Game interaction method and device and electronic equipment
By introducing virtual characters of performance types and viewing types in virtual games, and determining reward data based on the role types, the problem of single rewards for players operating virtual characters in the existing technology is solved, and the effect of improving game fun and player retention is achieved.
Patent Information
- Application Number
- CN202311698565.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-11
- Publication Date
- 2025-06-13
AI Technical Summary
In existing virtual games, players can get rewards by operating virtual characters to perform actions, which lacks fun in the game, resulting in low player retention rate.
By introducing virtual characters of performance types and viewing types into the game, reward data is determined based on the character types, and the way of receiving rewards and game strategy is increased, thereby improving game fun and player retention.
It provides players with a diverse gaming experience in virtual games, increases the fun and strategic nature of the game, and improves the retention rate of players.
Smart Images

Figure CN120132349A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and particularly to a game interaction method, apparatus, electronic device, and computer-readable storage medium. Background Art
[0002] With the development of computer technology and the diversification of terminal functions, the demand for virtual games on intelligent terminal devices such as mobile phones and computers is increasing, and the corresponding game play methods are also increasing. Among them, the game play method in which players operate virtual characters to perform specified actions in virtual games has become an indispensable part of most virtual games. Currently, in virtual games, players usually operate virtual characters to perform specified actions to obtain rewards. However, the way to obtain rewards in this solution is relatively single, lacking game fun, which is not conducive to player retention. Summary of the Invention
[0003] This application provides a game interaction method, apparatus, electronic device, and computer-readable storage medium, which can obtain corresponding rewards for different situations, thereby enhancing game fun and improving player retention rate. The specific solutions are as follows:
[0004] In a first aspect, an embodiment of this application provides a game interaction method, which includes:
[0005] Display a graphical user interface through a first terminal. The graphical user interface includes a scene area that provides a preset game mode for a virtual character. The scene area includes at least one virtual character, and the virtual character includes a first virtual character controlled by the first terminal. The preset game mode includes controlling the virtual character to perform game actions;
[0006] In response to a trigger operation for the first virtual character to participate in the preset game mode in the scene area, determine the character type of the first virtual character according to the game data of the scene area. The character type is one of a performance type and a viewing type;
[0007] In response to a performance instruction triggered for a virtual character belonging to the performance type in the scene area, control the virtual character of the performance type to perform the game action indicated by the performance instruction;
[0008] In response to the performance of the virtual character of the performance type ending in the performance session in which the first virtual character participates in the scene area, determine the first reward data of the first virtual character according to the character type of the first virtual character.
[0009] In a second aspect, an embodiment of this application provides a game interaction apparatus, which includes:
[0010] A display unit for displaying a graphical user interface through a first terminal. The graphical user interface includes a scene area for providing a preset game mode for virtual characters. The scene area includes at least one virtual character, and the virtual character includes a first virtual character controlled by the first terminal. The preset game mode includes controlling the virtual character to perform game actions;
[0011] A first determination unit for, in response to a trigger operation of the first virtual character participating in the preset game mode in the scene area, determining the character type of the first virtual character according to the game data of the scene area. The character type is one of a performance type and a viewing type;
[0012] A control unit for, in response to a performance instruction triggered for a virtual character belonging to the performance type in the scene area, controlling the virtual character of the performance type to perform the game actions corresponding to the performance operation;
[0013] A second determination unit for, in response to the performance of the virtual character of the performance type ending in the performance session participated by the first virtual character in the scene area, determining the first reward data of the first virtual character according to the character type of the first virtual character.
[0014] In a third aspect, the present application further provides an electronic device, including:
[0015] A processor; and
[0016] A memory for storing a data processing program. After the electronic device is powered on and runs the program through the processor, it executes the method described in the first aspect.
[0017] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, and the program is run by a processor to execute the method described in the first aspect.
[0018] Compared with the prior art, the present application has the following advantages:
[0019] The game interaction method provided by the embodiment of the present application displays a graphical user interface through a first terminal. The graphical user interface includes a scene area that provides a preset game mode for virtual characters. The scene area includes at least one virtual character, and the virtual characters include a first virtual character controlled by the first terminal. The preset game mode includes controlling the virtual character to perform game actions; in response to a trigger operation for the first virtual character to participate in the preset game mode in the scene area, determining the character type of the first virtual character according to the game data of the scene area, and the character type is one of the performance type and the viewing type; in response to a performance instruction triggered for a virtual character of the performance type in the scene area, controlling the virtual character of the performance type to perform the game actions indicated by the performance instruction; in response to the performance of the virtual character of the performance type in the performance session participated by the first virtual character in the scene area ending, determining the first reward data of the first virtual character according to the character type of the first virtual character.
[0020] It can be seen that in the game interaction method provided by the embodiment of the present application, when the player operates the first virtual character to participate in the preset game mode of performing game actions, the character type of the first virtual character is determined as one of the performance type and the viewing type. In this way, it is avoided that the virtual character operated by the player is directly determined as a virtual character of the performance type after participating in the preset game mode, thereby increasing the fun in the game. And, after the performance of the virtual character of the performance type in the performance session participated by the first virtual character ends, the corresponding first reward data is determined according to the character type of the first virtual character. In this way, whether the first virtual character is a virtual character of the performance type or a virtual character of the viewing type, corresponding rewards can be obtained, effectively avoiding the problem that only virtual characters with performance actions can obtain rewards while virtual characters that do not perform cannot obtain any rewards. It can be seen that the present application also increases the ways to obtain rewards, can obtain corresponding rewards for different situations, further increases the game fun and game strategy, thereby enhancing player stickiness and player retention rate. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] Figure 1 As shown, the system architecture diagram of the game interaction method provided by the embodiment of the present application;
[0022] Figure 2 is the flowchart of the game interaction method provided by the embodiment of the present application;
[0023] Figure 3 is the interface schematic diagram of an example where a virtual character is located in the scene area in the game interaction method provided by the embodiment of the present application;
[0024] Figure 4 is the interface schematic diagram of an example where a virtual character participates in the preset game mode in the scene area through a control in the game interaction method provided by the embodiment of the present application.
