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

By setting task points and styling tasks in the game, allowing players to choose to join the game team through the graphical user interface, the problem of low matching of player interaction needs in the existing technology is solved, and the interaction effect in the game scene is improved.

CN120132340APending Publication Date: 2025-06-13NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510356058.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2025-03-20
Filing Date
2025-03-24
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

In existing games, the interaction between players is relatively random and has high freedom of interaction, but the matching requirements is not high, resulting in poor interaction effect.

Method used

The virtual scene and controlled virtual characters are displayed through the graphical user interface, and the task points and styling tasks are set, allowing players to join the game team and complete the styling tasks by confirming the task points, and then settlement is carried out.

Benefits of technology

Through task points and styling description information, players can choose to join the game team more targetedly to improve the player interaction effect and game experience in the game scene.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120132340A_ABST
    Figure CN120132340A_ABST
Patent Text Reader

Abstract

The invention discloses a game information processing method and device, electronic equipment and a computer readable storage medium, according to the embodiment of the invention, a first game picture is displayed through a graphical user interface, and a task point location corresponding to at least one modeling task is displayed in a virtual scene in the first game picture; the task point location is used for maintaining a team model among virtual characters through mutual cooperation, and model description information of the team model of the task point location is displayed on the graphical user interface; in response to a confirmation event for a target task point location in the task point locations, controlling the controlled virtual character to join in a first game team corresponding to the target task point location to perform a modeling task; and in response to a modeling task ending event of the first game team, settling the modeling task of the first game team. According to the embodiment of the invention, the interaction effect between game scene players can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

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

[0003] Currently, to meet the growing interactive needs of players, many interactive gameplay methods are usually set in games, and players can also perform various interactive operations with each other. However, the existing interactions between players are relatively random, and the degree of interaction freedom is high. In this way, it usually leads to the lack of a very good match between the needs of the two parties in the interaction. Summary of the Invention

[0004] Embodiments of the present application provide a game information processing method, apparatus, electronic device, and storage medium, which can improve the interactive effect between players in a game scenario.

[0005] In a first aspect, embodiments of the present application provide a game information processing method, the method including:

[0006] Display a first game screen through a graphical user interface, where the first game screen includes at least part of a virtual scene and a controlled virtual character, and at least one task point corresponding to a styling task is displayed in the virtual scene, and the task point is used for virtual characters to maintain a team styling through mutual cooperation, and display styling description information of the team styling of the task point on the graphical user interface;

[0007] In response to a confirmation event for a target task point in the task points, control the controlled virtual character to join a first game team corresponding to the target task point to perform a styling task;

[0008] In response to an end event of the styling task of the first game team, settle the styling task of the first game team.

[0009] In a second aspect, embodiments of the present application provide a game information processing apparatus, the apparatus including:

[0010] A screen display module for displaying a first game screen through a graphical user interface. The first game screen includes at least part of a virtual scene and a controlled virtual character. At least one task point corresponding to a styling task is displayed in the virtual scene. The task point is used for virtual characters to maintain a team styling through mutual cooperation, and styling description information of the team styling at the task point is displayed on the graphical user interface.

[0011] A task control module for controlling the controlled virtual character to join the first game team corresponding to the target task point to perform a styling task in response to a confirmation event for the target task point among the task points.

[0012] A settlement module for settling the styling task of the first game team in response to the end event of the styling task of the first game team.

[0013] In a third aspect, an embodiment of the present application further provides an electronic device, including a memory storing multiple instructions; a processor loads the instructions from the memory to execute the steps of any game information processing method provided by the embodiment of the present application.

[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of any game information processing method provided by the embodiment of the present application.

[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, and when the computer program or instructions are executed by a processor, the steps in any game information processing method provided by the embodiment of the present application are implemented.

[0016] By adopting the solution of the embodiment of the present application, a first game screen can be displayed through a graphical user interface. The first game screen includes at least part of a virtual scene and a controlled virtual character. At least one task point corresponding to a styling task is displayed in the virtual scene. The task point is used for virtual characters to maintain a team styling through mutual cooperation, and styling description information of the team styling at the task point is displayed on the graphical user interface. This method controls the controlled virtual character to join the first game team corresponding to the target task point to perform a styling task in response to a confirmation event for the target task point among the task points, and settles the styling task of the first game team in response to the end event of the styling task of the first game team, so as to improve the interaction effect among players in the game scene by setting task points and styling description information for task styling, so that players can select the game team they want to join based on the styling description information of the team styling at the task point. Brief Description of the Drawings

[0017] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0018] Figure 1 It is a schematic flowchart of an embodiment of the game information processing method provided in the embodiment of the present application;

[0019] Figure 2 It is a schematic diagram of task positions provided in the embodiment of the present application;

[0020] Figure 3 It is a schematic diagram of a reward information provided in the embodiment of the present application;

[0021] Figure 4 It is a schematic diagram of gameplay instructions provided in the embodiment of the present application;

[0022] Figure 5 It is a schematic diagram of a second game screen provided in the embodiment of the present application;

[0023] Figure 6 It is a schematic diagram of an activity page provided in the embodiment of the present application;

[0024] Figure 7 It is a schematic diagram of another reward information provided in the embodiment of the present application;

[0025] Figure 8 It is a schematic diagram of the area corresponding to the target task position provided in the embodiment of the present application;

[0026] Figure 9 It is a schematic diagram of the jump of a controlled virtual character provided in the embodiment of the present application;

[0027] Figure 10 It is a schematic diagram of a first interaction prompt information provided in the embodiment of the present application;

[0028] Figure 11 It is a schematic diagram of another first interaction prompt information provided in the embodiment of the present application;

[0029] Figure 12 It is a schematic diagram of a second interaction prompt information provided in the embodiment of the present application;

[0030] Figure 13 It is a schematic diagram of the stability change provided in the embodiment of the present application;

[0031] Figure 14It is a schematic diagram of view adjustment information provided in an embodiment of the present application;

[0032] Figure 15 It is a schematic diagram of a balance restoration operation area provided in an embodiment of the present application;

[0033] Figure 16 It is a schematic diagram of a team formation failure provided in an embodiment of the present application;

[0034] Figure 17 It is a schematic diagram of a task settlement provided in an embodiment of the present application;

[0035] Figure 18 It is another schematic diagram of a task settlement provided in an embodiment of the present application;

[0036] Figure 19 It is a schematic diagram of a settlement result provided in an embodiment of the present application;

[0037] Figure 20 It is a schematic diagram of a team roll provided in an embodiment of the present application;

[0038] Figure 21 It is a schematic diagram of a settlement result page provided in an embodiment of the present application;

[0039] Figure 22 It is a schematic diagram of the structure of a game information processing device provided in an embodiment of the present application;

[0040] Figure 23 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Detailed implementation manners

[0041] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, terms such as "first" and "second" are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, "a plurality" means two or more, unless otherwise specifically defined.

[0042] Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.

[0043] Among them, the graphical user interface: is obtained by executing a software application on the processor of a mobile terminal or other terminal and rendering it on a display, and can be the display interface of the terminal device. The graphical user interface may include a UI interface and a game screen for players to interact with. The UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, store, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen may present the entire virtual scene, or only a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including the ground, mountains, rocks, vegetation, buildings, etc., and also includes a plurality of dynamic virtual objects, such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0044] Among them, the virtual scene: is the virtual scene displayed (or provided) when the application program runs on the terminal or server. Optionally, the virtual scene may be a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts, cities, etc. The user can control the game character to move in the virtual scene.

[0045] In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0046] Among them, the virtual character: refers to a dynamic object that can be controlled in the virtual scene. Optionally, the game character may be a virtual person, a virtual animal, an anime character, etc. The virtual character may be a virtual image in the virtual scene used to represent the user. The virtual scene may include at least one game character. Each virtual character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. In a possible implementation, the user can control the virtual character to move in the virtual scene. For example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application program to fight with other virtual characters.

[0047] In this embodiment, the virtual character can be a virtual character controlled by the user through operations on the client. In some embodiments, the virtual character can be a virtual character competing in a virtual scene. In some embodiments, the number of virtual characters participating in the interaction in the virtual scene can be preset or dynamically determined according to the number of clients joining the interaction.

[0048] The embodiments of the present application provide a game information processing method, apparatus, electronic device, and computer-readable storage medium.

[0049] Specifically, this embodiment will be described from the perspective of the game information processing apparatus. The game information processing apparatus can be specifically integrated in an electronic device, that is, the game information processing method of the embodiments of the present application can be executed by the electronic device. Optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC), etc.

[0050] The game information processing method provided by the embodiments of the present application can be applied to a game information processing system. Among them, the game information processing system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server can perform two-way communication through a network.

[0051] Optionally, the server can be an independent server or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a set of multiple network servers, or a cloud server composed of multiple servers. Among them, the cloud server is composed of a large number of computers or network servers based on cloud computing (Cloud Computing).

[0052] The game information processing method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0053] 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 interactive methods in the game 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.

[0054] 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.

[0055] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0056] The game information processing method of this embodiment can enhance the interaction effect between players in the game scene.

[0057] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides a method for processing game information. The specific process of the method for processing game information may be as follows: Steps 101 to 103, wherein:

[0058] Step 101: Display a first game screen through a graphical user interface. The first game screen includes at least part of a virtual scene and a controlled virtual character. In the virtual scene, there are at least task points corresponding to at least one styling task. These task points are used for virtual characters to maintain a team styling through mutual cooperation. Display the styling description information of the team styling at these task points on the graphical user interface.

[0059] Among them, the virtual scene shown in the first game screen is a scene where players can move / explore freely. In the virtual scene shown in the first game screen, players can interact with each other and cooperate to complete specific tasks, such as completing specific styling tasks.

