of game strategies, but also can realize complex games in simple game scenes, which is conducive to reducing the manpower and time costs of game developers in making game scenes.

[0035] It should be noted that the game scene also includes multiple virtual objects, which may be game task node objects in the game, and the first virtual character may perform corresponding game tasks for these virtual objects.

[0036] Below Figure 1 Provide detailed instructions for each step.

[0037] refer to Figure 1 In step S110, in response to the first virtual character performing the first skill, the second task progress of the current first task progress of the first virtual object is controlled to be deleted, and a virtual prop is generated, wherein the second task progress is less than or equal to the current first task progress.

[0038] The first skill refers to a task progress migration game skill. Exemplarily, the first skill can be executed when the first virtual character and the first virtual object meet a preset position relationship.

[0039] The first task progress refers to the task progress corresponding to the first virtual object.

[0040] The first virtual object may be a virtual object that has completed a certain task progress in the game scene.

[0041] Among them, the second task progress can be a preset migration task progress, and its value can be in the range of 0 to 100%. Exemplarily, in response to the first virtual character performing the first skill on the first virtual object, the current first task progress of the first virtual object can be controlled to delete the preset migration task progress, and a virtual prop can be generated. The second task progress can also be determined according to the first task progress, for example, the second task progress can be a preset proportion of the first task progress. Exemplarily, in response to the first virtual character performing the first skill on the first virtual object, the current first task progress of the first virtual object can be controlled to be deleted according to a preset proportion, and a virtual prop can be generated. In this case, a mapping relationship can be established between the generated virtual props and the second task progress for subsequent use.

[0042] Optionally, when the task type corresponding to the first virtual object is different, the form of the generated virtual props can be different, which can be set by the developer, and the present disclosure does not specifically limit this. Taking the task type corresponding to the first virtual object as an unlocking task as an example, the virtual props can be stored in the prop backpack of the first virtual character in the form of a broken key.

[0043] In an optional embodiment, the current task progress of the first virtual object can be updated by the following steps: determining that the first virtual character and the first virtual object satisfy a preset position relationship; in response to the first virtual character executing the second game instruction, controlling the update of the current first task progress of the first virtual object according to preset rules.

[0044] The preset position relationship may be, for example, that the first virtual character is within the preset task trigger range of the first virtual object, or that the first virtual object exists within the area centered on the first virtual character. The preset task trigger range of the first virtual object may be a task trigger range pre-set according to the task type corresponding to the first virtual object, and the present disclosure does not specifically limit this.

[0045] The second game instruction refers to an instruction for executing a corresponding game task for the first virtual object, which may be an instruction for unlocking the task progress for the first virtual object, or an instruction for migrating the task progress for the first virtual object.

[0046] Exemplarily, when the second game instruction is an instruction to unlock the task progress for the first virtual object, when it is determined that the first virtual character and the first virtual object satisfy a preset position relationship, a task progress unlock instruction is generated to automatically trigger the unlocking of the first task progress; it is also possible to generate a progress unlock control in response to the first virtual character and the first virtual object satisfying the preset position relationship, and control the unlocking of the first task progress in response to the triggering operation of the progress unlock control.

[0047] Exemplarily, when the second game instruction is a task progress migration instruction for the first virtual object, when it is determined that the first virtual character and the first virtual object satisfy a preset position relationship, a task progress migration instruction is generated to automatically trigger the first virtual character to perform the first skill; it is also possible to generate a progress migration control in response to the first virtual character and the first virtual object satisfying the preset position relationship, and control the first virtual character to perform the first skill in response to the triggering operation on the progress migration control.

[0048] The first virtual character and the first virtual object respond to the second game instruction when the preset position relationship is satisfied, which can enhance the user's immersive experience when the task is updated.

[0049] In an optional embodiment, before responding to the first virtual character executing the first skill, the following steps may also be performed to control the usable state of the first skill: in response to the current progress of the first task meeting a preset task threshold, the first skill is controlled to be in a usable state; wherein the usable state is a state in which the game behavior corresponding to the first skill can be executed in response to a trigger operation.

[0050] The preset task threshold refers to the preset minimum task progress for executing the first skill, such as 30% of the total task progress of the virtual object. The preset task threshold may be greater than or equal to the preset migration task progress.

[0051] For example, in response to the first virtual character and the first virtual object satisfying a preset position relationship and the first virtual object's current first task progress satisfying a preset task threshold, the first skill is controlled to be in an available state. The first skill can be triggered when in an available state.

[0052] When the current first task progress of the first virtual object meets the preset task threshold, it indicates that the first virtual object has task progress that can be migrated. At this time, the first skill can be controlled to be in a usable state to adapt to the player's operation needs, which can avoid the player's invalid operations to a certain extent.

[0053] In an optional embodiment, before responding to the first virtual character executing the first skill, the following steps may be performed to control the usable state of the first skill: in response to the first virtual character not having a virtual prop generated by executing the first skill, controlling the first skill to be in a usable state.

[0054] Exemplarily, in response to the first virtual character and the first virtual object satisfying a preset position relationship and the first virtual character having no virtual props generated by executing the first skill, the first skill may be controlled to be in an available state.

[0055] Exemplarily, in response to the first virtual character and the first virtual object satisfying a preset position relationship, the first virtual object not having virtual props generated by executing the first skill, and the current first task progress satisfying a preset task threshold, the first skill can be controlled to be in an available state.

[0056] When the virtual props generated by executing the first skill exist, the first skill is made unavailable, which can avoid confusion in the use logic of such virtual props during actual application, so as to ensure the normal operation of the game.

[0057] Optionally, in response to the first virtual character executing the first skill, after a first preset time (e.g., 2 seconds), the first virtual object's current first task progress can be controlled to delete the second task progress, and a virtual prop can be generated. During the first preset time, the first virtual character can be controlled to perform specific game behavior actions to remind the player that the first skill is being activated. During the first preset time, in response to the first virtual character being attacked, the execution of the first skill can be interrupted. At this time, the first virtual object's current first task progress is not deleted, so that the first virtual character passively enters the battle state.

[0058] In an optional embodiment, after a virtual prop is generated, the following steps may also be performed: synchronizing the position of the first virtual character in the game scene to the second terminal device until the virtual prop is used or the first virtual character is defeated, wherein the second terminal device controls the second virtual character in the game scene, and the second virtual character is not in the same game camp as the first virtual character.

[0059] It should be noted that after the first virtual character is defeated, the props can no longer be used. At this time, the corresponding virtual props can also be destroyed to reduce the processing pressure of subsequent game data.