[0025] Figure 5 It is a schematic diagram of an interface for determining the character type of a first virtual character provided by an embodiment of the present application;
[0026] Figure 6 It is a flowchart of an example for determining the character type of a first virtual character in the game interaction method provided by an embodiment of the present application;
[0027] Figure 7 It is a schematic diagram of an interface for displaying a performing character performing a game action on a terminal device in the game interaction method provided by an embodiment of the present application;
[0028] Figure 8 It is a schematic diagram of an interface for a preset point and a preset connection method in the game interaction method provided by an embodiment of the present application;
[0029] Figure 9 It is a schematic diagram of an example for switching a game scene in the game interaction method provided by an embodiment of the present application;
[0030] Figure 10 It is a schematic diagram of another example for switching a game scene in the game interaction method provided by an embodiment of the present application;
[0031] Figure 11 It is a schematic diagram of an example for switching a game scene in the game interaction method provided by an embodiment of the present application;
[0032] Figure 12 It is a schematic diagram of an example for displaying a first character changed to a tiger shape on a terminal interface in the game interaction method provided by an embodiment of the present application;
[0033] Figure 13 It is a schematic diagram of an example for displaying a first character changed to a bear shape on a terminal interface in the game interaction method provided by an embodiment of the present application;
[0034] Figure 14 It is a schematic diagram of an example for displaying a first character changed to a bird shape on a terminal interface in the game interaction method provided by an embodiment of the present application;
[0035] Figure 15 It is a schematic diagram of an example for displaying a first character changed to an ape shape on a terminal interface in the game interaction method provided by an embodiment of the present application;
[0036] Figure 16 It is a schematic diagram of an example for displaying a first character changed to a deer shape on a terminal interface in the game interaction method provided by an embodiment of the present application;
[0037] Figure 17 It is a schematic diagram of an example for a first character on a terminal to send a broadcast message in the game interaction method provided by an embodiment of the present application;
[0038] Figure 18 It is a schematic diagram of an example of a broadcast message displayed on a terminal of a virtual character whose changed animal model is different from the animal model corresponding to the first character in the game interaction method provided by an embodiment of the present application;
[0039] Figure 19 It is a schematic diagram of an interface corresponding to a terminal of a first character changed to an animal model in the game interaction method provided by an embodiment of the present application;
[0040] Figure 20 It is a schematic diagram of an interface corresponding to a terminal of a character that has not been changed in the game interaction method provided by an embodiment of the present application;
[0041] Figure 21 It is a schematic diagram of an example of a terminal interface of a virtual character in a character set in the game interaction method provided by an embodiment of the present application;
[0042] Figure 22 It is a schematic diagram of an example of participating in a preset game mode on a terminal of a first character changed to an animal model in the game interaction method provided by an embodiment of the present application;
[0043] Figure 23 It is a schematic diagram of an example of a treatment position in the game interaction method provided by an embodiment of the present application;
[0044] Figure 24 It is a schematic diagram of an example of a third prompt message in the game interaction method provided by an embodiment of the present application;
[0045] Figure 25 It is a structural block diagram of an example of a game interaction device provided by an embodiment of the present application;
[0046] Figure 26 It is a structural block diagram of an example of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0047] In the following description, many specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar generalizations without departing from the connotation of the present application. Therefore, the present application is not limited by the specific implementations disclosed below.
[0048] It should be noted that the terms "first", "second", "third", etc. in the claims, the description and the drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than that shown or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units need not be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0049] Before elaborating on the embodiments of the present application, relevant concepts will be introduced first, and the prior art will be further explained.
[0050] I. Introduction of Relevant Concepts
[0051] 1. Game software application product: A game software application product refers to an application program developed according to game application requirements. The types of games can include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
[0052] In the embodiments of the present application, the game software application product (hereinafter referred to as the virtual game) is a three-dimensional (3D) game application, and specifically can be any one of application programs such as multiplayer online battle arena games (abbreviated as Moba) and multiplayer online role-playing games (abbreviated as MMORPG).
[0053] 2. Virtual character: A virtual character refers to a character that does not exist in reality, including fictional characters in at least one creative work such as TV dramas, movies, comics, and games. A virtual character can be a player character operated by a user or a non-player character (abbreviated as NPC) that is not operated by the user. Among them, the non-player character can lead the user to play the game and interact with the virtual character operated by the user.
[0054] In the embodiments of the present application, a user can use a terminal device to operate a virtual character located in a game scene to perform game behaviors, which include but are not limited to at least one of adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending.
[0055] 3. Server: The server is a server device that provides functions such as computing and storage for the client. It can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms.
[0056] In the embodiments of the present application, the server is a device that provides functions such as computing and storage in virtual games for the terminal device.
[0057] 4. Terminal device: The terminal device is any device with computing hardware that can support and execute various application programs. The terminal device includes but is not limited to desktop computers, laptop computers, mobile phones, tablet computers, servers, etc.
[0058] In the embodiments of the present application, the terminal device can support and execute any one of application programs such as multiplayer online battle arena games and multiplayer online role-playing games.
[0059] The terminal device can have one or more multi-touch sensitive screens for sensing and obtaining inputs of touch or swipe operations performed by the user at multiple points on one or more touch display screens. The terminal can also be connected to a keyboard and / or a mouse and / or a gamepad, etc., so that the user can perform interface operations through the keyboard and / or the mouse and / or the gamepad.
[0060] 5. Network: A network is a data link formed by physically connecting various workstations or hosts together. The network can use standard communication technologies and / or protocols. The network can be the Internet, but can also be any network, including but not limited to any combination of a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a wired or wireless network, a private network, or a virtual private network. In some embodiments, technologies and / or formats including hyper text mark-up language (HTML), extensible markup language (XML), etc. are used to represent data exchanged through the network. Additionally, conventional encryption technologies such as secure socket layer (SSL), transport layer security (TLS), virtual private network (VPN), internet protocol security (IPsec), etc. can be used to encrypt all or some of the links.