[0060] Among them, the task points are points in the virtual scene where styling tasks can be carried out, that is, players can cooperate at the task points to carry out corresponding styling tasks. There can be at least one task point in the virtual scene. For example, the number of task points corresponding to the virtual scenes in different modes is different. For example, the number of task points in the virtual scene in the single-player mode can be set to 1, while the number of task points in the virtual scene in the multi-player mode can be two or more. These task points are visually displayed in the game scene. For example, the task points are marked with circles, that is, the area marked with a circle indicates that styling tasks can be carried out in this area.

[0061] It should be noted that the styling tasks corresponding to different task points in the virtual scene can be the same or different. Specifically, for the same event or activity, the styling tasks corresponding to different task points in the virtual scene are the same. For example, in the "human pyramid" activity where multiple virtual characters stack on top of each other, the team styling indicated by the styling tasks at different task points is multiple virtual characters stacking on top of each other.

[0062] Optionally, at least one map environment can be configured for the virtual scenes in different modes. The map environments configured in different modes can be the same or different. For example, configure the map environment of the virtual scene in the multi-player mode as "Kaifeng" and the map environment of the virtual scene in the single-player mode as "Qinghe"; or, configure the virtual scenes in different modes according to the map environment currently unlocked by the player. For example, if the player has not unlocked any map environment currently, the default map environments for the virtual scenes in the single-player mode and the multi-player mode are both "Qinghe".

[0063] It is understandable that before the controlled virtual character joins the target task point, there may or may not be a team at the target task point, which can be presented accordingly based on the game progress. Optionally, to facilitate players in more intuitively identifying the task points with teams and those without teams, the task points with teams and those without teams can be displayed in different display styles. For example, the task points with teams can be highlighted with corresponding point identifiers, and the point identifiers corresponding to the task points without teams can be dimmed. And the point identifier can be, for example, Figure 2 the circle surrounding the team as shown.

[0064] Among them, the above-mentioned shape description information can be the specific requirements of the shape, such as the shape difficulty indicating the team shape (such as the number of characters currently participating in the team shape), the shape success information indicating the team shape, the shape target information of the team shape (such as the number of characters required for the team shape), the shape completion time information, the shape maintenance time requirement, etc., which can be specifically set according to requirements and are not limited here.

[0065] Exemplarily, the shape description information includes but is not limited to the shape complexity of the team shape, the stability requirement of the team shape, the number of layers of the team shape (at least one character in the team shape is one layer), etc., which can be specifically set according to requirements and are not limited here.

[0066] Exemplarily, the shape description information includes but is not limited to the current success rate of maintaining balance of the team shape, the gap information corresponding to the preset reward (such as the difference between the number of layers corresponding to the preset reward and the current stacked number of layers), etc., which can be specifically set according to requirements and are not limited here.

[0067] Exemplarily, the shape description information includes but is not limited to the duration that the team shape needs to be maintained, the number of layers that the team shape needs to be stacked, etc., which can be specifically set according to requirements and are not limited here.

[0068] Exemplarily, as Figure 2 shown, in the above-mentioned team shape that is formed by virtual characters stacked layer by layer (human pyramid shape), Figure 2 there are 3 task points shown in the graphical user interface as shown. Among them, the shape description information corresponding to task point A is that the number of layers is 8 layers, that is, players need to stack 8 layers at the task point, that is, task point A requires 8 virtual characters, and the virtual characters can all be player characters or a combination of player characters and non-player characters. And it can be seen from Figure 2 that there is currently no game team at task point A. And there are game teams at task point B and task point C, and the number of layers required for the team shape at task point B is 25 layers, and the number of layers required for the team shape at task point C is 10 layers. Among them, the controlled virtual character isFigure 2 The game character A in the graphical user interface shown.

[0069] In addition, Figure 2 a game mini-map is displayed in the upper left corner of the graphical user interface shown, which is used to indicate the current location of the controlled virtual character; Figure 2 a menu list is displayed in the upper right corner of the graphical user interface shown. The menu list at least includes the name of the gameplay (such as pyramid stacking), a reward control, an invitation control, an instruction control, and an exit control. Different controls correspond to different control functions. Players can trigger one of the controls to prompt the terminal to perform corresponding operations. For example, when the exit control is triggered before the virtual character controlled by the player joins the game team, the player directly returns to the large world.

[0070] Exemplarily, based on Figure 2 the example shown, the terminal can receive a trigger operation for the reward control in the menu list to display the reward information in the graphical user interface shown in Figure 3 From the reward information shown in Figure 3 it can be seen the reward status of each reward resource. The reward status includes two states: received and unfulfilled. Among them, the received reward resources can be sunk to the bottom so that the user can view the conditions corresponding to the currently unfulfilled reward resources. And, the highest number of people in the pyramid stacking reached by the currently controlled virtual character is displayed at the top of the reward information.

[0071] Exemplarily, based on Figure 2 the example shown, the terminal can receive a trigger operation for the instruction control in the menu list to display the gameplay instructions in the graphical user interface shown in Figure 4 The gameplay instructions for the pyramid stacking scene are displayed in the left area. The gameplay instructions contain scene illustrations. When the gameplay instructions are triggered to be displayed, the first page of the gameplay instructions is opened by default. The "previous page" control and the "space" control are displayed in the bottom area of the left area for returning to the previous page or going to the next page. When turning to the last page, triggering the "space" control again is used to close the gameplay instructions and stop cycling through the pages. Figure 4 In addition, in

[0072] it is possible to click on the picture in the gameplay instructions to view it enlarged, and the enlarged picture can be closed by clicking the close button on the enlarged picture to redisplay the corresponding page in the gameplay instructions where the picture is located; and, it is possible to Figure 4 trigger the direct closing of the gameplay instructions and return to the pyramid stacking scene by clicking the return button in the Figure 4 upper right corner.

[0073] Optionally, when the player first enters the pyramid stacking scene, it can automatically pop up Figure 4The gameplay instructions shown, that is, pop up Figure 4 the information in the right area in

[0074] to help players quickly familiarize themselves with the gameplay. Subsequently, when players enter the human pyramid scene, they can trigger the instruction control in the menu list to display the gameplay instructions.

[0075] Specifically, the above-mentioned team formation is formed by stacking the above-mentioned virtual characters layer by layer. One of the above-mentioned virtual characters constitutes one layer in the above-mentioned team formation, and the above-mentioned formation description information is used to indicate the number of layers of the above-mentioned team formation.

[0076] Among them, the above-mentioned number of layers can be used to indicate the formation difficulty or the stability of the formation of the team formation, that is, the higher the number of layers, the greater the formation difficulty or the lower the stability of the formation.

[0077] In some embodiments, before displaying the first game screen through the graphical user interface, it further includes: displaying a second game screen through the graphical user interface. The above-mentioned second game screen displays a game map, and the above-mentioned game map includes at least one map area, and the above-mentioned map area includes at least one task activity identifier.

[0078] Exemplarily, as Figure 5 shown, Figure 5 shown is the second game screen. By triggering Figure 5 one of the task activity identifiers in the map area shown, Figure 5 the task information of the task indicated by the task activity identifier can be displayed in the right area of the second game screen shown. For example, the task information of the formation task, such as Figure 5 the gameplay instructions of the human pyramid in the human pyramid scene.

[0079] Correspondingly, the above-mentioned display of the first game screen through the graphical user interface includes: in response to the selection operation on the formation task activity identifier among the above-mentioned task activity identifiers, determining the virtual scene where the player currently needs to enter to participate in the formation task. Therefore, it is necessary to display the first game screen through the above-mentioned graphical user interface.

[0080] In some embodiments, before displaying the first game screen through the graphical user interface, it further includes: displaying an activity page through the graphical user interface. The above-mentioned activity page displays task description information for the formation task, and at least one task operation control.

[0081] Exemplarily, as Figure 6As shown, in the scenario where the above team formations are stacked layer by layer by the above virtual characters (human pyramid scenario), Figure 6 The figure shows the activity page corresponding to the human pyramid. It can be triggered by Figure 6 clicking on the "Go and Participate" control in the task operation controls shown, to trigger entering the human pyramid scenario as shown in Figure 2 the figure.

[0082] Correspondingly, the above-mentioned display of the first game screen through the graphical user interface includes: determining the virtual scenario where the player currently needs to enter to perform the styling task to participate in the styling task in response to the selection operation of the task participation control in the above at least one task operation control. Therefore, the first game screen needs to be displayed through the above graphical user interface.

[0083] Exemplarily, based on Figure 6 the example shown, for the task reward information in the task description information of the activity page, that is, Figure 6 the "Special Reward" area in, the styles and specific display contents shown by the task reward information on the activity page are different in different states. For example, the display content in the default state includes but is not limited to the reward identifier indicating the task reward information, the amount of virtual resources that still need to be obtained to reach a certain achievement, etc.; the display content in the claimable state can include a claimable identifier, used to indicate that the user can trigger to claim the task reward indicated by the task reward information; the display content in the state where all rewards have been claimed can include a view all identifier, used to indicate that the user can trigger to view all the claimed rewards.

[0084] Furthermore, by triggering Figure 6 the "Special Reward" area in, the reward information in the graphical user interface as shown in Figure 7 the figure can be displayed. From the Figure 7 reward information shown in the figure, the reward status of each reward resource can be seen. The reward status includes two states: claimed and unfulfilled. Among them, the claimed reward resources can be sunk to the bottom, so that the user can view the conditions corresponding to the unfulfilled reward resources. And at the top of the reward information, the highest number of people in the human pyramid reached by the currently controlled virtual character is displayed.