[0060] After the virtual props are generated, the location information of the first virtual character is synchronized to the second terminal device to expose the location of the first virtual character to the enemy virtual character, so that players can further achieve more complex and intense games in simple game scenes, thereby reducing the pressure on game developers to create complex game scenes.

[0061] refer to Figure 1 In step S120, in response to the first virtual character executing the first game instruction, the virtual props are used to the second virtual object that has not completed the target task progress, and the current third task progress of the second virtual object is updated according to the virtual props.

[0062] The first game instruction refers to an instruction for executing a corresponding game task for the second virtual object.

[0063] The second virtual object may be a virtual object that has not completed the target task progress in the game scene. The target task progress refers to the total task progress that the second virtual object needs to complete for the corresponding game task, such as 100%.

[0064] Optionally, the second virtual object may be a virtual object of the same or similar game task type as the first virtual object, so that the game logic is more consistent with the user's general cognition.

[0065] Optionally, the second virtual object may be a virtual object different from the first virtual object, so that the migration of the task progress is achieved between different virtual objects.

[0066] The third task progress refers to the task progress corresponding to the second virtual object.

[0067] In an optional embodiment, in response to the first virtual character executing the first game instruction, using the virtual props towards the second virtual object that has not completed the target task progress, and updating the second virtual object's current third task progress based on the virtual props, can be achieved through the following steps: determining that the first virtual character and the second virtual object satisfy a preset position relationship; in response to the first virtual character executing the first game instruction, if the second virtual object has not completed the target task, using the virtual props towards the second virtual object, and updating the second virtual object's current third task progress based on the virtual props.

[0068] The preset position relationship may be, for example, that the first virtual character is within the preset task trigger range of the second virtual object, or that the second virtual object exists within the area centered on the second virtual character. The preset task trigger range of the second virtual object may be a task trigger range pre-set according to the task type corresponding to the second virtual object, which is not specifically limited in the present disclosure.

[0069] Exemplarily, when it is determined that the first virtual character and the second virtual object satisfy a preset position relationship, a prop usage control may be displayed in a graphical user interface, and in response to a trigger operation on the prop usage control, the first game instruction may be triggered, and when the second virtual object has not completed the target task, the virtual prop is used on the second virtual object, and the current third task progress of the second virtual object is updated according to the virtual prop.

[0070] Exemplarily, when it is determined that the first virtual character and the second virtual object satisfy a preset position relationship, and the first virtual character has a virtual prop generated by executing the first skill, adaptive control triggers the first game instruction, and when the second virtual object has not completed the target task, the virtual prop is used on the second virtual object, and the current third task progress of the second virtual object is updated according to the virtual prop.

[0071] The first virtual character and the second virtual object respond to the second game instruction while meeting a preset position relationship, which can enhance the user's immersive experience when the task is updated.

[0072] Optionally, in response to the first virtual character executing the first game instruction, after a second preset time (e.g., 2S), the second virtual object that has not completed the target task progress can be controlled to use virtual props, and the current third task progress of the second virtual object can be updated according to the virtual props. During the second preset time, the first virtual character can be controlled to perform specific game behavior actions to remind the player that the first game instruction is being executed. During the second preset time, in response to the first virtual character being attacked, the execution of the first game instruction can be interrupted. At this time, the virtual props are not consumed, and the current third task progress of the second virtual object is not updated, so that the first virtual character passively enters the battle state.

[0073] In an optional implementation, the second virtual object that has not completed the target task progress uses a virtual prop, and updates the current third task progress of the second virtual object according to the virtual prop, such as Figure 2 As shown, it can be achieved by following steps S210 to S220:

[0074] Step S210, consuming the virtual props and determining the progress of the task to be supplemented of the second virtual object based on the progress of the second task;

[0075] The task progress to be supplemented refers to the task progress that needs to be supplemented for the second virtual object.

[0076] Specifically, the virtual props may be consumed according to the mapping relationship between the virtual props and the second task progress, and the task progress to be supplemented of the second virtual object may be determined based on the corresponding second task progress.

[0077] Exemplarily, the second task progress may be directly used as the task progress to be supplemented of the second virtual object.

[0078] For example, the second task progress can be subtracted from the preset migration loss progress to obtain the task progress to be supplemented of the second virtual object. The preset migration loss progress can be less than the preset migration task progress, which can be set by the developer and is not specifically limited in this disclosure.

[0079] Step S220, based on the progress of the task to be supplemented, controlling the current third task progress of the second virtual object to supplement the task progress.

[0080] Specifically, after determining the progress of the task to be supplemented, the current progress of the third task of the second virtual object may be controlled to increase the corresponding progress of the task to be supplemented, so as to update the progress of the third task of the second virtual object.

[0081] By consuming virtual props to achieve the migration of task progress between the first virtual object and the second virtual object, the progress of the completed task can be reconfigured, thereby improving the diversity of game strategies.

[0082] An initial default cooldown period, such as 180 seconds, may be configured for the first skill, wherein the cooldown period is the interval between using a game skill once and being able to use the game skill next time.

[0083] In an optional embodiment, when the first skill is in the process of cooling down based on the initial default cooling time, in response to the first virtual character using a virtual prop to a second virtual object that has not completed the target task progress, the cooling time of the first skill can be updated according to the preset cooling reduction time.

[0084] Among them, the preset cooldown reduction time is a time parameter set in advance for shortening the skill cooldown time.

[0085] For example, in response to the first virtual character using a virtual item on a second virtual object that has not completed the target task progress, the remaining cooldown time of the first skill is subtracted from the preset cooldown reduction time, and the remaining cooldown time of the first skill is updated according to the calculation result. It should be noted that if the calculation result is negative or zero, the remaining cooldown time of the first skill can be directly updated to zero.

[0086] Exemplarily, in response to the first virtual character using a virtual item on a second virtual object that has not completed the target task progress, and the game parameters of the first virtual character in the game match meet specific conditions, the cooldown time of the first skill is updated according to the preset cooldown reduction time. The game parameters of the first virtual character in the game match may include but are not limited to any one or more of the following: the first virtual character's combat status parameters in the game match, the character growth value parameters, the game task completion amount parameters, etc.

[0087] By shortening the cooldown time of the first skill, players are encouraged to use the corresponding virtual props as quickly as possible, thereby speeding up the game process.

[0088] As shown in Table 1 below, a configurable parameter list is provided, which includes exemplary configuration information of some parameters.