[0061] II. Further Explanation of the Prior Art
[0062] With the development of computer technology and the diversification of terminal functions, the demand for virtual games on intelligent terminal devices such as mobile phones and computers is increasing, and the corresponding game play methods are also increasing. Among them, the game play method in which users operate virtual characters to perform specified actions in virtual games has become an indispensable part of most virtual games.
[0063] Currently, in virtual games, the game play method is usually that users operate virtual characters to participate in performing specified actions at a specified location. In this game play method, a certain number of players are usually selected from the virtual characters participating in this game play method as focus players to perform the specified actions, and the remaining players are used as viewing players to watch the focus players perform the specified actions. In this game play method, only the players selected as focus players can obtain certain rewards after the performance is completed. It can be seen that this solution is not friendly to the players who are viewing players, the way of obtaining rewards is relatively single, lacking game fun, and thus is not conducive to user retention.
[0064] For the above reasons, in order to be able to obtain corresponding rewards for different situations, thereby enhancing game fun and the user retention rate, the first embodiment of this application provides a game interaction method, which can be applied to the server in a game interaction system.
[0065] Before introducing the game interaction method provided by this application, the following first combines the attached Figure 1 to introduce the system architecture of the game interaction method provided by the embodiments of this application.
[0066] As Figure 1 shown, the system architecture of the game interaction method provided by the embodiments of this application includes a terminal device 101 and a server 102. Among them, the terminal device 101 communicates and exchanges data with the server 102 through the network 103. The terminal device 101 may include multiple terminals, and the server may include multiple physical machines. When the system architecture includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers can be connected to each other through different networks.
[0067] It should be noted that Figure 1 the system architecture diagram shown is only an example. The system architecture described in the embodiments of this application is to more clearly illustrate the technical solutions of the embodiments of this application, and does not constitute a limitation on the technical solutions provided by the embodiments of this application. Those of ordinary skill in the art know that with the evolution of the game system and the emergence of new business scenarios, the technical solutions provided by the embodiments of this application are equally applicable to similar technical problems.
[0068] It should be noted that in the subsequent detailed introduction of the game interaction method provided by the embodiments of this application, the instructions or operations that appear can all be regarded as instructions or operations triggered by the player through fingers or by controlling a mouse, keyboard, gamepad, stylus, or voice, etc. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can trigger instructions or operations on the touch screen with any suitable object or accessory such as fingers or a stylus, or can also trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, or gamepad.
[0069] It should be noted that in the subsequent detailed introduction of the game interaction method provided by the embodiments of this application, the instructions or operations that appear can all be regarded as instructions or operations triggered by the player through fingers or by controlling a mouse, keyboard, gamepad, stylus, or voice, etc. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can trigger instructions or operations on the touch screen with any suitable object or accessory such as fingers or a stylus, or can also trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, or gamepad.
[0070] In one embodiment of the present application, the game interaction method can be run on a local client device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0071] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile client, 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.
[0072] 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.
[0073] In a possible implementation, an embodiment of the present invention provides a game interaction method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0074] The following, combined Figures 2 to 24 The game interaction method provided in the embodiment of the present application is introduced.
[0075] like Figure 2 As shown, the game interaction method provided by the present application includes the following steps S201 to S204.
[0076] It should be noted that the display control method in the game provided in the embodiment of the present application can be executed on the terminal, on the server, or in cooperation between the terminal and the server. The following description will be made using the cooperation between the terminal and the server as an example.
[0077] Step S201: Displaying a graphical user interface through the first terminal, the graphical user interface includes a scene area that provides a preset game mode for a virtual character, the scene area includes at least one virtual character, the virtual characters include a first virtual character controlled by the first terminal, and the preset game mode includes controlling the virtual character to perform game actions.
[0078] With the rapid development of virtual games, a type of game has emerged in which players can control virtual characters to move freely in the game world, explore the game world at will, discover new areas, encounter random events, etc. This type of game can be collectively referred to as a big world game. In a big world game, in addition to the main task, a variety of copy game play can be preset. This application refers to the copy game play as a preset game mode, for example, players control virtual characters to perform game actions, players control virtual characters to play battles or puzzles, etc. In this way, a big world game can provide players with a diverse gaming experience, increase the fun and playability of the game, and give players more motivation to invest in the game.
[0079] The virtual game in the game interaction method provided in the embodiment of the present application may be a big world game, and the present application does not specifically limit the big world game.
[0080] In a virtual game, different preset game modes can usually be triggered in different areas. The scene area in step S201 is an area that can trigger a preset game mode, that is, when the player controls the first virtual character to be in the scene area, the first virtual character can be controlled to participate in the preset game mode of performing game actions. The scene area can be one or more areas of the game scene corresponding to the virtual game, and this application does not specifically limit this.
[0081] In the present application, the game scene displayed in the graphical user interface may include at least the scene area. Specifically, the game scene displayed in the graphical user interface may be only the virtual scene corresponding to the scene area, and the game scene displayed in the graphical user interface may also include both the virtual scene corresponding to the scene area and other scenes corresponding to the virtual game.
[0082] It can be understood that a game scene refers to the game environment in which game objects such as virtual characters operated by users and non-player characters (NPCs) not controlled by users are located in a virtual game. Usually, multiple scene elements can be included in a game scene. Scene elements refer to the various elements required to constitute the game scene. For example, it can include at least one of the following: mountains, rivers, lakes, seas, flowers, grass, trees, forests, houses, the sky, etc.
[0083] In the embodiments of the present application, the above-mentioned scene area can be one or more of a circle, a rectangle, a triangle, and an irregular figure. The present application does not specifically limit the shape of the scene area, and it can be specifically designed according to game requirements. In the subsequent embodiments of the present application, for the purpose of being able to introduce the present application in detail, the scene area is taken as an example of a circle for illustration.
[0084] In an alternative embodiment, the above-mentioned scene area can have a prominently displayed area boundary. The area boundary is used to distinguish the scene area from the surrounding game scene, so that players can accurately judge the scene area where a preset game mode can be carried out when playing games in the game world. The area boundary of the scene area can be highlighted, and the area boundary of the scene area can also have display special effects. The display special effects can be one of smoke special effects, light special effects, etc. For example, the area boundary of the scene area can be displayed by a circle of lighter smoke. In this way, when players explore the game world in the game world, they can control the virtual character they operate to enter the scene area according to the area boundary corresponding to the scene area.