[0085] In addition, by triggering Figure 6 the "Gameplay Instructions" in, the gameplay instructions in the graphical user interface as shown in Figure 4 the figure can be displayed; by triggering Figure 6 the "Participation Method" in, the multi-player mode or single-player mode can be selected; by triggering Figure 6 the "Location" in, the map scenario corresponding to the human pyramid scenario can be selected, etc. Specifically, it can be set according to requirements and will not be limited here.

[0086] Step 102: In response to the confirmation event of the target task point among the above task points, control the above controlled virtual character to join the first game team corresponding to the above target task point to perform a styling task.

[0087] In this embodiment, the terminal can, in response to the confirmation event of the target task point by the player among the task points, confirm the target task point as the point where the controlled virtual character controlled by the player currently wants to perform a styling task, so as to control the controlled virtual character controlled by the player to join the first game team corresponding to the target task point to perform a styling task.

[0088] It should be noted that since there may or may not be a game team at the task points in the virtual scene, if there is a game team at the target task point confirmed by the player, the player can directly join the game team to participate in the styling task. However, if there is no game team at the target task point confirmed by the player, it means that there are no virtual characters at the target task point. Then, after the player determines the target task point, the controlled virtual character enters the target task point and creates a first game team to perform a styling task to realize the process of the player joining the first game team.

[0089] Specifically, the confirmation event of the target task point among the above task points may include: when there is no game team at at least some task points, automatically pathfind to the area corresponding to a task point by triggering the interaction button corresponding to the task point; or, when there is no game team at at least some task points, randomly or according to a preset rule select a task point from the task points without a game team as the target task point by triggering the button for creating a team for the task point; or, select, based on the player's orientation, the task point closest in distance in the player's orientation as the target task point; or, when there is a game team at the task point, automatically enter the area corresponding to the task point by triggering the interaction button corresponding to the task point, etc., which can be specifically set according to requirements; or, when there is a game team at the task point, control the controlled virtual character to jump above the team of the task point by triggering a join control (such as a jump button), which is not limited here.

[0090] Exemplarily, based on Figure 2 the example shown, the player can, through the confirmation event of task point C, enter the area corresponding to task point C to obtain the game character A as shown in Figure 8 being in the area corresponding to task point C.

[0091] In some embodiments, there are game teams for the target mission point. When displaying the game area corresponding to the target mission point, the camera can be pulled away to place the first game team at the target mission point in the center of the graphical user interface. Players can view the modeling mission status of other teams by moving or rotating the perspective.

[0092] In some embodiments, in a scene where the team modeling is formed by stacking virtual characters layer by layer, in response to a confirmation event of a target task point among the task points, controlling the controlled virtual character to join the first game team corresponding to the target task point to perform a modeling task includes: in response to a confirmation event of the target task point among the task points, controlling the controlled virtual character to move to the highest layer of the first game team corresponding to the target task point.

[0093] Specifically, when there is a first game team at the target mission point, controlling the above-mentioned controlled virtual character to move to the highest level of the first game team corresponding to the above-mentioned target mission point may include: when the controlled virtual character controlled by the player is in the area corresponding to the target mission point, the player can jump to the virtual character at the highest level of the first game team by jumping or using surrounding objects (surrounding buildings, arranged bouncing devices), etc., so as to make the controlled virtual character the highest level of the first game team; or, the controlled virtual character can be directly controlled to move to the virtual character at the highest level of the first game team, so as to make the controlled virtual character the highest level of the first game team.

[0094] Optionally, when the controlled virtual character controlled by the player comes within a certain range of the top of the team, it can be automatically absorbed into the team and serve as the top layer of the game team.

[0095] For example, based on Figure 8 In the example shown, after the game character A controlled by the player enters the area corresponding to the mission point C, the player can control the game character A to perform the following operations: Figure 9 The jumping action shown is used to jump to the top virtual character of the first game team to make the controlled virtual character the top virtual character of the first game team.

[0096] Specifically, when there is no first game team at the target task point, controlling the above-mentioned controlled virtual character to join the first game team corresponding to the target task point for the styling task may include: when the controlled virtual character controlled by the player is in the area corresponding to the target task point, the player can directly create a first game team in the area corresponding to the target task point. The virtual character controlled by the player serves as the first character in the first game team, and the controlled virtual character can serve as the first layer of the first game team. At this time, since there are no other virtual characters in the first game team, the first layer is the highest layer in the first game team.

[0097] In some embodiments, during the process of participating in the styling task in the game team, some virtual characters in the game team may exit the game team. For example, when the player clicks the exit control, the terminal can pop up a secondary confirmation message: "Currently, you are in the styling task in the game team. Exiting at this time will prevent you from joining the current game mode and you will not be able to obtain the mode rewards in the current team mode. Do you want to exit?" If the player still triggers the exit control, the virtual character controlled by the player will exit the game team. If the player triggers the cancel exit control, the virtual character controlled by the player will still participate in the styling task in the game team.

[0098] Specifically, to prevent the virtual character that exits the game team from affecting other virtual characters, the terminal can set a corresponding remedial mechanism for the behavior of the virtual character exiting the game team. That is, after controlling the above-mentioned controlled virtual character to join the first game team corresponding to the target task point for the styling task, it further includes: in response to the target virtual character in the first game team exiting the team, generating a non-player character; in the team styling of the first game team, replacing the exiting target virtual character with the non-player character to prevent the exit of a certain virtual character in the game team from affecting the styling tasks of other virtual characters.

[0099] In some embodiments, the enthusiasm of the virtual character controlled by the player can also be monitored. That is, if the controlled virtual character has no actions within a preset duration (such as 30 seconds) after the first game screen in reality or after entering the area corresponding to the target task point, for example, the player does not control the controlled virtual character to perform a jumping action, it indicates that the player is not actively participating in the mode. Then, an exit countdown and an exit prompt message, such as "You will be exited if you don't participate actively", will be displayed on the graphical user interface.

[0100] In some embodiments, if there is no associated team for the controlled virtual character controlled by the player, the controlled virtual character can join a game team to perform a styling task. If there is an associated team for the controlled virtual character controlled by the player, with the consent of the members in the associated team, the controlled virtual character and other members in the associated team can join the game team together to perform the styling task. The way to join the game team can be either joining a game team created by others or creating a game team by oneself, which can be specifically set according to requirements and is not limited here.

[0101] Specifically, before controlling the controlled virtual character to join the first game team corresponding to the target task point in the above task points in response to the confirmation event of the target task point, it further includes: in response to the distance between the controlled virtual character and the target task point being less than a preset distance, displaying a first interaction prompt message, where the first interaction prompt message is used to prompt the controlled virtual character to join the first game team.

[0102] Exemplarily, based on Figure 2 the example shown, if the controlled virtual character is currently close to task point C, the first interaction prompt message can be displayed at task point C, such as Figure 10 the first interaction prompt message shown. The first interaction prompt message indicates the interaction method for the user. Among them, the interaction method includes two types: "Join the current human pyramid" and "Form a team to participate in the human pyramid". Among them, the two methods can be switched by sliding or pressing the up and down keys. When the selected first interaction prompt message is determined, the shortcut key "F" can be clicked to trigger the selected method. Of course, for mobile games, it can also be directly clicked on the interaction method to trigger, that is, the selection is the trigger.

[0103] Among them, "Join the current human pyramid" is used to indicate joining the game team corresponding to the target task point that is close to; "Form a team to participate in the human pyramid" is used to indicate forming a team by oneself to play the human pyramid game. If the controlled virtual character has an associated team, the members in the associated team who agree to participate in the styling task will be teleported to near the task point where there is no game team.

[0104] Exemplarily, when there is no game team at the task point in the virtual scene, when the controlled virtual character controlled by the player is currently close to this task point, the first interaction prompt message shown in Figure 11 is displayed in the graphical user interface. Among them, because there is no team in the virtual scene, or there is no team at the task point that game character B is close to, there is only "Start the human pyramid" in the first interaction prompt message.

[0105] Accordingly, the above-mentioned controlling the controlled virtual character to join the first game team corresponding to the target task point for a styling task in response to the confirmation event of the target task point among the above-mentioned task points includes: controlling the controlled virtual character to join the first game team corresponding to the target task point for a styling task in response to the team joining operation corresponding to the above-mentioned first interaction prompt information.

[0106] Wherein, the above-mentioned team joining operation may be to add the controlled virtual character to the first game team corresponding to the target task point when there is a first game team at the target task point, or to move the controlled virtual character to the target task point, create and join the first game team when there is no first game team at the target task point.

[0107] Exemplarily, the above-mentioned team joining operation is Figure 10 the operation related to "join the current human pyramid" in, for example, when the shortcut key "F" is marked as associated with "join the current human pyramid", the shortcut key "F" can be triggered to determine "join the current human pyramid", taking the task point near which the player is located as the target task point, and directly joining or creating and then joining the first game team in this target task point.

[0108] Exemplarily, the above-mentioned team joining operation is Figure 11 the operation related to "start a human pyramid" in, taking the task point near which the player is located as the target task point, or randomly or according to a preset rule (for example, the closest distance to the controlled virtual character) selecting a task point without a game team as the target task point, and automatically pathfinding to this target task point for a styling task.

[0109] In some embodiments, since the controlled virtual character may want to form a team with a specific group to participate in a styling task, therefore, the above-mentioned method further includes: creating a second game team in response to a team creation operation, the second game team including at least the above-mentioned controlled virtual character; controlling all members of the second game team to move to a target area, the target area including a task point.

[0110] Specifically, the above-mentioned controlling all members of the second game team to move to a target area, the target area including a task point, includes: sending a task participation request to all members of the second game team; controlling the target member characters in the second game team that accept the task participation request to move to the above-mentioned target area.