[0089] Table 1

[0090]

[0091]

[0092] For example, Figure 3 As shown, a flowchart of a possible task progress migration is provided, which may specifically include the following steps S301 to S305:

[0093] Step S301, in response to the first virtual character and the first virtual object whose task progress meets the preset task threshold meeting a preset position relationship, and the first virtual character does not have a virtual prop generated by executing the first skill, controlling the first skill to be in an available state;

[0094] Step S302, in response to the first virtual character performing the first skill, controlling the first virtual object's current first task progress to delete the second task progress, and generating a virtual prop;

[0095] Step S303, in response to the first virtual character and the second virtual object that has not completed the target task progress satisfying a preset position relationship, controlling the first virtual character to execute the first game instruction;

[0096] Step S304, in response to the first virtual character executing the first game instruction, consuming the virtual props, and determining the progress of the task to be supplemented of the second virtual object based on the progress of the second task;

[0097] Step S305: Based on the progress of the task to be supplemented, control the task progress of the current third task progress of the second virtual object to be supplemented.

[0098] Figure 3 In the steps shown, virtual props are used as a medium to migrate task progress, so that simple game scenes can also realize complex games, which is conducive to reducing the manpower and time costs of game developers in making game scenes.

[0099] In an optional implementation, the game scene may further include one or more scene passages, which may include but are not limited to different types of passages such as doors, overpasses, and shortcuts.

[0100] In an optional embodiment, if Figure 4 As shown, you can also perform the following steps to control the virtual character:

[0101] Step S410, in response to the first virtual character casting a second skill on a target scene channel, switching the target scene channel from an initial state to a first state, wherein the target scene channel is a scene channel in an initial state;

[0102] Step S420, when the target scene channel is in the first state, in response to the third virtual character passing through the target scene channel, the motion parameters of the third virtual character are controlled according to the game camp where the third virtual character is located.

[0103] Figure 4 In the steps shown, by switching the state of the scene channel and controlling the motion parameters of the virtual character passing through the scene channel, the player's game strategy can be enriched, and the developer does not need to perform additional scene production, which can save the manpower and time cost of game developers in producing game scenes to a certain extent.

[0104] In step S410, in response to the first virtual character casting a second skill on a target scene channel, the target scene channel is switched from an initial state to a first state, wherein the target scene channel is a scene channel in an initial state.

[0105] Among them, the target scene channel refers to any scene channel in the game scene that is in the initial state and can be selected by the player.

[0106] The initial state refers to the default state of the scene channel, in which the virtual character can freely pass through the scene channel, and the motion parameters of the virtual character passing through the scene channel are not controlled.

[0107] The second skill refers to a skill that can switch the state of the scene channel, and is configured with another initial default cooling time. Exemplarily, the second skill can be cast when the first virtual character moves to a preset range of the target scene channel in the initial state.

[0108] The first state refers to a state in which the scene channel is in which the motion parameters of the virtual character can be controlled. In this state, the motion parameters of the virtual character through the scene channel can be controlled.

[0109] Optionally, in order to facilitate the user to distinguish the channel status, the scene channel in the first state may be highlighted, or a status identifier corresponding to the first state may be displayed in an associated area of ​​the scene channel in the first state.

[0110] In an optional embodiment, a channel control control may be displayed in a graphical user interface, and before responding to the first virtual character casting the second skill on the target scene channel, the following steps may be performed: responding to a trigger operation on the channel control control, controlling the first virtual character to cast the second skill on the target scene channel within a preset range.

[0111] The preset range may be a region centered on the first virtual character, which is not specifically limited in the present disclosure.

[0112] Exemplarily, in response to the existence of a target scene channel in an initial state within a preset range of the first virtual character, a channel control widget may be displayed in an area associated with the first virtual character or the target scene channel.

[0113] By triggering the channel control widget, the first virtual character is controlled to cast the second skill to the target scene channel within a preset range, so that the player can control the use of the second skill by himself, thereby improving the controllability of the second skill.

[0114] In an optional embodiment, before responding to the first virtual character casting the second skill on the target scene channel, the following steps may also be performed: in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill on the target scene channel.

[0115] The preset movement state refers to a movement state preset by a developer, such as a sprinting movement state, a jumping movement state, etc., and the present disclosure does not specifically limit this.

[0116] The second skill is automatically triggered by the moving state of the first virtual character, thereby reducing the difficulty of triggering the second skill.

[0117] In an optional embodiment, in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill at the target scene channel can be achieved by the following steps: in response to the first virtual character being in a preset moving state, obtaining the target scene channel within a preset range, and automatically controlling the first virtual character to cast the second skill at the target scene channel.

[0118] By acquiring the target scene channels within the preset range, batch control of scene channels can be achieved, thereby reducing the user's operating pressure.

[0119] In an optional embodiment, in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill at the target scene channel can also be achieved through the following steps: determining that the game parameters of the first virtual character in the game match meet preset conditions; in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill at the target scene channel.

[0120] Among them, the game parameters of the first virtual character in the game game may include but are not limited to any one or more of the following: combat status parameters of the first virtual character in the game game, character growth value parameters, game task completion parameters, etc.

[0121] Among them, the preset conditions may include but are not limited to one or more of the following: the first virtual character has not been attacked within a preset time range, the growth value of the first virtual character in the game is greater than or equal to a preset growth threshold, the total task progress of the first virtual character exceeds a preset progress threshold, etc.

[0122] When the game parameters of the first virtual character in the game match meet the preset conditions, the difficulty of triggering the second skill of the first virtual character can be reduced by responding to the first virtual character passing through the target scene channel in the initial state in a preset moving state.

[0123] Optionally, in response to the first virtual character executing the second skill, after a second preset time (e.g., 2S), the target scene channel can be controlled to switch from the initial state to the first state. During the second preset time, the first virtual character can be controlled to execute a specific game behavior action to remind the player that the second skill is being activated. During the second preset time, in response to the first virtual character being attacked, the execution of the second skill can be interrupted without changing the initial state of the target scene channel, so that the first virtual character passively enters the battle state.

[0124] In step S420, when the target scene channel is in the first state, in response to the third virtual character passing through the target scene channel, the motion parameters of the third virtual character are controlled according to the game camp where the third virtual character is located.

[0125] The third virtual character may be a virtual character in the same game camp as the first virtual character, or a virtual character in a different game camp from the second virtual character, and its motion parameters may be parameters for controlling the speed of the third virtual character's motion.