[0085] As Figure 3 shown, it is a schematic diagram of an interface example in which a virtual character is located in a scene area in the game interaction method provided by the embodiments of the present application. This interface is a graphical user interface corresponding to the first terminal. In this interface, a scene area 303, the area boundary 301 of the scene area, and a first virtual character 302 are displayed. Currently, the first virtual character 302 is located within the scene area 303.
[0086] It should be noted that in the embodiments of the present application, the virtual characters currently displayed in the scene area, in addition to the first virtual character controlled by the first terminal, can also include other virtual characters. The other virtual characters can be player virtual characters controlled by other players through terminal devices, or non-player virtual characters that are not controlled by real players but are controlled by the server. In the embodiments of the present application, the other virtual characters currently displayed in the scene area are not specifically limited.
[0087] In the embodiments of the present application, controlling the virtual character to perform game actions can be controlling the virtual character to dance, or controlling the virtual character to do gymnastics, or controlling the virtual character to do the Five-Animal Exercises. In order to introduce the present application in detail, taking controlling the virtual character to perform the Five-Animal Exercises as an example for illustration. The present application does not limit the specific types of controlling the virtual character to perform game actions.
[0088] It can be understood that the Five-Animal Exercises is a health preservation method handed down from ancient China and was created by the medical scientist Hua Tuo in the Eastern Han Dynasty. The traditional Five-Animal Exercises aims to imitate the actions and postures of five animals, namely the tiger, deer, bear, ape, and bird, so as to help people strengthen their bodies and prevent diseases.
[0089] As shown in Table 1, it is a specific example table of the Five-Animal Exercises.
[0090] Table 1.
[0091]
[0092] Specifically, the Five-Animal Exercises includes five parts, namely the tiger exercise, deer exercise, bear exercise, ape exercise, and bird exercise. Each part corresponds to different action combinations, mainly used to imitate the characteristics and habits of the corresponding animals. For example, the tiger exercise emphasizes strength and bravery, the bear exercise focuses on steadiness and endurance, the deer exercise emphasizes flexibility and pliability, the ape exercise pays attention to coordination and balance, and the bird exercise focuses on fluency. By practicing the traditional Five-Animal Exercises, the flexibility and agility of the human body can be improved, the strength and endurance of muscles can be enhanced, and the overall quality of the body can be improved.
[0093] In the present application, the simulation of the Five-Animal Exercises can be realized through the game, which is convenient for players to practice and familiarize themselves with the Five-Animal Exercises on the terminal device, and then experience the fun of the Five-Animal Exercises.
[0094] Step S202: In response to the triggering operation of the first virtual character participating in the preset game mode in the scene area, determine the character type of the first virtual character according to the game data in the scene area, and the character type is one of the performance type and the viewing type.
[0095] When the first virtual character is in the scene area, the player can control the first virtual character to do the Five-Animal Exercises. Specifically, the player can perform a triggering operation of participating in the preset game mode on the first virtual character in the scene area.
[0096] It can be understood that the above triggering operation can include but is not limited to touch operations on the corresponding controls, voice command operations, air gesture operations, or shortcut key operations. Among them, the touch operation on the corresponding control can be a click operation, a slide operation, a press operation, or a drag operation, etc. The present embodiment does not specifically limit the triggering operation.
[0097] As shown Figure 4 in the figure, it is a schematic diagram of an interface for a game interaction method provided by an embodiment of the present application, where a virtual character participates in a preset game mode in a scene area through a control. When the first virtual character 302 is within the scene area 303, a control 304 for participating in the preset game mode will be displayed on the graphical user interface of the first terminal. After clicking the control 304, the first virtual character can successfully participate in the preset game mode. It should be noted that in the example of Figure 4 , the control 304 is a rectangular control, and the displayed control content is "Start Wuqinxi". Specifically, the control 304 can also be of other shapes, and the displayed control content can also be other control contents, which can be specifically designed according to development requirements, and the present application does not specifically limit this.
[0098] In an embodiment of the present application, according to the trigger operation of the first virtual character participating in the preset game mode in the scene area, the first virtual character can be added to a character set, and the virtual characters in the character set are the virtual characters participating in the preset game mode in the scene area. In the specific implementation, after the server receives an instruction corresponding to the trigger operation of a virtual character participating in the preset game mode in the scene area each time, the virtual character can be added to the character set.
[0099] In an embodiment of the present application, the virtual characters participating in the preset game mode in the scene area can be divided into two character types. One is the performance type, and the other is the viewing type. In subsequent embodiments of the present application, the virtual characters belonging to the performance type are collectively referred to as performance characters, and the virtual characters belonging to the viewing type are collectively referred to as viewing characters. Among them, the virtual characters of the performance type can perform game actions through the control of the corresponding players in the scene area, and the virtual characters of the viewing type can watch the virtual characters of the performance type perform game actions in the scene area.
[0100] The game data of the above-mentioned scene area can be data indicating the number of virtual characters participating in the preset game mode in the scene area and data indicating whether the virtual characters currently participating in the preset game mode are performing game actions.
[0101] As shown Figure 6 in the figure, it is a flowchart for determining the character type of the first virtual character in an example of the game interaction method provided by an embodiment of the present application. In step S202, determining the character type of the first virtual character according to the game data of the scene area can be specifically carried out according to the following steps in Figure 6 :
[0102] Step S202-1: Determine whether there is a second virtual character other than the first virtual character participating in the preset game mode in the scene area;
[0103] If the judgment result of step S202-1 is No, then proceed to step S202-2: Determine the first virtual character as the performing character;
[0104] If the judgment result of step S202-1 is Yes, then proceed to step S202-3: Determine whether at least one second virtual character is currently performing a game action;
[0105] If the judgment result of step S202-3 is Yes, then proceed to step S202-4: Determine the first virtual character as the viewing character;
[0106] If the judgment result of step S202-3 is No, then proceed to step S202-5: Determine the performing character and the viewing character from the first virtual character and the second virtual character.