[0111] Exemplarily, in response to triggering Figure 10 the "team up to participate in the human pyramid" option or triggering Figure 11For the "Start Pyramid Stacking" option, the terminal can display a team formation interface. Through this interface, other players can be invited to join the pyramid stacking gameplay. After sending an invitation, an option of "Confirm to Join" can be displayed on the terminal interfaces of other players. When all the invited players confirm, the team formation is successful, and the controlled virtual character and the target members who accept the above task invitation are teleported to a target area. This target area includes task points, and the task point Figure 10 or Figure 11 can be the task point that the controlled virtual character approaches, or it can also be Figure 11 a randomly selected task point without a game team in

[0112] and so on. The task point can also be the task point closest to the controlled virtual character, etc. It can be specifically set according to requirements and is not limited here.

[0113] Among them, the above invitation control can be triggered after the controlled virtual character joins a target game team for styling, and can be triggered when the controlled virtual character is in the virtual scene of the first game screen, etc. It can be specifically set according to requirements and is not limited here.

[0114] Among them, teleporting the virtual character that accepts the team invitation to the area near the above controlled virtual character can include: teleporting the virtual character that accepts the team invitation to the adjacent area of the above controlled virtual character, or, after the controlled virtual character joins the target game team, directly teleporting the virtual character that accepts the team invitation to the area corresponding to the task point where the target game team is located, so that the virtual character that accepts the team invitation can jump to the top layer of the target game team, or, after the controlled virtual character joins the target game team, directly teleporting the virtual character that accepts the team invitation to the top layer of the target game team, etc. It can be specifically set according to requirements and is not limited here.

[0115] It can be understood that if a player has already joined a game team and the number of people in the game team the player joined is full, when a virtual character sends an acceptance message for the above team invitation, information such as "The number of people is full" and "Unable to join" can be feedback, which can be specifically set according to requirements and is not limited here.

[0116] In some embodiments, for the convenience of user selection, the above-mentioned styling task can also be applied to the styling task scenario in the single-player mode. The above-mentioned display of the first game screen through the graphical user interface includes: in response to the triggering operation of the single-player task mode, displaying a first game screen in the single-player task mode through the graphical user interface. Correspondingly, after controlling the controlled virtual character to join the first game team corresponding to the target task point for the styling task in response to the confirmation event of the target task point in the above-mentioned task points, it further includes: controlling at least one non-player character to sequentially join the styling task of the above-mentioned target task point.

[0117] Among them, the above-mentioned controlling at least one non-player character to sequentially join the styling task of the above-mentioned target task point includes adding one non-player character at every preset time interval. For example, in the human pyramid scene, after the controlled virtual character joins the first game team, one non-player character joins the top layer of the first game team every 15 seconds until the number of virtual characters in the first game team meets the preset task character number, or when the time remaining until the end of the styling task corresponding to the first game team is equal to the preset time threshold (such as 2 minutes), stop controlling non-player characters from joining the styling task of the above-mentioned target task point.

[0118] It should be noted that in the styling task scenario of the single-player mode, other virtual characters in the first game team except the controlled virtual character are all non-player characters.

[0119] Optionally, in the single-player mode, the initial stability of the first game team is relatively low. After the controlled virtual character joins the first game team, the corresponding QTE mechanism will be triggered (that is, the stability of the team styling of the target game team is lower than the preset threshold, and by displaying the balance restoration operation area, a channel for restoring the stability of the team styling of the target game team is provided), so that the player can perform corresponding remedial measures through the corresponding channel, and / or within a preset time after the controlled virtual character joins the first game team, a preset number (such as 2 times, 3 times) of QTE mechanisms need to be triggered, and the QTE mechanism of the non-player character can be set to succeed. Correspondingly, if the remedial measures taken by the player for the QTE mechanism fail, the controlled virtual character and the non-player characters above the controlled virtual character will all fall. The controlled virtual character can jump again to join the first game team, while the non-player characters cannot join the first game team after falling.

[0120] Optionally, controlling the controlled virtual character to join the first game team corresponding to the target task point for the styling task in response to the confirmation event for the target task point among the above-mentioned task points may include: in response to the confirmation event for the target task point among the above-mentioned task points, controlling the controlled virtual character to join the first game team corresponding to the target task point, which includes a preset number (such as 6) of non-player characters, for the styling task. Among them, the preset number of non-player characters in the first game team cooperate with each other to maintain a team styling.

[0121] Optionally, only one task point can be designed in the styling task scenario of the above single-player mode to support single-player gameplay by players.

[0122] In some embodiments, the basic information of the team styling of the above target game team is displayed in the above graphical user interface, and the basic information includes at least one of the following: the current stability of the team styling, the number of virtual characters currently included in the team styling, the change information of the stability of the team styling, operation prompt information, such as Figure 12 the information displayed in the left area of.

[0123] Among them, the change information of the stability can be as Figure 13 shown. When the stability does not change, the information in the upper box in Figure 13 is displayed, and when the stability changes, a jumping word is added to the information in the lower box in Figure 13 , "-10" corresponding to "Current stability: 100", and "+10" corresponding to "Current stability: 40".

[0124] Among them, the above operation prompt information includes but is not limited to the gameplay name, the countdown of the styling task (the task countdown of the styling task can be triggered based on the first virtual character joining the game team, or can be triggered when the number of characters in the styling task meets the number of characters required for the team styling), stability indication information. For example, the stability indication information includes the operation result indication information of the virtual characters in the target game team when the stability of the team styling of the target game team is lower than the preset threshold. The operation result indication information is used to indicate the operation results of the virtual characters in the target game team. For example, it shows "Maintain the stability of the human pyramid, number of completed people 5 / 10", etc. Another example is that the stability indication information includes the indication information when the stability of the team styling of the target game team is not lower than the preset threshold. For example, it shows "The human pyramid is stable".

[0125] In some embodiments, the basic information of the team formation of the game team that the controlled virtual character approaches is displayed on the above-mentioned graphical user interface, and the basic information includes at least one of the following: the current stability of the team formation, the number of virtual characters currently included in the team formation, the change information of the stability of the team formation, operation prompt information, such as Figure 12 the information displayed in the left area of

[0126] Specifically, when the player approaches the first game team at the target mission point, a refresh effect can be played in the operation prompt information, and a corresponding sound effect can also be played to prompt the controlled virtual character to "jump to the top and join the human pyramid".

[0127] In some embodiments, the method further includes: in response to the distance between the controlled virtual character and a mission point being less than a preset distance, displaying a second interaction prompt information, where the second interaction prompt information is used to prompt that the number of characters in the game team at the mission point approached is full or in an unbalanced state, so as to indicate that the controlled virtual character cannot join the game team at the mission point approached. For example, in Figure 12 the displayed operation prompt information, "Danger! Do not approach" is shown, or alternatively, if the controlled virtual character performs an action of jumping to the game team at the mission point it approaches, "The current human pyramid team is unstable. Please join later" can be shown.

[0128] Wherein, the unbalanced state may be that the stability of the team formation is lower than a preset threshold, then the controlled virtual character cannot join the game team that the controlled virtual character approaches, and the stability of the team formation in the operation prompt information can also be marked in red to further prompt the player.

[0129] Wherein, when the game team is in an unbalanced state, a shaking effect can be added to the game team to enhance the player experience.

[0130] It can be understood that if the game team at the mission point approached by the player is in a balanced state, the player can join the game team at the mission point approached by jumping, and the operation prompt information is also displayed normally.

[0131] In some embodiments, after the controlled virtual character joins the first game team, the graphical user interface further includes at least one perspective adjustment information, and different perspective adjustment information is used to indicate different perspective adjustment operations, so as to prompt the terminal to adjust the perspective corresponding to the perspective adjustment information on the graphical user interface in response to the perspective adjustment operation corresponding to the perspective adjustment information, so as to display the game screen after the perspective is adjusted.

[0132] Exemplarily, as Figure 14 shown Figure 14There are three pieces of perspective adjustment information shown, which are the key position prompt information corresponding to "pan the camera", "zoom the camera", and "reset the camera (align with the controlled virtual character)". Among them, "pan the camera" corresponds to the shortcut keys "WASD", that is, by operating the shortcut keys "WASD", the camera can be panned in different directions; "zoom the camera" and "reset the camera" respectively correspond to different mouse operations, that is, by different mouse operations, the perspective adjustment of "zoom the camera" and "reset the camera" can be achieved.

[0133] Optionally, when the stability of the team formation of the first game team is lower than the preset threshold, the camera can be automatically reset, and the perspective adjustment information is blocked, that is, the perspective adjustment information is not displayed.

[0134] In some embodiments, after the controlled virtual character joins the first game team, a prompt pop-up window can be prompted. When a new virtual character joins the team, it shows "Player XXX has successfully joined the pyramid", or when the stability value of the formation task changes, it shows "The stability of the pyramid has decreased by 10", "The stability of the pyramid has increased by 10", where the numbers of the changed stability values can be displayed through special display styles, such as the special display style being different in color from other information.

[0135] In some embodiments, in response to the stability of the team formation of the first game team being lower than the preset threshold, a balance restoration operation area is displayed on the graphical user interface corresponding to the target members in the first game team; for each of the above target members, the operation result of the target member is obtained, where the operation result is the result obtained based on the trigger operation of the balance restoration operation area for the target member; based on the operation results corresponding to each of the above target members, the stability of the team formation of the first game team is adjusted.

[0136] Among them, the stability of the first game team is negatively correlated with the number of virtual characters participating in the team formation, that is, the more the number of virtual characters, the lower the stability of the first game team, and the fewer the number of virtual characters, the higher the stability of the first game team.

[0137] Among them, the target members can be all the members in the first game team, or at least part of the members in the first game team.

[0138] For example, at least part of the members can only include player characters (all virtual characters except non-player characters), that is, by default, non-player characters do not need to operate in the balance restoration operation area.