[0126] In an optional embodiment, the above-mentioned control of the motion parameters of the third virtual character according to the game camp in which the third virtual character is located in response to the third virtual character passing through the target scene channel can be achieved through the following steps: in response to the third virtual character passing through the target scene channel, determining the game camp in which the third virtual character is located; if the third virtual character and the first virtual character are in the same game camp, based on the first basic speed variable, accelerating the motion parameters of the third virtual character; if the third virtual character and the first virtual character are not in the same game camp, based on the second basic speed variable, decelerating the motion parameters of the third virtual character.

[0127] The first basic speed variable refers to a preset acceleration variable, such as 20% acceleration within 2 seconds; the second basic speed variable refers to a preset deceleration variable, such as 0% deceleration or 16% deceleration within 2 seconds.

[0128] Exemplarily, if the third virtual character and the first virtual character are in the same game camp, the third virtual character can be controlled to accelerate by 20% within 2 seconds after passing through the target scene channel in the first state; if the third virtual character and the first virtual character are not in the same game camp, the third virtual character can be controlled to decelerate by 16% within 2 seconds after passing through the target scene channel in the first state.

[0129] In an optional embodiment, the above-mentioned response to the third virtual character passing through the target scene channel and controlling the motion parameters of the third virtual character according to the game camp in which the third virtual character is located can also be achieved by the following steps: in response to the third virtual character continuously passing through the target number of target scene channels, judging the game camp in which the third virtual character is located; if the third virtual character and the first virtual character are in the same game camp, based on the first basic speed variable, the target number and the first speed enhancement variable, accelerating the motion parameters of the third virtual character; if the third virtual character and the first virtual character are not in the same game camp, based on the second basic speed variable, the target number and the second speed enhancement variable, decelerating the motion parameters of the third virtual character.

[0130] The target number refers to the number of target scene channels that the third virtual character passes through continuously in the first state.

[0131] The first speed enhancement variable refers to a preset enhancement acceleration variable, such as a 10% speed increase; the second speed enhancement variable refers to a preset enhancement deceleration variable, such as a 0% deceleration or a 10% deceleration.

[0132] Specifically, if a third virtual character in the same game camp as the first virtual character passes through multiple target scene channels in the first state continuously, the third virtual character can be controlled to increase the speed of the first speed enhancement variable each time it passes through a target scene channel in the first state after passing through the first target scene channel in the first state; if the third virtual character who is not in the same game camp as the first virtual character passes through multiple target scene channels in the first state continuously, the third virtual character can be controlled to reduce the speed of the second speed enhancement variable each time it passes through a target scene channel in the first state after passing through the first target scene channel in the first state.

[0133] Exemplarily, when the first basic speed variable is 20%, the target number is 3, and the first speed enhancement variable is 10%, the speed of the third virtual character in the same game camp as the first virtual character increases by 20% after passing through the first target scene channel in the first state, the speed increases by 30% after passing through the second target scene channel in the first state, and the speed increases by 40% after passing through the third target scene channel in the first state.

[0134] By switching the state of the scene channel and controlling the motion parameters of virtual characters in different game camps differently, users can be provided with richer game presentation forms without increasing the complexity of the game scene, thereby reducing the manpower and time costs of game developers in making game scenes.

[0135] In an optional embodiment, after the target scene channel is switched from the initial state to the first state, the following steps may be performed: in response to the third virtual character passing through the target scene channel, the target scene channel is switched from the first state to the second state; when the target scene channel is in the second state, in response to the fourth virtual character passing through the target scene channel, the motion parameters of the fourth virtual character are controlled according to the game camp in which the fourth virtual character is located.

[0136] The second state refers to another state in which the scene channel is in which the motion parameters of the virtual character can be controlled. In this state, the motion parameters of the virtual character passing through the scene channel can be controlled.

[0137] Optionally, in order to facilitate users to distinguish channel states, the scene channel in the second state may be highlighted in another color, or a state identifier corresponding to the second state may be displayed in an associated area of ​​the scene channel in the second state.

[0138] The fourth virtual character may be a virtual character in the same game camp as the first virtual character, or a virtual character in a different game camp from the second virtual character, and its motion parameters may be parameters for controlling the speed of the fourth virtual character's motion.

[0139] By providing a variety of switchable states for the scene channel, the player's game strategy can be enriched to a certain extent. By automatically switching the target scene channel from the first state to the second state in response to the third virtual character passing through the target scene channel, the player does not need to perform additional operations, which can reduce the player's operation burden to a certain extent.

[0140] In an optional embodiment, the above-mentioned response to the fourth virtual character passing through the target scene channel and controlling the motion parameters of the fourth virtual character according to the game camp in which the fourth virtual character is located can be achieved through the following steps: in response to the fourth virtual character passing through the target scene channel, determining the game camp in which the fourth virtual character is located; if the fourth virtual character and the first virtual character are in the same game camp, based on the third basic speed variable, decelerating the motion parameters of the fourth virtual character; if the fourth virtual character and the first virtual character are not in the same game camp, accelerating the motion parameters of the fourth virtual character based on the fourth basic speed variable.

[0141] The third basic speed variable refers to another preset deceleration variable, such as a 20% deceleration within 2 seconds; the fourth basic speed variable refers to another preset acceleration variable, such as a 16% acceleration within 2 seconds.

[0142] Exemplarily, if the fourth virtual character and the first virtual character are in the same game camp, the fourth virtual character can be controlled to slow down by 20% within 2 seconds after passing through the target scene channel in the second state; if the fourth virtual character and the first virtual character are not in the same game camp, the fourth virtual character can be controlled to speed up by 16% within 2 seconds after passing through the target scene channel in the first state.

[0143] By switching the state of the scene channel and controlling the motion parameters of the virtual characters in different game camps differently, the difficulty of winning for different game camps can be balanced to a certain extent, so as to achieve more complex games in simple game scenes, and further reduce the manpower and time costs of game developers in making game scenes.

[0144] Optionally, a preset channel switching delay time may be pre-configured, and within the time range, the first virtual character may be controlled to perform a specific interactive action to enhance the fun of the game.

[0145] As shown in Table 2 below, another configurable parameter list is provided, including exemplary configuration information of some parameters.

[0146] Table 2

[0147]

[0148] Optionally, in response to the fourth virtual character passing through the target scene channel, the target scene channel can be switched from the second state to the initial state, so that the state of the scene channel can be completely dynamically switched according to the game process.