[0107] It should be noted that there can be one or more of the above-mentioned second virtual characters, and the present application does not make a specific limitation on the number of second virtual characters.
[0108] In the present application, after the first virtual character participates in the preset game mode in the scene area, it is possible that there are no other virtual characters participating in the preset game mode in the current scene area. In this case, the first virtual character can be directly used as the performing character, that is, when there are no other virtual characters except the first virtual character among the virtual characters participating in the preset game mode in the scene area, the first virtual character is determined as the virtual character of the performing type; if there is a second virtual character participating in the preset game mode in the current scene area, when there is a performing character performing a game action in the current scene area, the first virtual character can be directly used as the viewing character.
[0109] Among them, the above step S202-5 can include the following various specific implementation manners:
[0110] In the first specific implementation manner, the players controlling the first virtual character and the second virtual character can actively choose to be the performing character or the viewing character. In the present application, an upper limit on the number of performing characters can be set. When the number of virtual characters that prefer to be the performing character in the scene area reaches the upper limit, the other characters will automatically become the viewing characters.
[0111] In the above specific implementation manner 1, specifically: after the triggering operation of the first virtual character participating in the preset game mode in the scene area is performed on the first terminal, a selection control for preferentially becoming a performing character can be displayed on the graphical user interface of the first terminal. In response to a selection operation on the selection control, if the number of performing characters in the scene area does not reach the upper limit of the number of performing characters, the first virtual character is determined as a performing character; otherwise, if the number of performing characters in the scene area reaches the upper limit of the number of performing characters, the first virtual character is determined as a viewing character.
[0112] As Figure 5 shown, it is a schematic diagram of an interface for determining the role type of the first virtual character provided by an embodiment of the present application. This interface schematic diagram is the schematic diagram of the above specific implementation manner 1. After the first virtual character 302 participates in the preset game mode in the scene area 303, a selection control 305 for preferentially becoming a performing character can be displayed on the graphical user interface of the first terminal, and the selection buttons "Yes" and "No" are displayed. After a selection operation is triggered on the "Yes" button in the selection control 305, the first virtual character 302 can become a performing character. In this interface schematic diagram, when the number of virtual characters that have currently become performing characters in the scene area 303 reaches the upper limit of the number of performing characters, the selection control 305 can be displayed in a non-selectable state, and the first virtual character 302 automatically becomes a viewing character.
[0113] In the specific implementation manner 2, a part can be randomly selected from the first virtual character and the second virtual character as performing characters, and the other part as viewing characters.
[0114] In addition, in the case where there are already performing characters in the scene area, regardless of whether the performing characters are performing or not, the first virtual character can be directly determined as a viewing character.
[0115] In the present application, at least one performing character can be assigned to a viewing character so that the viewing character "watches" the assigned performing characters perform. For example, a viewing character can "watch" all performing characters perform. For another example, a viewing character can only "watch" one performing character perform. However, when a performing character is performing, it may not have a corresponding viewing character.
[0116] In the case where only one performing role is assigned to a viewing role, when there is already a performing role in the scene area, the present application can first determine the number of performing roles in the current scene area. When the number of performing roles in the current scene area is 1, then determine the one performing role as the target performing role watched by the first virtual role; when the number of performing roles in the current scene area is greater than 1, the following optional assignment strategies can be used to assign the target performing role watched by the first virtual role:
[0117] Assignment strategy 1: Use the performing role with fewer corresponding viewing roles currently as the target performing role watched by the first virtual role.
[0118] Assignment strategy 2: Check whether there is a friend role among the current performing roles that is a friend of the first virtual role. If so, use the friend role as the target performing role watched by the first virtual role.
[0119] Step S203: In response to a performance instruction triggered for a virtual role of the performance type in the scene area, control the virtual role of the performance type to perform the game action indicated by the performance instruction.
[0120] It can be understood that the player of the performing role in the present application can trigger a performance instruction for the performing role, so that the server controls the performing role to perform the game action indicated by the performance instruction according to the performance instruction.
[0121] Among them, the triggering of the performance instruction includes but is not limited to touch operations on performance controls, voice instruction operations, gesture operations in the air, or shortcut key operations. Among them, the touch operation can be a click operation, a slide operation, a press operation, or a drag operation, etc. The present embodiment does not specifically limit the triggering method of the performance instruction.
[0122] The performance instruction can be a performance instruction issued for multiple game actions or a performance instruction issued for one game action. Therefore, the game action performed by the performing role can be one game action or a combination of multiple game actions.
[0123] In the embodiment of the present application, after the server controls the performing role to perform the game action indicated by the performance instruction, the terminal device of the viewing role corresponding to the performing role can display the picture of the performing role performing the game action indicated by the performance instruction, and the terminal device of the performing role can also display the picture of the performing role performing the game action indicated by the performance instruction.
[0124] As Figure 7 shown, it is a schematic diagram of the interface for displaying the performing role performing the game action on the terminal device in the game interaction method provided by the embodiment of the present application. Figure 7In the shown gameplay interface 306, the performing character 307 is performing the tiger lift in the Five-Animal Exercises in the scene area 308. Figure 7 The corresponding terminal device can be the terminal device corresponding to the performing character 307, or the terminal device of the viewing character who watches the performing character 307 perform.
[0125] It should be noted that in this application, when there are multiple performing characters in the scene area, the distance between the multiple performing characters can be greater than a preset distance threshold, so that the multiple performing characters can avoid being too crowded when performing. For example, the distance threshold can be 2.5 meters. Therefore, in this application, the area size of the scene area has certain limitations, so that the scene area can accommodate the above-mentioned upper limit number of performing characters to perform game actions at the same time.
[0126] Step S204: In response to the performance of the virtual characters of the performance type in the performance session participated by the first virtual character in the scene area ending, determine the first reward data of the first virtual character according to the character type of the first virtual character.
[0127] It can be understood that at least one performance session can be carried out in the scene area. The performance duration corresponding to each performance session can be the same or different. Generally, a performance session can be divided into a determination stage for determining the performing characters and the viewing characters and a performance stage for the performing characters from the start of the performance to the end of the performance. When all the performing characters in a performance session have finished performing, it means that the performance session has ended.