[0139] For another example, at least some of the members may include player characters and non-player characters. In a scenario including non-player characters, it can be defaulted that the operation result of the non-player characters on the balance restoration operation area is successful; or, it can be defaulted that the operation result of the non-player characters at the preset positions of the team formations in the first game team on the balance restoration operation area is successful, while the operation results of other non-player characters on the balance restoration operation area are failed. For example, it can be defaulted that the operation results of the non-player characters above the preset layer (such as layer 10) in the first game team on the balance restoration operation area are failed, while the operation results of the non-player characters below the preset layer (such as layer 10) in the first game team on the balance restoration operation area are successful; or, based on the character attributes of the non-player characters, determine whether the operation results of the non-player characters on the balance restoration operation area are successful or failed.

[0140] In this embodiment, if the stability of the team formation of the first game team is lower than the preset threshold, it indicates that the first game team is currently in an unbalanced state, that is, the stability of the first game team is poor. Therefore, a balance restoration operation area needs to be displayed on the graphical user interface corresponding to the target members in the first game team for operations on the graphical user interface corresponding to the target members to maintain the balance of the team formation of the first game team.

[0141] In some embodiments, the above method further includes: in response to the stability of the team formation of the first game team being lower than the preset threshold (such as 60), displaying a first prompt message on the graphical user interface, where the first prompt message is used to prompt the user that the current stability is insufficient.

[0142] Exemplarily, the above first prompt message is "The stability value of the human pyramid is insufficient. Please pay attention to maintaining balance".

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

[0144] Regarding each of the above target members, the step of obtaining the operation result of the target member, where the operation result is the result obtained based on the trigger operation on the balance restoration operation area for the target member:

[0145] Among them, the above operation result may include two results: operation success and operation failure; or, the above operation result may be a score, etc., which can be specifically set according to requirements and will not be limited here.

[0146] In this embodiment, by obtaining the operation results of each target member in the first game team, it is determined whether each target member has successfully maintained the balance of the first game team.

[0147] In some embodiments, the above-mentioned balance restoration operation area includes a center-of-gravity identifier and a moving area of the center-of-gravity identifier, wherein the moving area includes an effective center-of-gravity area; the method further includes: First, in response to a user input operation for the balance restoration operation area corresponding to the controlled virtual character, determining the position of the center-of-gravity identifier in the moving area, wherein the target member includes the controlled virtual character; then, in response to the center-of-gravity identifier being within the effective center-of-gravity area, accumulating the character balance restoration progress of the controlled virtual character, that is, the character balance restoration progress of the controlled virtual character increases; finally, in response to the character balance restoration progress of the controlled virtual character reaching the full value state, determining that the operation result of the controlled virtual character is successful.

[0148] It can be understood that the above-mentioned center-of-gravity identifier can indicate the center-of-gravity situation of the controlled virtual character in the virtual scene. Since the first game team where the controlled virtual character is located is in an unbalanced state in the virtual scene, that is, the center of gravity of the controlled virtual character is unstable, therefore, a corresponding user input operation needs to be input to control the position of the center-of-gravity identifier in the moving area, that is, to control the center-of-gravity identifier to be within the effective center-of-gravity area, so as to accumulate the character balance restoration progress of the controlled virtual character until the character balance restoration progress of the controlled virtual character reaches the full value state, indicating that the controlled virtual character has successfully maintained the balance of the first game team.

[0149] Among them, the above-mentioned full value state can be that the progress bar corresponding to the character balance restoration progress reaches the full value state, or the character balance restoration progress reaches a preset progress threshold, etc.

[0150] Optionally, when it is determined that the operation result of the controlled virtual character is successful, information indicating the success of the operation result of the controlled virtual character can be displayed on the graphical user interface.

[0151] Correspondingly, the above-mentioned method further includes: the terminal can reduce the character balance restoration progress in response to the center-of-gravity identifier leaving the effective center-of-gravity area.

[0152] It can be understood that if there is no current user input operation, the center-of-gravity identifier will move in one direction. For example, the center-of-gravity identifier randomly moves in one direction continuously. For example, if the position of the center-of-gravity identifier in the moving area is not controlled currently, that is, no corresponding user input operation is performed, the center-of-gravity identifier will move in one direction continuously to simulate the unstable center of gravity of the controlled virtual character in the first game team, and the character balance restoration progress is reduced to indicate that the player actively operates on the center-of-gravity identifier.

[0153] Specifically, determining that the operation result of the controlled virtual character is successful in response to the character balance restoration progress of the controlled virtual character reaching the full value state may include: determining that the operation result of the controlled virtual character is successful in response to the character balance restoration progress of the controlled virtual character reaching the full value state within a preset duration.

[0154] Among them, the above preset duration can be set according to requirements and is not limited here.

[0155] Among them, the character balance restoration progress reaching the full value state may include that the character balance restoration progress is equal to a preset progress threshold.

[0156] In some embodiments, in order to enable players to more intuitively clarify the character balance restoration progress corresponding to the controlled virtual character, the above method further includes: displaying a balance progress identifier in the graphical user interface, and the balance progress identifier is used to indicate the character balance restoration progress of the controlled virtual character.

[0157] In some embodiments, the above balance restoration operation area further includes an operation indicator, the operation indicator includes an operation identifier and an operation area, and the above method further includes: adjusting the display position of the operation identifier in the operation area of the operation indicator according to the above user input operation.

[0158] Among them, the display position of the operation identifier in the operation area is used to characterize the control force direction and control force magnitude for the controlled virtual character.

[0159] Specifically, the distance by which the operation identifier deviates from its initial position can be used to characterize the control force magnitude for the controlled virtual character; the direction in which the operation identifier deviates from the initial position is used to characterize the control force direction for the controlled virtual character.

[0160] Among them, there is a corresponding relationship between the distance by which the operation identifier deviates from its initial position and the control force magnitude, and different distances by which different operation identifiers deviate from their initial positions correspond to different control forces. For example, when the offset distance is 1 centimeter, the corresponding control force is 1 Newton, etc., and the greater the deviation distance, the greater the control force.

[0161] Specifically, the above operation area includes at least a first operation area and the second operation area; the operation identifier located in the first operation area is used to characterize controlling the center of gravity of the controlled virtual character to shift in the first direction; the operation identifier located in the second operation area is used to characterize controlling the center of gravity of the controlled virtual character to shift in the second direction.

[0162] In some embodiments, the distance by which the above operation identifier deviates from its initial position is used to characterize the moving distance of the center of gravity of the controlled virtual character, and the direction in which the above operation identifier deviates from the above initial position is used to characterize the moving direction of the center of gravity of the controlled virtual character.

[0163] Exemplarily, as Figure 15 shown, when the stability of the team formation of the first game team is 30, a preset threshold is set to 40. Since the stability of 30 is lower than the preset threshold, it is displayed Figure 15 the balance restoration operation area shown, Figure 15 The balance restoration operation area shown includes an effective center of gravity area, a center of gravity identifier, a balance progress identifier, an operation identifier, a first operation area, and a second operation area. Among them, Figure 15 an operation countdown for the balance restoration operation area is also displayed, such as Figure 15 the 30 seconds in. Among them, the operation countdown is displayed in a preset display style for the last remaining duration. For example, it is displayed in a preset color.

[0164] Regarding the above step of adjusting the stability of the team formation of the first game team based on the operation results corresponding to each of the above target members:

[0165] In this embodiment, by based on the operation results of each target member in the first game team, it is determined whether each target member has successfully maintained the balance of the first game team, and thus the stability of the team formation is adjusted based on whether the target members have successfully maintained the balance of the first game team, so as to enhance the fun during the process of the first game team maintaining the team formation. That is, if each target member has successfully maintained the balance of the first game team, the stability of the team formation of the first game team can be improved, and if each target member has failed to maintain the balance of the first game team, the stability of the team formation of the first game team cannot be improved, or alternatively, the stability of the team formation of the first game team is continuously reduced until the team formation collapses.

[0166] Optionally, when increasing the stability of the team formation of the first game team, corresponding stability improvement information can be displayed on the graphical user interface to indicate that the target members have successfully remedied the imbalance of the team formation.

[0167] In some embodiments, in a scenario where the above operation results can include two results: operation success and operation failure, the adjustment of the stability of the team formation of the first game team based on the operation results corresponding to each of the above target members includes: if the operation result corresponding to each of the above target members is operation success, then increase the stability of the team formation of the first game team.

[0168] In some embodiments, in a scenario where the above operation results can include two results: operation success and operation failure, adjusting the stability of the team formation of the first game team based on the operation results corresponding to each of the above target members includes: if the proportion of target members with an operation success result in the first game team is greater than or equal to a preset proportion threshold (1 / 2), then increasing the stability of the team formation of the first game team.

[0169] In some embodiments, in a scenario where the above operation results can include two results: operation success and operation failure, the method further includes: if the operation result of the first target member among the above target members is operation failure, then determining that the team formation of the first game team fails.

[0170] Optionally, when determining that the team formation of the first game team fails, corresponding team formation recovery failure information, such as "Failed to maintain balance, the human pyramid collapsed", can be displayed on the graphical user interface to indicate that the target members are in an unbalanced state and about to collapse in the team formation.

[0171] In some embodiments, in a scenario where the above operation results can include two results: operation success and operation failure, the method further includes: if the proportion of target members with an operation success result in the first game team is less than the preset proportion threshold (1 / 2), then determining that the team formation of the first game team fails.

[0172] In some embodiments, in a scenario where the above operation results can be scores, adjusting the stability of the team formation of the first game team based on the operation results corresponding to each of the above target members includes: determining the target member score by summing, weighted summing, calculating the mean, taking the median, etc. based on the scores of all target members, so as to adjust the stability of the team formation of the first game team based on the target member score. Among them, the range of adjustment of the stability value includes but is not limited to a fixed range or a range matching the target member score, etc. Among them, the range matching the target member score can be to pre - construct a mapping relationship between the stability value and the member score to determine the corresponding stability value based on the target member score.