[0149] like Figure 5 As shown, a flow chart of channel state switching is provided, which may specifically include the following steps:

[0150] Step S501, in response to the existence of a target scene channel in an initial state within a preset range of the first virtual character, a channel control control is displayed in a graphical user interface;

[0151] Step S502, in response to a trigger operation on a channel control control, controlling the first virtual character to cast a second skill on a target scene channel;

[0152] Step S503, in response to the first virtual character casting a second skill on the target scene channel in the initial state, switching the target scene channel from the initial state to the first state;

[0153] Step S504, when the target scene channel is in the first state, in response to the third virtual character passing through the target scene channel, the motion parameters of the third virtual character are controlled according to the game camp where the third virtual character is located, and the target scene channel is switched from the first state to the second state;

[0154] Step S505, when the target scene channel is in the second state, in response to the fourth virtual character passing through the target scene channel, the motion parameters of the fourth virtual character are controlled according to the game camp where the fourth virtual character is located, and the target scene channel is switched from the second state to the initial state.

[0155] The exemplary embodiment of the present disclosure also provides a game processing apparatus, which provides a graphical user interface through a first terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character controlled by the first terminal device. Figure 6 As shown, the game processing device 600 may include the following program modules:

[0156] The prop generation module 610 is used for controlling the first virtual character to delete the second task progress from the current first task progress of the first virtual object in response to the first virtual character performing the first skill, and generating a virtual prop, wherein the second task progress is less than or equal to the current first task progress;

[0157] The prop using module 620 is used to use the virtual props to the second virtual object that has not completed the target task progress in response to the first virtual character executing the first game instruction, and update the current third task progress of the second virtual object according to the virtual props.

[0158] In an optional embodiment, based on the aforementioned scheme, the game processing device 600 may also include: a position relationship determination module, used to determine whether the first virtual character and the first virtual object satisfy a preset position relationship; a task progress update module, used to respond to the first virtual character executing the second game instruction, and control the update of the current first task progress of the first virtual object according to preset rules.

[0159] In an optional embodiment, based on the aforementioned scheme, before responding to the first virtual character executing the first skill, the game processing device 600 may also include: a first usable state control module, used to control the first skill to be in an usable state in response to the current first task progress meeting a preset task threshold; wherein the usable state is a state in which the game behavior corresponding to the first skill can be executed in response to a trigger operation.

[0160] In an optional embodiment, based on the aforementioned scheme, before responding to the first virtual character executing the first skill, the game processing device 600 may also include: a second usable state control module, used to control the first skill to be in an usable state in response to the first virtual character not having a virtual prop generated by executing the first skill.

[0161] In an optional embodiment, based on the aforementioned scheme, the prop usage module 620 is configured to: determine that the first virtual character and the second virtual object satisfy a preset position relationship; in response to the first virtual character executing the first game instruction, when the second virtual object has not completed the target task, use the virtual props on the second virtual object, and update the current third task progress of the second virtual object according to the virtual props.

[0162] In an optional embodiment, based on the aforementioned scheme, the prop usage module 620 uses virtual props on the second virtual object that has not completed the target task progress, and updates the current third task progress of the second virtual object according to the virtual props. It can be configured as follows: consuming virtual props, and based on the second task progress, determining the task progress to be supplemented of the second virtual object; based on the task progress to be supplemented, controlling the current third task progress of the second virtual object to supplement the task progress.

[0163] In an alternative embodiment, based on the foregoing solution, the second virtual object is a virtual object different from the first virtual object.

[0164] In an alternative embodiment, based on the foregoing solution, the first skill is configured with an initial default cooling duration. The game processing device 600 may further include: a cooling duration update module, configured to, when the first skill is in the process of cooling based on the initial default cooling duration, in response to the first virtual character using a virtual item on a second virtual object whose target task progress is not completed, update the cooling duration of the first skill according to a preset cooling reduction duration.

[0165] In an alternative embodiment, based on the foregoing solution, after generating a virtual item, the game processing device 600 may further include: a position information disclosure module, configured to synchronize the position of the first virtual character in the game scene to a second terminal device until the virtual item is used or the first virtual character is defeated, where the second terminal device controls a second virtual character in the game scene, and the second virtual character and the first virtual character are not in the same game camp.

[0166] In an alternative embodiment, based on the foregoing solution, the game scene includes one or more scene channels. The game processing device 600 may further include: a first state switching module, configured to, in response to the first virtual character casting a second skill on a target scene channel, switch the target scene channel from an initial state to a first state, where the target scene channel is a scene channel in the initial state; a first parameter control module, configured to, when the target scene channel is in the first state, in response to a third virtual character passing through the target scene channel, control the movement parameters of the third virtual character according to the game camp where the third virtual character is located.

[0167] In an alternative embodiment, based on the foregoing solution, a channel control control is displayed in the graphical user interface. Before responding to the first virtual character casting a second skill on a target scene channel, the game processing device 600 may further include: a first control module, configured to, in response to a trigger operation on the channel control control, control the first virtual character to cast the second skill on a target scene channel within a preset range.

[0168] In an alternative embodiment, based on the foregoing solution, before responding to the first virtual character casting a second skill on a target scene channel, the game processing device 600 may further include: a second control module, configured to, in response to the first virtual character being in a preset moving state, automatically control the first virtual character to cast the second skill on the target scene channel.

[0169] In an alternative embodiment, based on the foregoing solution, the game processing device 600, the second control module, is configured to: in response to the first virtual character being in a preset moving state, obtain a target scene channel within a preset range, and automatically control the first virtual character to cast a second skill on the target scene channel.

[0170] In an alternative embodiment, based on the foregoing solution, the game processing device 600, the second control module, is configured to: determine that the game parameters of the first virtual character in the game session meet preset conditions; in response to the first virtual character being in a preset moving state, automatically control the first virtual character to cast a second skill on the target scene channel.

[0171] In an alternative embodiment, based on the foregoing solution, the first parameter control module is configured to: in response to the third virtual character passing through the target scene channel, determine the game camp to which the third virtual character belongs; if the third virtual character and the first virtual character are in the same game camp, based on the first basic speed variable, perform acceleration control on the motion parameters of the third virtual character; if the third virtual character and the first virtual character are not in the same game camp, based on the second basic speed variable, perform deceleration control on the motion parameters of the third virtual character.