[0128] The end of the performance session can be that the performance duration corresponding to the performance session reaches the duration threshold. For example, if the duration threshold is 20 seconds, then when the performance duration of a performance session reaches 20 seconds, the performance session ends. The end of the performance session can also be that the number of game actions performed by each performing character reaches the number threshold. For example, if the number threshold is 5, then when each performing character in the performance session has performed 5 game actions, the performance session ends. This application does not specifically limit the end of the performance session.
[0129] In the embodiment of this application, the performance session participated by the first virtual character refers to the performance session corresponding to when the first virtual character is determined as a performing character or a viewing character. The end of the performance of the virtual characters of the performance type in the performance session participated by the first virtual character means that all the performing characters in the performance session participated by the first virtual character have finished performing, that is, the performance session participated by the first virtual character has ended. After the performance session participated by the first virtual character has ended, the first reward data of the first virtual character can be determined according to the character type of the first virtual character.
[0130] The above first reward data can be understood as the data of virtual resources obtained by the first virtual character participating in a preset game mode in the scene area. The obtained virtual resources can include, for example, but are not limited to, game points, virtual gold coins, virtual items, game special effects, experience bonuses, etc.
[0131] Specifically, in the case where the first virtual character is a performing character, the first reward data corresponding to the first virtual character as a performing character can be determined; in the case where the first virtual character is a viewing character, the first reward data corresponding to the first virtual character as a viewing character can be determined.
[0132] In specific implementation, the reward data obtained by the performing character can be related to its own performance situation, and the reward data of the viewing character can be related to the performance situation of the performing character being watched. For example, when viewing character 1 corresponds to a performing character 1, the reward data of viewing character 1 can be determined according to the performance situation of the performing character 1 being watched; when viewing character 1 corresponds to multiple performing characters, the reward data of viewing character 1 can be determined by synthesizing the performance situations of multiple performing characters.
[0133] In addition, in an optional implementation manner, during the process of the performing character performing a game action, the player controlling the viewing character can also evaluate whether the game action performed by the performing character is correct or not. In this way, for a viewing character, the reward data corresponding to the viewing character can be determined by synthesizing the performance situation of the performing character being watched and the evaluation made on the performing character being watched.
[0134] It should be noted that the number of performance sessions participated by the first virtual character can be one or multiple. When the number of performance sessions participated by the first virtual character is multiple, for each performance session, the first reward data of the first virtual character can be determined respectively according to the character type of the first virtual character, and the first reward data corresponding to the first virtual character in each performance session can be different.
[0135] In the embodiments of the present application, one performance session can correspond to a performance type. For example, if a performance session is the tiger play in the five-animal exercises, the performing characters in this performance session all perform the tiger play under the control of the player; if a performance session is the bear play in the five-animal exercises, the performing characters in this performance session all perform the bear play under the control of the player. In this way, the action completion data of each performing character is judged based on the correct actions corresponding to the same performance type, ensuring fairness in the virtual game.
[0136] As can be seen from the above introduction, in the game interaction method provided by the embodiments of the present application, a graphical user interface is displayed on the first terminal. The graphical user interface includes a scene area that provides a preset game mode for virtual characters. The scene area includes at least one virtual character, and the virtual characters include a first virtual character controlled by the first terminal. The preset game mode includes controlling the virtual character to perform game actions; in response to a trigger operation for the first virtual character to participate in the preset game mode in the scene area, determining the character type of the first virtual character according to the game data of the scene area, and the character type is one of the performance type and the viewing type; in response to a performance instruction triggered for a virtual character of the performance type in the scene area, controlling the virtual character of the performance type to perform the game actions indicated by the performance instruction; in response to the performance of the virtual character of the performance type in the performance session participated by the first virtual character in the scene area being completed, determining the first reward data of the first virtual character according to the character type of the first virtual character.
[0137] It can be seen that in the game interaction method provided by the embodiments of the present application, when the player operates the first virtual character to participate in the preset game mode of performing game actions, the character type of the first virtual character is determined as one of the performance type and the viewing type. In this way, it is avoided that the virtual character operated by the player is directly determined as a virtual character of the performance type after participating in the preset game mode, thereby increasing the fun in the game. Moreover, after the performance of the virtual character of the performance type in the performance session participated by the first virtual character is completed, the corresponding first reward data is determined according to the character type of the first virtual character. In this way, whether the first virtual character is a virtual character of the performance type or the viewing type, corresponding rewards can be obtained, effectively avoiding the problem that only virtual characters with performance actions can obtain rewards while virtual characters that do not perform cannot obtain any rewards. It can be seen that the present application also increases the way to obtain rewards, can obtain corresponding rewards for different situations, further increases the game fun and game strategy, thereby enhancing player stickiness and player retention rate.
[0138] In an alternative embodiment, the performance instruction in step S203 can be triggered in the following manner:
[0139] Display preset points and a preset connection method between the preset points on the terminal controlling the virtual character of the performance type, and the preset connection method has a preset display duration;
[0140] In response to an operation of connecting the preset points according to the preset connection method, trigger the performance instruction.
[0141] In the embodiment of the present application, when the performing role and the viewing role are determined in a performance scene corresponding to the scene area, a performance type can be randomly selected from the Five Animals Play, and the performing role in the performance scene will perform the performance action corresponding to the performance type. For example, if the performance type corresponding to a performance scene is tiger play, the performing role in the performance scene will perform the action of tiger lifting.
[0142] When the performance character starts to perform, the preset points and the preset connection mode between the preset points can be displayed on the graphical user interface corresponding to the terminal controlling the performance character, and the preset connection mode can be used to prompt the player how to connect the preset points. The preset connection mode has a certain preset display time, and the preset connection mode will be displayed in a certain display mode on the graphical user interface corresponding to the terminal controlling the performance character within the preset display time. Specifically, the preset connection mode can be a set of lines that are relatively light and vaguely displayed on the interface.