[0173] In some embodiments, when determining that the team formation of the first game team fails, a corresponding team failure animation can be displayed on the graphical user interface, that is, controlling the first target member and the virtual character on it to fall to the ground. Among the target members in the first game team, there are two perspectives, one is the perspective of the faller, and the other is the perspective of the non - faller. The perspective of the faller follows the scene of the faller falling to the ground and then returns to the stage of jumping to join the human pyramid team, while the perspective of the non - faller follows the non - fallers still in the first game team and shows the scene of other fallers falling to the ground.

[0174] Exemplarily, as Figure 16 shown, Figure 16 in the schematic diagram of the failure of the team formation shown, the target member in the first game team falls in the virtual scene.

[0175] In some embodiments, the above method further includes: updating the team formation of the first game team according to the stability of the team formation of the first game team, that is, the overall formation will be corrected.

[0176] For example, when the stability value of the team formation of the first game team is lower than the preset threshold, it indicates that the first game team is in an unbalanced state, and the team formation of the first game team can be controlled to sway left and right to indicate that the center of gravity of the first game team is unstable.

[0177] Step 103, in response to the end event of the formation task of the first game team, settle the formation task of the first game team.

[0178] Among them, the above formation task end event includes but is not limited to that the duration of the first game team is equal to the preset duration threshold, the number of characters in the first game team meets the number of characters required for the corresponding team formation, etc., which can be specifically set according to requirements and will not be limited here.

[0179] In this embodiment, when the formation task of the first game team ends, the formation task of the first game team can be settled. For example, based on the number of virtual characters in the first game team, the formation task of the first game team is settled, and rewards are given to each virtual character in the first game team based on the settlement result. Among them, the virtual characters given rewards include the virtual characters that maintain the team formation and the virtual characters that fail to maintain the team formation due to other factors.

[0180] In some embodiments, in the scenario where the above team formation is formed by stacking virtual characters layer by layer, the above response to the end event of the formation task of the first game team and settling the formation task of the first game team includes: in response to the end event of the formation task of the first game team, controlling the virtual camera to sequentially traverse the virtual characters in the first game team in a preset direction, and counting each virtual character traversed until after traversing the first game team, determining the number of layers of the team formation of the first game team; based on the number of layers, determining the settlement result of the corresponding formation task of the first game team.

[0181] Among them, the above sequentially traversing the virtual characters in the first game team includes: sequentially recording each virtual character in the first game team for a certain duration in a certain order (such as from bottom to top).

[0182] Exemplarily, as Figure 17 shown, in Figure 17 , the virtual characters in the first game team are traversed sequentially from bottom to top. For each virtual character traversed, a count is made and the count result is displayed. As Figure 17 in the 3 layers of Figure 18 shown, the virtual camera is controlled to continue moving upward to traverse the next virtual character until all the virtual characters in the first game team are traversed by the virtual camera. After moving to the top of the first game team, the final layer number as

[0183] shown is displayed, that is, 30 layers, and the video recorded by the virtual camera can be shared through the "Copy Password" control, or saved by clicking "space".

[0184] Specifically, determining the settlement result of the styling task corresponding to the first game team based on the above layer number includes: determining the long jump distance corresponding to the first game team based on the above layer number, and the long jump distance is used to indicate the farthest ground position that the virtual character at the topmost layer in the first game team can reach when the styling task ends.

[0185] Exemplarily, as Figure 19 shown, the corresponding long jump distance can be determined based on the number of layers of the human pyramid. As Figure 19 shown, the long jump distance corresponding to 30 layers of the human pyramid in

[0186] is 51.3 meters. In some embodiments, in the scenario where the team styling is formed by stacking virtual characters layer by layer, the method may further include: in response to the end event of the styling task of the first game team, controlling the entire stacked first game team to tilt to one side until each virtual character in the first game team falls to the ground position in the virtual scene.

[0187] Exemplarily, as Figure 20 shown, in Figure 20 , the entire first game team tilts to one side until each virtual character in the first game team falls to the ground position in the virtual scene, and the different ground positions where each virtual character in the first game team falls as Figure 19 shown can be obtained.

[0188] In some embodiments, the settlement of the styling task for the first game team described above includes: determining the settlement result corresponding to the styling task of the first game team; based on the settlement result, displaying a settlement result page on the graphical user interface. As Figure 21 shown, the settlement result page includes at least one of the character identifier of the virtual character in the first game team, the task reward information corresponding to the settlement result, and the team operation control corresponding to the first game team.

[0189] Among them, the character identifier may be the player name to which the virtual character belongs.

[0190] Among them, in Figure 21 , the team operation control includes a "one-key like" control to like the players corresponding to all the virtual characters in the first game team; the team operation control includes a "say again" control to restart the players in the human pyramid, and the players on the current settlement interface enter the same game.

[0191] It can be seen from the above that by displaying the first game screen through the graphical user interface, the first game screen includes at least part of the virtual scene and the controlled virtual character. At least one task point corresponding to a styling task is displayed in the virtual scene, and the task point is used for virtual characters to maintain a team styling through mutual cooperation. The styling description information of the team styling at the task point is displayed on the graphical user interface. This method controls the controlled virtual character to join the first game team corresponding to the target task point for the styling task in response to the confirmation event of the target task point in the task points, and settles the styling task of the first game team in response to the end event of the styling task of the first game team. Therefore, by setting the task points and the styling description information for the task styling, players can select the game team they want to join based on the styling description information of the team styling at the task points, so as to enhance the interaction effect among players in the game scene.

[0192] This embodiment also provides a game information processing device, which can be specifically integrated in a terminal device. For example, as Figure 22 shown, the game information processing device may include:

[0193] A screen display module 2201, configured to display a first game screen through a graphical user interface. The first game screen includes at least part of the virtual scene and the controlled virtual character. At least one task point corresponding to a styling task is displayed in the virtual scene, and the task point is used for virtual characters to maintain a team styling through mutual cooperation. The styling description information of the team styling at the task point is displayed on the graphical user interface;

[0194] A task control module 2202, configured to control the controlled virtual character to join the first game team corresponding to the target task point for a styling task in response to a confirmation event for the target task point among the above-mentioned task points;

[0195] A settlement module 2203, configured to settle the styling task of the first game team in response to the end event of the styling task of the first game team.

[0196] In some embodiments, the above-mentioned styling description information is used to indicate the styling difficulty of the team styling.

[0197] In some embodiments, the above-mentioned team styling is formed by stacking the virtual characters layer by layer, one of the virtual characters constitutes one layer in the team styling, and the above-mentioned styling description information is used to indicate the number of layers of the team styling.

[0198] In some embodiments, the above-mentioned task control module 2202 is specifically configured to:

[0199] In response to a confirmation event for the target task point among the above-mentioned task points, control the controlled virtual character to move to the top layer of the first game team corresponding to the target task point.

[0200] In some embodiments, the above-mentioned settlement module 2203 is specifically configured to:

[0201] In response to the end event of the styling task of the first game team, control the virtual camera to sequentially traverse the virtual characters in the first game team in a preset direction, and count each virtual character traversed until after traversing the first game team, determine the number of layers of the team styling of the first game team;

[0202] Based on the above number of layers, determine the settlement result of the styling task corresponding to the first game team.

[0203] In some embodiments, the above-mentioned settlement module 2203 is specifically configured to:

[0204] Based on the above number of layers, determine the jump distance corresponding to the first game team, and the jump distance is used to indicate the ground position that the virtual character at the top layer of the first game team can reach farthest when the styling task ends.

[0205] In some embodiments, the above-mentioned game information processing device further includes a control module, and the control module is specifically configured to:

[0206] In response to the end event of the styling task of the first game team, control the stacked first game team as a whole to tilt to one side until each virtual character in the first game team falls on the ground position of the virtual scene.

[0207] In some embodiments, the above game information processing device further includes a character replacement module, and the character replacement module is specifically configured to:

[0208] In response to the target virtual character in the first game team exiting the team, generate a non-player character;

[0209] In the team formation of the first game team, replace the exiting target virtual character with the non-player character.

[0210] In some embodiments, the above game information processing device further includes an information display module, and the information display module is specifically configured to:

[0211] In response to the distance between the controlled virtual character and the target task point being less than a preset distance, display a first interaction prompt message, where the first interaction prompt message is used to prompt the controlled virtual character to join the first game team;

[0212] The above task control module 2202 is specifically configured to:

[0213] In response to a team joining operation corresponding to the first interaction prompt message, control the controlled virtual character to join the first game team corresponding to the target task point to perform a formation task.

[0214] In some embodiments, the information display module is further specifically configured to:

[0215] In response to the distance between the controlled virtual character and a task point being less than a preset distance, display a second interaction prompt message, where the first interaction prompt message is used to prompt that the number of characters in the game team of the approaching task point is full or in an unbalanced state, so as to indicate that the controlled virtual character cannot join the game team of the approaching task point.

[0216] In some embodiments, the above method, the game information processing device further includes a creation module, and the creation module is specifically configured to:

[0217] In response to a team creation operation, create a second game team, where the second game team includes at least the controlled virtual character;

[0218] Control all members in the second game team to move to a target area, where the target area includes a task point.

[0219] In some embodiments, the creation module is specifically configured to:

[0220] Send a task participation request to all members in the second game team;

[0221] Control the target member role in the second game team that accepts the task participation request to move to the target area.