[0172] In an alternative embodiment, based on the foregoing solution, the first parameter control module is configured to: in response to the third virtual character continuously passing through the target number of target scene channels, determine the game camp to which the third virtual character belongs; if the third virtual character and the first virtual character are in the same game camp, based on the first basic speed variable, the target number, and the first speed enhancement variable, perform acceleration control on the motion parameters of the third virtual character; if the third virtual character and the first virtual character are not in the same game camp, based on the second basic speed variable, the target number, and the second speed enhancement variable, perform deceleration control on the motion parameters of the third virtual character.

[0173] In an alternative embodiment, based on the foregoing solution, after switching the target scene channel from the initial state to the first state, the game processing device 600 may further include: a second state switching module, configured to, in response to the third virtual character passing through the target scene channel, switch the target scene channel from the first state to the second state; a second parameter control module, configured to, when the target scene channel is in the second state, in response to the fourth virtual character passing through the target scene channel, control the motion parameters of the fourth virtual character according to the game camp to which the fourth virtual character belongs.

[0174] In an alternative embodiment, based on the foregoing solution, the second parameter control module is configured to: in response to the fourth virtual character passing through the target scene channel, determine the game camp where the fourth virtual character is located; if the fourth virtual character and the first virtual character are in the same game camp, decelerate the motion parameters of the fourth virtual character based on the third basic speed variable; if the fourth virtual character and the first virtual character are not in the same game camp, accelerate the motion parameters of the fourth virtual character based on the fourth basic speed variable.

[0175] The specific details of each part in the above game processing device 600 have been described in detail in the embodiments of the method part. For the undisclosed details, refer to the content of the embodiments in the method part, and thus will not be elaborated here.

[0176] The exemplary embodiments of the present disclosure further provide a computer-readable storage medium for implementing the above game processing method, which can be implemented in the form of a program product, including program code. When the program product runs on an electronic device, the program code is used to cause the electronic device to execute the steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Method" part of this specification.

[0177] In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program, and the program can be used by or in combination with an instruction execution system, apparatus, or device.

[0178] The program product can adopt any combination of one or more readable media. The readable media can be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples (non-exhaustive list) of the readable storage medium include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0179] A computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing. The readable signal medium may also be any readable medium other than a readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device.

[0180] The program code contained on the readable medium can be transmitted with any appropriate medium, including but not limited to wireless, wired, optical fiber cable, RF (Radio Frequency), etc., or any suitable combination of the foregoing.

[0181] The program code for performing the operations of the present disclosure can be written in any combination of one or more programming languages. The programming languages include object-oriented programming languages such as Java, C++, etc., and also include conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user computing device, partially on the user device, executed as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., connected through the Internet using an Internet service provider).

[0182] Exemplary embodiments of the present disclosure also provide an electronic device for implementing the above game processing method, which may be the above terminal device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, which may be program code. The processor executes the method in this exemplary embodiment by executing the executable instructions. In addition, the electronic device may further include a display for displaying a graphical user interface.

[0183] Reference is made below Figure 7 , and an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 7 the displayed electronic device 700 is merely an example and should not impose limitations on the functions and usage scope of the embodiments of the present disclosure.

[0184] As Figure 7 shown, the electronic device 700 may include: a processor 710, a memory 720, a bus 730, an I / O (input / output) interface 740, a network adapter 750, and a display 760.

[0185] The memory 720 may include volatile memory such as RAM 721 and cache unit 722, and may also include non-volatile memory such as ROM 723. The memory 720 may further include one or more program modules 724, and such program modules 724 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, and the implementation of the network environment may be included in each or some combination of these examples. For example, the program module 724 may include each module in the above-mentioned device.

[0186] The processor 710 may include one or more processing units. For example, the processor 710 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.

[0187] The processor 710 can be used to execute the executable instructions stored in the memory 720, such as any one or more method steps in this exemplary embodiment can be executed.

[0188] Specifically, the processor 710 can execute the following steps:

[0189] In response to the first virtual character executing the first skill, control to delete the current first task progress of the first virtual object with the second task progress and generate a virtual item, where the second task progress is less than or equal to the current first task progress;

[0190] In response to the first virtual character executing the first game instruction, use the virtual item on the second virtual object that has not completed the target task progress, and update the current third task progress of the second virtual object according to the virtual item.

[0191] In an alternative embodiment, based on the foregoing solution, the following steps may further be executed: determine that the first virtual character and the first virtual object satisfy a preset positional relationship; in response to the first virtual character executing the second game instruction, control to update the current first task progress of the first virtual object according to the preset rules.

[0192] In an alternative embodiment, based on the foregoing solution, before responding to the first virtual character to execute the first skill, the following steps may further be performed: in response to the current first task progress meeting a preset task threshold, control the first skill to be in an available state; wherein, the available state is a state in which a game behavior corresponding to the first skill can be executed in response to a trigger operation.

[0193] In an alternative embodiment, based on the foregoing solution, before responding to the first virtual character to execute the first skill, the following steps may further be performed: in response to the first virtual character not having a virtual item generated by executing the first skill, control the first skill to be in an available state.

[0194] In an alternative embodiment, based on the foregoing solution, in response to the first virtual character executing the first game instruction, use a virtual item on a second virtual object with an uncompleted target task progress, and update the current third task progress of the second virtual object according to the virtual item. This can be achieved through the following steps: determine that the first virtual character and the second virtual object meet a preset positional relationship; in response to the first virtual character executing the first game instruction, in the case where the second virtual object has not completed the target task, use the virtual item on the second virtual object, and update the current third task progress of the second virtual object according to the virtual item.

[0195] In an alternative embodiment, based on the foregoing solution, using a virtual item on a second virtual object with an uncompleted target task progress and updating the current third task progress of the second virtual object according to the virtual item can be achieved through the following steps: consume the virtual item, and based on the second task progress, determine the task progress to be supplemented for the second virtual object; based on the task progress to be supplemented, control to supplement the current third task progress of the second virtual object with the task progress.

[0196] In an alternative embodiment, based on the foregoing solution, the second virtual object is a virtual object different from the first virtual object.

[0197] In an alternative embodiment, based on the foregoing solution, the first skill is configured with an initial default cooling duration, and the following steps may further be performed: when the first skill is in the process of cooling based on the initial default cooling duration, in response to the first virtual character using a virtual item on a second virtual object with an uncompleted target task progress, update the cooling duration of the first skill according to a preset cooling reduction duration.

[0198] In an alternative embodiment, based on the foregoing solution, after generating a virtual item, the following steps may further be performed: synchronize the position of the first virtual character in the game scene to the second terminal device until the virtual item is used or the first virtual character is defeated, where the second terminal device controls a second virtual character in the game scene, and the second virtual character and the first virtual character are not in the same game camp.