[0143] It should be noted that since there is only one connection method between two preset points, the preset points in the present application include at least three. The number of preset points and the preset connection methods corresponding to different performance types may be different. The number of preset points and the preset connection methods can be specifically designed according to the performance type, and the present application does not impose any specific restrictions on this.
[0144] In a specific implementation, the player can connect the preset points according to the above preset connection method through the terminal controlling the performance character, thereby triggering the performance instruction. In this way, after receiving the performance instruction, the server can control the corresponding performance character to perform the game action according to the corresponding game logic. The connection operation between each two preset points in the above connection of the preset points can be a sliding operation from one point in the preset points to another point.
[0145] In the present application, after the player connects the preset points according to the preset connection method, the player's actual connection can be compared with the preset connection method. If the player's actual connection is completely consistent with the preset connection method, the corresponding performance character will perform the correct game action. If the player's actual connection is different from the preset connection method, the game action performed by the corresponding performance character will also be different from the correct game action.
[0146] It should be noted that since the above-mentioned preset connection method has a certain preset display time, if the player connects the preset points within the preset display time, the player's actual connection will most likely be consistent with the preset connection method. If the player has not completed the connection operation of the preset points within the preset display time, the player's actual connection may deviate from the preset connection method.
[0147] likeFigure 8 As shown, it is a schematic interface diagram of preset points and a preset connection method in the game interaction method provided by an embodiment of the present application. Figure 8 It is the interface corresponding to the terminal for controlling the performing character 309. Among them, the black circles in 310 on the interface are preset points, and the connections between the circles form a preset connection method. In this way, players can connect between the preset points according to the displayed preset connection method. It should be noted that the display styles of the preset points and the preset connection method are not limited to Figure 8 the examples in
[0148] By having players connect the preset points according to the preset connection method to trigger performance instructions and thus control the corresponding performing characters to perform corresponding game actions, this will result in differences in the game actions performed by each performing character in the same performance session corresponding to the scene area, and there will also be differences in whether the performed game actions are correct game actions, avoiding all performing characters in the same performance session performing exactly the same game actions in a stereotyped manner. In this way, in the relatively peaceful preset game mode of controlling virtual characters to perform game actions, the challenge of the game can be effectively enhanced, the competition awareness and competition level of players can be improved, and thus the game experience of players can be enhanced.
[0149] In an alternative embodiment, the virtual game may correspond to multiple branch servers, and the multiple branch servers include a first branch server. The multiple branch servers are respectively used to run game scenarios; before step S201, the game interaction method provided by an embodiment of the present application may further include the following steps:
[0150] In response to the login operation of the game account corresponding to the first virtual character to log in to the virtual game, allocate the first virtual character to the game scenario run by the first branch server.
[0151] In the present application, in order to reduce the pressure of data calculation and data storage on the server, multiple branch servers can be set for the virtual game. Each branch server is used to run a game scenario and bear the data calculation and data interaction that occur in the run game scenario. The game scenarios run by each branch server are exactly the same. In the present application, setting branch servers has at least the following advantages:
[0152] Multiple split-line servers can reduce the burden on a single server. When some servers fail, other servers can take over their work to ensure service continuity; the risk of single-point failure is reduced. Even if a certain server has problems, other servers can still provide services. When maintenance or upgrades are needed, service interruption can be avoided by redirecting traffic to other servers. New split-line servers can be added according to demand to cope with growing user volume or data processing requirements. Deploying split-line servers in different geographical locations can reduce network transmission distance and latency, thus providing better game services for users.
[0153] When the game account corresponding to the first virtual character logs in to the virtual game, the first virtual character can be assigned to the game scene run by the first split-line server. The first split-line server can be any one of the above-mentioned multiple split-line servers, or preferably, the split-line server with a relatively smaller current data volume can be selected from the above-mentioned multiple split-line servers as the first split-line server. This application does not specifically limit this.
[0154] Generally, when the game account corresponding to the first virtual character logs in successfully and the first virtual character is assigned to the game scene run by the first split-line server, when the player operates the first virtual character to play or explore in this game scene, all the virtual characters that can be encountered in this game scene are the virtual characters assigned to the game scene run by the first split-line server. When the virtual character controlled by the second terminal is in the game scene run by the second split-line server, the first virtual character in the game scene run by the first split-line server and the virtual character controlled by the second terminal will never encounter each other anyway.
[0155] For players in the game scene run by a split-line server, in this application, the targeted players can switch split-line servers through the invitation operation of players in other split-line servers.
[0156] Therefore, the game interaction method provided by the embodiments of this application may further include the following steps:
[0157] Receive the invitation information sent by the second terminal, display the third confirmation information on the first terminal for accepting the invitation of the second terminal to enter the game scene corresponding to the second terminal. The virtual character controlled by the second terminal is in the game scene run by the second split-line server;
[0158] In response to the confirmation operation for the third confirmation information, control the first virtual character to exit the game scene run by the first split-line server and enter the game scene run by the second split-line server.
[0159] Such as Figure 9As shown, it is a schematic diagram of an interface for switching game scenes in the game interaction method provided by an embodiment of the present application, including interface (9-a) to interface (9-c). Figure 9 The interface shown in the example is the graphical user interface of the first terminal corresponding to the first virtual character 302.
[0160] Among them, in interface (9-a), the first virtual character 302 and the virtual character 312 controlled by other terminals are displayed. The first virtual character 302 and the virtual character 312 are in the game scene run by the first split-line server.
[0161] In interface (9-b), after receiving the invitation information sent by the second terminal, a display box 313 for the third confirmation information is displayed on the first terminal. In the display box 313, it is displayed that "virtual character 311 invites you to switch lines", and an acceptance control and a rejection control are displayed. A time is set on the rejection control, and the set time indicates that an operation can be triggered on the acceptance control or the rejection control on the first terminal within 10 seconds. A control for sending the rejection reason of "sorry, I'm not convenient now" to the first virtual character is also displayed in the display box 313. The player can trigger an operation on the controls in the display box 313. When the acceptance control is clicked, the first virtual character 302 is switched to the game scene run by the split-line server where the virtual character 311 is located.