[0222] In some embodiments, the graphical user interface further includes an invitation control, and the game information processing device further includes an identification display module, and the identification display module is specifically configured to:

[0223] In response to a trigger operation on the invitation control, display at least one candidate role identification;

[0224] In response to a trigger operation on the target role identification among the candidate role identifications, send a team invitation to the virtual role indicated by the target role identification;

[0225] Receive the acceptance information for the team invitation, and teleport the virtual role that accepts the team invitation to the area near the controlled virtual role.

[0226] In some embodiments, the screen display module 2201 is specifically configured to:

[0227] In response to a trigger operation for the single-player task mode, display a first game screen in the single-player task mode through the graphical user interface;

[0228] After, in response to a confirmation event for the target task point among the task points, controlling the controlled virtual role to join the first game team corresponding to the target task point to perform a styling task, the game information processing device further includes a processing module, and the processing module is specifically configured to:

[0229] Control at least one non-player character to sequentially join the styling task of the target task point.

[0230] In some embodiments, the settlement module 2203 is specifically configured to:

[0231] Determine the settlement result corresponding to the styling task of the first game team;

[0232] Based on the settlement result, display a settlement result page on the graphical user interface, and the settlement result page includes at least one of the role identifications of the virtual characters in the first game team, the task reward information corresponding to the settlement result, and the team operation controls corresponding to the first game team.

[0233] In some embodiments, the game information processing device further includes a processing module, and the processing module is specifically configured to:

[0234] Display a second game screen through the graphical user interface, and the second game screen displays a game map, and the game map includes at least one map area, and the map area includes at least one task activity identification;

[0235] The above screen display module 2201 is specifically configured to:

[0236] In response to a confirmation event for the modeling task activity identifier in the above task activity identifiers, display a first game screen through the above graphical user interface.

[0237] It can be seen from the above that by displaying the first game screen through the graphical user interface, the above first game screen includes at least part of the virtual scene and the controlled virtual character. At least one task point corresponding to the modeling task is displayed in the above virtual scene. The above task point is used for virtual characters to maintain a team formation through mutual cooperation. The modeling description information of the team formation of the above task point is displayed on the above graphical user interface. This method controls the above controlled virtual character to join the first game team corresponding to the above target task point to perform the modeling task in response to a confirmation event for the target task point in the above task points, and settles the modeling task of the above first game team in response to the end event of the modeling task of the above first game team. Thus, by setting the task points and the modeling description information for the task modeling, players can select the game team they want to join based on the modeling description information of the team formation in the task points, so as to enhance the interaction effect among players in the game scene.

[0238] Correspondingly, an embodiment of the present application further provides an electronic device. The electronic device can be a terminal, and the terminal can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), and other terminal devices. Or, the electronic device can be a server.

[0239] As Figure 23 shown, Figure 23 is a schematic structural diagram of the electronic device provided by an embodiment of the present application. The electronic device 2300 includes a processor 2301 with one or more processing cores, a memory 2302 with one or more computer-readable storage media, and a computer program stored on the memory 2302 and executable on the processor. Among them, the processor 2301 is electrically connected to the memory 2302. Those skilled in the art can understand that the structural diagram of the electronic device shown in the figure does not constitute a limitation on the electronic device, and it may include more or fewer components than shown in the figure, or combine some components, or arrange different components.

[0240] The processor 2301 is the control center of the electronic device 2300, connecting various parts of the entire electronic device 2300 through various interfaces and lines. By running or loading software programs and / or units stored in the memory 2302, and calling the data stored in the memory 2302, it executes various functions of the electronic device 2300 and processes data, thereby monitoring the entire electronic device 2300. The processor 2301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present application.

[0241] In the embodiments of the present application, the processor 2301 in the electronic device 2300 will load the instructions corresponding to the processes of one or more application programs into the memory 2302 according to the following steps, and the processor 2301 will run the application programs stored in the memory 2302 to implement various functions, such as:

[0242] Display a first game screen through a graphical user interface. The first game screen includes at least part of a virtual scene and a controlled virtual character. At least one task point corresponding to a styling task is displayed in the virtual scene. The task point is used for virtual characters to maintain a team styling through mutual cooperation. Display styling description information of the team styling of the task point on the graphical user interface;

[0243] In response to a confirmation event for a target task point among the task points, control the controlled virtual character to join the first game team corresponding to the target task point to perform a styling task;

[0244] In response to the end event of the styling task of the first game team, settle the styling task of the first game team based on the virtual characters in the first game team.

[0245] In some embodiments, the styling description information is used to indicate the styling difficulty of the team styling.

[0246] In some embodiments, the team styling is formed by stacking the virtual characters layer by layer. One virtual character constitutes one layer in the team styling. The styling description information is used to indicate the number of layers of the team styling.

[0247] In some embodiments, the step of, in response to a confirmation event for a target task point among the task points, controlling the controlled virtual character to join the first game team corresponding to the target task point to perform a styling task includes:

[0248] In response to a confirmation event for a target task point among the above task points, control the above controlled virtual character to move to the top layer of the first game team corresponding to the above target task point.

[0249] In some embodiments, in response to the end event of the styling task of the first game team, settling the styling task of the first game team includes:

[0250] In response to the end event of the styling task of the first game team, control the virtual camera to sequentially traverse the virtual characters in the first game team in a preset direction, and count each virtual character traversed until after traversing the first game team, determine the number of layers of the team styling of the first game team;

[0251] Based on the above number of layers, determine the settlement result of the styling task corresponding to the first game team.

[0252] In some embodiments, the above determining the settlement result of the styling task corresponding to the first game team based on the above number of layers includes:

[0253] Based on the above number of layers, determine the jump distance corresponding to the first game team, where the jump distance is used to indicate the ground position that the virtual character at the topmost layer in the first game team can reach farthest when the styling task ends.

[0254] In some embodiments, the above method further includes:

[0255] In response to the end event of the styling task of the first game team, control the stacked first game team as a whole to tilt to one side until each virtual character in the first game team falls to the ground position in the virtual scene.

[0256] In some embodiments, after controlling the above controlled virtual character to join the first game team corresponding to the above target task point to perform a styling task, it further includes:

[0257] In response to the target virtual character in the first game team exiting the team, generate a non-player character;

[0258] In the team styling of the first game team, replace the exited target virtual character with the non-player character.

[0259] In some embodiments, before controlling the above controlled virtual character to join the first game team corresponding to the above target task point to perform a styling task in response to a confirmation event for a target task point among the above task points, it further includes:

[0260] In response to the distance between the controlled virtual character and the target task point being less than a preset distance, a first interaction prompt message is displayed, and the first interaction prompt message is used to prompt the controlled virtual character to join the first game team;

[0261] The above-mentioned controlling the controlled virtual character to join the first game team corresponding to the target task point to perform a styling task in response to the confirmation event of the target task point in the task points includes:

[0262] In response to a team joining operation corresponding to the first interaction prompt message, controlling the controlled virtual character to join the first game team corresponding to the target task point to perform a styling task.

[0263] In some embodiments, the above method further includes:

[0264] In response to the distance between the controlled virtual character and a task point being less than a preset distance, a second interaction prompt message is displayed, and the first interaction prompt message is used to prompt that the number of characters in the game team of the task point being approached is full or in an unbalanced state, so as to indicate that the controlled virtual character cannot join the game team of the task point being approached.

[0265] In some embodiments, the above method further includes:

[0266] In response to a team creation operation, a second game team is created, and the second game team includes at least the controlled virtual character;

[0267] Controlling all members in the second game team to move to a target area, and the target area includes a task point.

[0268] In some embodiments, the above controlling all members in the second game team to move to a target area, and the target area includes a task point, includes:

[0269] Sending a task participation request to all members in the second game team;

[0270] Controlling the target member character in the second game team that accepts the task participation request to move to the target area.

[0271] In some embodiments, the graphical user interface further includes an invitation control, and the above method further includes:

[0272] In response to a trigger operation on the invitation control, at least one candidate character identifier is displayed;

[0273] In response to a trigger operation on the target character identifier among the candidate character identifiers, sending a team invitation to the virtual character indicated by the target character identifier;

[0274] Receive the acceptance information for the above team invitation, and teleport the virtual character that accepts the team invitation to the area near the above controlled virtual character.

[0275] In some embodiments, the above display of the first game screen through the graphical user interface includes:

[0276] In response to the trigger operation of the single-player mission mode, display a first game screen in the single-player mission mode through the graphical user interface;

[0277] After controlling the above controlled virtual character to join the first game team corresponding to the above target mission point to perform a styling task in response to the confirmation event of the target mission point in the above mission points, it further includes:

[0278] Control at least one non-player character to sequentially join the styling task of the above target mission point.

[0279] In some embodiments, the above settlement of the styling task of the above first game team includes:

[0280] Determine the settlement result corresponding to the styling task of the above first game team;

[0281] Based on the above settlement result, display a settlement result page on the above graphical user interface. The settlement result page includes at least one of the character identifiers of the virtual characters in the above first game team, the task reward information corresponding to the above settlement result, and the team operation controls corresponding to the above first game team.

[0282] In some embodiments, before displaying the first game screen through the graphical user interface, it further includes:

[0283] Display a second game screen through the graphical user interface. The second game screen displays a game map, and the game map includes at least one map area, and the map area includes at least one mission activity identifier;

[0284] The above display of the first game screen through the graphical user interface includes:

[0285] In response to the confirmation event of the styling task activity identifier in the above mission activity identifiers, display the first game screen through the above graphical user interface.

[0286] Thus, the electronic device 2300 provided in this embodiment can bring the following technical effects: improving the interaction effect among players in the game scene.

[0287] For the specific implementation of each of the above operations, reference may be made to the previous embodiments, and details are not described herein again.