[0199] In an alternative embodiment, based on the foregoing solution, the game scene includes one or more scene channels, and the following steps may further be performed: in response to the first virtual character casting a second skill on a target scene channel, switch the target scene channel from an initial state to a first state, where the target scene channel is a scene channel in the initial state; when the target scene channel is in the first state, in response to a third virtual character passing through the target scene channel, control the movement parameters of the third virtual character according to the game camp where the third virtual character is located.

[0200] In an alternative embodiment, based on the foregoing solution, a channel control control is displayed in the graphical user interface. Before responding to the first virtual character casting a second skill on a target scene channel, the following steps may further be performed: in response to a trigger operation on the channel control control, control the first virtual character to cast the second skill on a target scene channel within a preset range.

[0201] In an alternative embodiment, based on the foregoing solution, before responding to the first virtual character casting a second skill on a target scene channel, the following steps may further be performed: in response to the first virtual character being in a preset moving state, automatically control the first virtual character to cast the second skill on the target scene channel.

[0202] In an alternative embodiment, based on the foregoing solution, in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill on the target scene channel may be implemented by the following steps: in response to the first virtual character being in a preset moving state, obtain the target scene channels within a preset range, and automatically control the first virtual character to cast the second skill on the target scene channel.

[0203] In an alternative embodiment, based on the foregoing solution, in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill on the target scene channel may be implemented by the following steps: determine that the game parameters of the first virtual character in the game round meet the preset conditions; in response to the first virtual character being in a preset moving state, automatically control the first virtual character to cast the second skill on the target scene channel.

[0204] In an alternative embodiment, based on the foregoing solution, in response to the third virtual character passing through the target scene channel, the movement parameters of the third virtual character are controlled according to the game camp where the third virtual character is located, which can be achieved through the following steps: In response to the third virtual character passing through the target scene channel, determine the game camp where the third virtual character is located; if the third virtual character and the first virtual character are in the same game camp, accelerate the movement parameters of the third virtual character based on the first basic speed variable; if the third virtual character and the first virtual character are not in the same game camp, decelerate the movement parameters of the third virtual character based on the second basic speed variable.

[0205] In an alternative embodiment, based on the foregoing solution, in response to the third virtual character passing through the target scene channel, the movement parameters of the third virtual character are controlled according to the game camp where the third virtual character is located, which can be achieved through the following steps: In response to the third virtual character continuously passing through the target number of target scene channels, determine the game camp where the third virtual character is located; if the third virtual character and the first virtual character are in the same game camp, accelerate the movement parameters of the third virtual character based on the first basic speed variable, the target number, and the first speed reinforcement variable; if the third virtual character and the first virtual character are not in the same game camp, decelerate the movement parameters of the third virtual character based on the second basic speed variable, the target number, and the second speed reinforcement variable.

[0206] In an alternative embodiment, based on the foregoing solution, after switching the target scene channel from the initial state to the first state, the following steps can also be executed: In response to the third virtual character passing through the target scene channel, switch the target scene channel from the first state to the second state; when the target scene channel is in the second state, in response to the fourth virtual character passing through the target scene channel, control the movement parameters of the fourth virtual character according to the game camp where the fourth virtual character is located.

[0207] In an alternative embodiment, based on the foregoing solution, in response to the fourth virtual character passing through the target scene channel, the movement parameters of the fourth virtual character are controlled according to the game camp where the fourth virtual character is located, which can be achieved through the following steps: In response to the fourth virtual character passing through the target scene channel, determine the game camp where the fourth virtual character is located; if the fourth virtual character and the first virtual character are in the same game camp, decelerate the movement parameters of the fourth virtual character based on the third basic speed variable; if the fourth virtual character and the first virtual character are not in the same game camp, accelerate the movement parameters of the fourth virtual character based on the fourth basic speed variable.

[0208] During the above game processing, the first virtual character generates a virtual item that can migrate the task progress by executing the first skill. The task progress is migrated between the first virtual object and the second virtual object through the virtual item, enabling players to freely allocate the game difficulty at different task points. This not only enriches the players' game content and increases the diversity of game strategies but also enables complex games in simple game scenarios, which helps reduce the labor and time costs for game developers to create game scenarios.

[0209] The bus 730 is used to implement connections between different components of the electronic device 700 and may include a data bus, an address bus, and a control bus.

[0210] The electronic device 700 can communicate with one or more external devices 800 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 740.

[0211] The electronic device 700 can communicate with one or more networks through the network adapter 750. For example, the network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G or wireless communication solutions such as wireless local area network, Bluetooth, and near-field communication. The network adapter 750 can communicate with other modules of the electronic device 700 through the bus 730.

[0212] The electronic device 700 can display a graphical user interface through the display 760, such as displaying a game editing scene, a related editing interface, or a setting interface.

[0213] Although Figure 7 not shown in the figure, other hardware and / or software modules can also be set in the electronic device 700, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0214] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0215] Those skilled in the art will appreciate that various aspects of the present disclosure can be implemented as a system, method, or program product. Accordingly, various aspects of the present disclosure may be embodied in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as "circuitry", "module", or "system". After considering the specification and practicing the invention disclosed herein, those skilled in the art will readily conceive of other embodiments of the present disclosure. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include known common knowledge or conventional technical means in the art not disclosed herein. The specification and embodiments are to be considered illustrative only, and the true scope and spirit of the present disclosure are pointed out by the claims.

[0216] It should be understood that the present disclosure is not limited to the exact structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is defined only by the appended claims.

Claims

1. A game processing method, characterized in that, a graphical user interface is provided by a first terminal device, at least part of a game scene is displayed in the graphical user interface, and a first virtual character controlled by the first terminal device is included in the game scene; the method includes: in response to the first virtual character executing a first skill, controlling to delete a second task progress of the current first task progress of a first virtual object and generate a virtual item, wherein the second task progress is less than or equal to the current first task progress; in response to the first virtual character executing a first game instruction, using the virtual item on a second virtual object that has not completed a target task progress, and updating a current third task progress of the second virtual object according to the virtual item.

2. The method according to claim 1, characterized in that, the method further includes: determining that the first virtual character and the first virtual object satisfy a preset positional relationship; in response to the first virtual character executing a second game instruction, controlling to update a current first task progress of the first virtual object according to a preset rule.

3. The method according to claim 2, characterized in that, before responding to the first virtual character executing the first skill, the method further includes: in response to the current first task progress satisfying a preset task threshold, controlling the first skill to be in an available state; wherein the available state is a state that can respond to a trigger operation and execute a game behavior corresponding to the first skill.

4. The method according to any one of claims 2 or 3, characterized in that, before responding to the first virtual character executing the first skill, the method further includes: in response to the first virtual character not having a virtual item generated by executing the first skill, controlling the first skill to be in an available state.

5. The method according to claim 1, characterized in that, the step of, in response to the first virtual character executing a first game instruction, using the virtual item on a second virtual object that has not completed a target task progress and updating a current third task progress of the second virtual object according to the virtual item includes: determining that the first virtual character and the second virtual object satisfy a preset positional relationship; in response to the first virtual character executing a first game instruction, in the case where the second virtual object has not completed the target task, using the virtual item on the second virtual object and updating a current third task progress of the second virtual object according to the virtual item.

6. The method according to claim 1, characterized in that, the step of using the virtual item on a second virtual object that has not completed a target task progress and updating a current third task progress of the second virtual object according to the virtual item includes: consuming the virtual item, and determining a to-be-supplemented task progress of the second virtual object based on the second task progress; controlling to supplement a current third task progress of the second virtual object based on the to-be-supplemented task progress.

7. The method according to claim 1, characterized in that, The second virtual object is a virtual object different from the first virtual object.

8. The method according to claim 1, wherein, the first skill is configured with an initial default cooling duration, and the method further includes: When the first skill is in the process of cooling based on the initial default cooling duration, in response to the first virtual character using the virtual item on a second virtual object whose target task progress is not completed, update the cooling duration of the first skill according to a preset cooling reduction duration.

9. The method according to claim 1, wherein, after generating a virtual item, the method further includes: Synchronize the position of the first virtual character in the game scene to a second terminal device until the virtual item is used or the first virtual character is defeated, wherein the second terminal device controls a second virtual character in the game scene, and the second virtual character and the first virtual character are not in the same game camp.

10. The method according to claim 1, wherein, the game scene includes one or more scene channels, and the method further includes: In response to the first virtual character casting a second skill on a target scene channel, switch the target scene channel from an initial state to a first state, wherein the target scene channel is a scene channel in the initial state; When the target scene channel is in the first state, in response to a third virtual character passing through the target scene channel, control the movement parameters of the third virtual character according to the game camp where the third virtual character is located.

11. The method according to claim 10, wherein, a channel control control is displayed in the graphical user interface, and before responding to the first virtual character casting a second skill on a target scene channel, the method includes: In response to a trigger operation on the channel control control, control the first virtual character to cast the second skill on a target scene channel within a preset range.

12. The method according to claim 10, wherein, before responding to the first virtual character casting a second skill on a target scene channel, the method further includes: In response to the first virtual character being in a preset moving state, automatically control the first virtual character to cast the second skill on the target scene channel.

13. The method according to claim 12, wherein, the step of in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill on the target scene channel includes: In response to the first virtual character being in a preset moving state, obtain target scene channels within a preset range, and automatically control the first virtual character to cast the second skill on the target scene channel.

14. The method according to claim 12, wherein, the step of in response to the first virtual character being in a preset moving state, automatically controlling the first virtual character to cast the second skill on the target scene channel includes: Determine that the game parameters of the first virtual character in the game round meet preset conditions; In response to the first virtual character being in a preset moving state, automatically control the first virtual character to cast a second skill on the target scene channel.

15. The method according to claim 10, wherein, the controlling the movement parameters of the third virtual character according to the game camp where the third virtual character is located in response to the third virtual character passing through the target scene channel includes: judging the game camp where the third virtual character is located in response to the third virtual character passing through the target scene channel; if the third virtual character and the first virtual character are in the same game camp, accelerating the control of the movement parameters of the third virtual character based on a first basic speed variable; if the third virtual character and the first virtual character are not in the same game camp, decelerating the control of the movement parameters of the third virtual character based on a second basic speed variable.

16. The method according to claim 10, wherein, the controlling the movement parameters of the third virtual character according to the game camp where the third virtual character is located in response to the third virtual character passing through the target scene channel includes: judging the game camp where the third virtual character is located in response to the third virtual character continuously passing through a target number of target scene channels; if the third virtual character and the first virtual character are in the same game camp, accelerating the control of the movement parameters of the third virtual character based on a first basic speed variable, the target number, and a first speed enhancement variable; if the third virtual character and the first virtual character are not in the same game camp, decelerating the control of the movement parameters of the third virtual character based on a second basic speed variable, the target number, and a second speed enhancement variable.

17. The method according to claim 10, wherein, after switching the target scene channel from an initial state to a first state, the method further includes: switching the target scene channel from the first state to a second state in response to the third virtual character passing through the target scene channel; when the target scene channel is in the second state, controlling the movement parameters of the fourth virtual character according to the game camp where the fourth virtual character is located in response to the fourth virtual character passing through the target scene channel.

18. The method according to claim 17, wherein, the controlling the movement parameters of the fourth virtual character according to the game camp where the fourth virtual character is located in response to the fourth virtual character passing through the target scene channel includes: judging the game camp where the fourth virtual character is located in response to the fourth virtual character passing through the target scene channel; if the fourth virtual character and the first virtual character are in the same game camp, decelerating the control of the movement parameters of the fourth virtual character based on a third basic speed variable; if the fourth virtual character and the first virtual character are not in the same game camp, accelerating the control of the movement parameters of the fourth virtual character based on a fourth basic speed variable.

19. A game processing device, characterized in that, it provides a graphical user interface through a first terminal device, at least part of a game scene is displayed in the graphical user interface, and a first virtual character controlled by the first terminal device is included in the game scene; the device includes: a prop generation module, configured to, in response to the first virtual character executing a first skill, control to delete a second task progress from the current first task progress of a first virtual object and generate a virtual prop, wherein the second task progress is less than or equal to the current first task progress; a prop usage module, configured to, in response to the first virtual character executing a first game instruction, use the virtual prop on a second virtual object that has not completed a target task progress, and update the current third task progress of the second virtual object according to the virtual prop.

20. A computer-readable storage medium, on which a computer program is stored, characterized in that, when the computer program is executed by a processor, the method according to any one of claims 1 to 18 is implemented.

21. An electronic device, characterized in that, it includes: a processor; a memory, configured to store executable instructions of the processor; a display, configured to display a graphical user interface; wherein the processor is configured to execute the method according to any one of claims 1 to 18 by executing the executable instructions.