[0288] Optionally, as Figure 23As shown, the electronic device 2300 further includes: a touch display screen 2303, a radio frequency circuit 2304, an audio circuit 2305, an input unit 2306, and a power supply 2307. Among them, the processor 2301 is electrically connected to the touch display screen 2303, the radio frequency circuit 2304, the audio circuit 2305, the input unit 2306, and the power supply 2307 respectively. Those skilled in the art can understand that Figure 23 the structure of the electronic device shown in

[0289] does not constitute a limitation on the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements. The touch display screen 2303 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 2303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 2301, and can receive and execute the command sent by the processor 2301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits it to the processor 2301 to determine the type of touch event. Subsequently, the processor 2301 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 2303 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 2303 can also be used as a part of the input unit 2306 to implement the input function.

[0290] The radio frequency circuit 2304 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices, and transmit and receive signals with the network device or other electronic devices.

[0291] The audio circuit 2305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 2305 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 2305 and then converted into audio data. After the audio data is output to the processor 2301 for processing, it is sent by the radio frequency circuit 2304 to, for example, another electronic device, or the audio data is output to the memory 2302 for further processing. The audio circuit 2305 may also include an earphone jack to provide communication between the peripheral earphone and the electronic device.

[0292] The input unit 2306 can be used to receive input digital, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0293] The power supply 2307 is used to supply power to each component of the electronic device 2300. Optionally, the power supply 2307 can be logically connected to the processor 2301 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 2307 may also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0294] Although Figure 23 not shown in the figure, the electronic device 2300 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0295] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0296] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0297] Therefore, the embodiments of the present application provide a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any one of the game information processing methods provided by the embodiments of the present application. The computer programs can execute the steps of the following game information processing method:

[0298] Display a first game screen through a graphical user interface. At least part of a virtual scene and a controlled virtual character are included in the first game screen. At least one task point corresponding to a styling task is displayed in the virtual scene. The task point is used for virtual characters to maintain a team styling through mutual cooperation. Display styling description information of the team styling of the task point on the graphical user interface;

[0299] In response to a confirmation event for a target task point among the task points, control the controlled virtual character to join a first game team corresponding to the target task point to perform a styling task;

[0300] In response to an end event of the styling task of the first game team, settle the styling task of the first game team.

[0301] It can be seen that the computer program can be loaded by a processor to execute any one of the game information processing methods provided in the embodiments of the present application, thereby bringing the following technical effects: improving the interaction effect among players in the game scene.

[0302] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, which will not be elaborated here.

[0303] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, etc.

[0304] Since the computer program stored in the computer-readable storage medium can execute any one of the game information processing methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game information processing methods provided in the embodiments of the present application can be realized. For details, reference can be made to the previous embodiments, which will not be elaborated here.

[0305] According to one aspect of the present application, there is also provided a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various alternative implementations in the above embodiments.

[0306] In the above embodiments of the game information processing device, computer-readable storage medium, electronic device, and computer program product, the descriptions of the respective embodiments have their own focuses. For parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes and the beneficial effects brought about by the above-described game information processing device, computer-readable storage medium, computer program product, electronic device, and their corresponding units can refer to the description of the game information processing method in the above embodiments, and will not be elaborated herein specifically.

[0307] The above has introduced in detail a game information processing method, device, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of the present application. Specific examples are used herein to elaborate on the principles and implementation manners of the present application. The descriptions of the above embodiments are only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manners and application scopes. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A method for processing game information, characterized in that: The method comprises: Displaying a first game screen through a graphical user interface, the first game screen includes at least a portion of a virtual scene and a controlled virtual character, the virtual scene displays a task point corresponding to at least one modeling task, the task point is used for virtual characters to maintain a team modeling through mutual cooperation, and modeling description information of the team modeling at the task point is displayed on the graphical user interface; In response to a confirmation event of a target task point among the task points, controlling the controlled virtual character to join a first game team corresponding to the target task point to perform a modeling task; In response to the modeling task completion event of the first game team, the modeling task of the first game team is settled.

2. The game information processing method according to claim 1, characterized in that: The modeling description information is used to indicate the modeling difficulty of the team modeling.

3. The game information processing method according to claim 2, characterized in that: The team shape is formed by stacking the virtual characters layer by layer, and one virtual character constitutes a layer of the team shape. The shape description information is used to indicate the number of layers of the team shape.

4. The game information processing method according to claim 3, characterized in that: In response to a confirmation event of a target task point among the task points, controlling the controlled virtual character to join a first game team corresponding to the target task point to perform a modeling task includes: In response to a confirmation event of a target mission point among the mission points, the controlled virtual character is controlled to move to the highest level of the first game team corresponding to the target mission point.

5. The game information processing method according to claim 3, characterized in that: The step of settling the modeling task of the first game team in response to the modeling task completion event of the first game team comprises: In response to the first game team's modeling task completion event, the virtual camera is controlled to sequentially traverse the virtual characters in the first game team in a preset direction, and counts each traversed virtual character until the first game team is completely traversed, thereby determining the number of layers of the first game team's team modeling; Based on the number of layers, a settlement result of the modeling task corresponding to the first game team is determined.

6. The game information processing method according to claim 5, characterized in that: The step of determining the settlement result of the modeling task corresponding to the first game team based on the number of layers includes: Based on the number of layers, a long jump distance corresponding to the first game team is determined, and the long jump distance is used to indicate the farthest ground position that the topmost virtual character of the first game team can reach when the modeling task is completed.

7. The game information processing method according to claim 6, characterized in that: The method further comprises: In response to the modeling task completion event of the first game team, the stacked first game team is controlled to tilt to one side as a whole until each virtual character in the first game team falls on the ground of the virtual scene.

8. The game information processing method according to claim 1, characterized in that: After controlling the controlled virtual character to join the first game team corresponding to the target task point to perform the modeling task, the method further includes: In response to the target virtual character in the first game team exiting the team, generating a non-player character; In the team modeling of the first game team, the non-player character replaces the exited target virtual character.

9. The game information processing method according to claim 1, characterized in that: In response to a confirmation event of a target task point among the task points, before controlling the controlled virtual character to join the first game team corresponding to the target task point to perform a modeling task, the method further includes: In response to the distance between the controlled virtual character and the target task point being less than a preset distance, displaying first interaction prompt information, wherein the first interaction prompt information is used to prompt the controlled virtual character to join the first game team; In response to a confirmation event of a target task point among the task points, controlling the controlled virtual character to join a first game team corresponding to the target task point to perform a modeling task includes: In response to a team joining operation corresponding to the first interactive prompt information, the controlled virtual character is controlled to join a first game team corresponding to the target task point to perform a modeling task.

10. The game information processing method according to claim 1, characterized in that: The method further comprises: In response to the distance between the controlled virtual character and a mission point being less than a preset distance, a second interaction prompt message is displayed, wherein the first interaction prompt message is used to prompt that the number of characters in the game team approaching the mission point is full or in an unbalanced state, so as to indicate that the controlled virtual character cannot join the game team approaching the mission point.

11. The game information processing method according to claim 1, characterized in that: The method further comprises: In response to the team creation operation, creating a second game team, wherein the second game team at least includes the controlled virtual character; Control all members of the second game team to move to a target area, where the target area includes a mission point.

12. The game information processing method according to claim 11, characterized in that: The controlling all members of the second game team to move to a target area, wherein the target area includes a task point, includes: Sending a task participation request to all members of the second game team; Control the target member character in the second game team who accepts the task participation request to move to the target area.

13. The game information processing method according to claim 1, characterized in that: The graphical user interface further includes an invitation control, and the method further includes: In response to a triggering operation on the invitation control, displaying at least one candidate role identification; In response to a triggering operation on a target character identifier among the candidate character identifiers, issuing a team-forming invitation to the virtual character indicated by the target character identifier; Acceptance information of the team invitation is received, and the virtual character accepting the team invitation is transmitted to the vicinity of the controlled virtual character.

14. The game information processing method according to claim 1, characterized in that: The displaying of the first game screen through the graphical user interface includes: In response to a triggering operation of the single-player mission mode, displaying a first game screen in the single-player mission mode through a graphical user interface; After responding to a confirmation event of a target task point among the task points, controlling the controlled virtual character to join a first game team corresponding to the target task point to perform a modeling task, the method further includes: Control at least one non-player character to join the modeling task of the target task point in sequence.

15. The game information processing method according to claim 1, characterized in that: The settling of the modeling task of the first game team includes: Determine the settlement result corresponding to the modeling task of the first game team; Based on the settlement result, a settlement result page is displayed on the graphical user interface, and the settlement result page includes at least one of a character identification of a virtual character in the first game team, task reward information corresponding to the settlement result, and a team operation control corresponding to the first game team.

16. The game information processing method according to any one of claims 1 to 15, characterized in that: Before displaying the first game screen through the graphical user interface, the method further includes: Displaying a second game screen through a graphical user interface, wherein the second game screen displays a game map, wherein the game map includes at least one map area, and wherein the map area includes at least one task activity identifier; The displaying of the first game screen through the graphical user interface includes: In response to a confirmation event of a modeling task activity identifier among the task activity identifiers, a first game screen is displayed through the graphical user interface.

17. A game information processing device, characterized in that: The device comprises: A screen display module, used to display a first game screen through a graphical user interface, wherein the first game screen includes at least a portion of a virtual scene and a controlled virtual character, wherein the virtual scene displays a task point corresponding to at least one modeling task, wherein the task point is used for the virtual characters to maintain a team modeling through mutual cooperation, and modeling description information of the team modeling at the task point is displayed on the graphical user interface; A task control module, for responding to a confirmation event of a target task point among the task points, controlling the controlled virtual character to join a first game team corresponding to the target task point to perform a modeling task; The settlement module is used to settle the modeling task of the first game team in response to the modeling task completion event of the first game team.

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

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