[0162] Interface (9-c) is the display interface of the first terminal after the acceptance control is clicked in interface (9-b). In this interface, the first virtual character 302 and the virtual character 311 controlled by the second terminal are displayed.
[0163] Optionally, the invitation information sent by the second terminal may specifically be a teaming request sent by the second terminal. Therefore, the above steps "receiving the invitation information sent by the second terminal, displaying on the first terminal the third confirmation information for accepting the invitation of the second terminal to enter the game scene corresponding to the second terminal, and the virtual character controlled by the second terminal is in the game scene run by the second split-line server; in response to the confirmation operation for the third confirmation information, controlling the first virtual character to exit the game scene run by the first split-line server and enter the game scene run by the second split-line server." may specifically be:
[0164] Receiving the teaming request sent by the second terminal for teaming with the first virtual character, displaying on the first terminal the first confirmation information for confirming teaming with the virtual character controlled by the second terminal, and the virtual character controlled by the second terminal is in the game scene run by the second split-line server;
[0165] In response to a confirmation operation for the first confirmation information, control the first virtual character to exit the game scene run by the first branch server and enter the game scene run by the second branch server.
[0166] In the embodiments of the present application, the virtual character controlled by the second terminal may be a friend character who is a friend of the first virtual character, or a historical character who participated in a certain game mode with the first virtual character during the historical game process, etc.
[0167] When the invitation information sent by the second terminal is a teaming request sent by the second terminal, Figure 9 the interface (9-b) in may be Figure 10 the interface shown, Figure 10 which is a schematic diagram of another example of switching the game scene in the game interaction method provided by the embodiments of the present application. After receiving the teaming request sent by the second terminal, a display box 314 for the first confirmation information is displayed on the first terminal. In the display box 314, it is displayed that "Virtual character 311 invites you to team up", and an acceptance control and a rejection control are displayed. A time is set on the rejection control, and the set time indicates that an operation can be triggered on the acceptance control or the rejection control on the first terminal within 10 seconds. A control for sending the rejection reason of "Sorry, I'm not convenient now" to the first virtual character is also displayed in the display box 314. The player can trigger an operation on the control in the display box 314. When the acceptance control is clicked, the first virtual character 302 is switched to the game scene run by the branch server where the virtual character 311 is located.
[0168] It should be noted that when a confirmation operation is triggered on the first terminal for the first confirmation information or the third confirmation information, and when controlling the first virtual character to exit the game scene run by the first branch server and enter the game scene run by the second branch server, the first virtual character can be placed near the virtual character controlled by the second terminal in the game scene run by the second branch server, or the first virtual character can be placed at the target position in the game scene run by the second branch server, and the target position is the position corresponding to the position where the first virtual character is located in the game scene run by the first branch server.
[0169] Through the above switching operation of the branch server, the first virtual character can be successfully switched to the game scene run by other branch servers.
[0170] In the embodiments of the present application, when the first virtual character enters the scene area, the number of people in the scene area may be too large. In the present application, in order to ensure that players can smoothly play games in the scene area, corresponding area copies can also be set in the scene area.
[0171] Therefore, before step S202, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0172] In response to a trigger operation for a first virtual character to enter a scene area in the game scene, detect whether the number of virtual characters in the scene area reaches a preset allowable number;
[0173] If the number of virtual characters in the scene area is less than the allowable number, control the first virtual character to enter the scene area;
[0174] If the number of virtual characters included in the scene area reaches the allowable number, control the first virtual character to enter the area copy corresponding to the scene area.
[0175] Since a scene area is a limited area in the large world, when the number of virtual characters accommodated in the scene area is too large, it will be too crowded, resulting in the performing characters in the scene area being unable to successfully stretch their virtual body parts, which will lead to a poor visual experience.
[0176] Therefore, in the present application, in order to avoid the number of virtual characters accommodated in the scene area from being too large, an allowable number can be preset for the scene area. For example, the allowable number of the scene area can be 50 people. When the number of virtual characters in the scene area reaches this allowable number of 50 people, virtual characters that have not entered the scene area currently can be not allowed to enter the scene area anymore. However, forcibly not allowing a certain virtual character to enter the scene area will not be very friendly to the player operating the virtual character, resulting in a too poor game experience for the player.
[0177] Therefore, further, when the number of virtual characters in a scene area reaches the allowable number, when a virtual character that has not entered the scene area currently enters the scene area, the virtual character can be assigned to the area copy corresponding to the scene area; when the number of virtual characters in the scene area is less than the allowable number, when a virtual character that has not entered the scene area currently enters the scene area, the virtual character can be controlled to directly enter the scene area, rather than the area copy corresponding to the scene area.
[0178] It can be understood that the trigger operation for the first virtual character to enter the scene area in the game scene can be an operation in which the player operating the first virtual character controls the first virtual character to move and move to the scene area.
[0179] Optionally, when the first virtual character is in the scene area, when the preset game mode carried out in the scene area ends, the first virtual character can also be switched to the area copy corresponding to the scene area.
[0180] It should be noted that a preset game mode in a scene area can have a certain time limit or a certain goal. When the scene area reaches the corresponding time limit or the corresponding goal, the preset game mode carried out in the scene area will end. For example, when the preset game mode in the scene area reaches 8 hours, the preset game mode carried out in the scene area will automatically end. For another example, when each player in the scene area accumulates 1000 points in the preset game mode, the preset game mode carried out in the scene area will automatically end.
[0181] In order to ensure that when the preset game mode carried out in the scene area ends, the first virtual character currently in the scene area can still continue to carry out the preset game mode, the first virtual character can be switched from the scene area to the area copy corresponding to the scene area, so that the operation of the first virtual character can continue to carry out the preset game mode.
[0182] It should be noted that the area copy of the scene area has been loaded along with the game scene when the game account corresponding to the first virtual character logs in to the virtual game. Therefore, in this application, when controlling the first virtual character to enter the area copy corresponding to the scene area or switching the first virtual character from the scene area to the area copy corresponding to the scene area, there is no need to load the area copy corresponding to the scene area. In the view of the player operating the first virtual character, the virtual characters around the first virtual character have changed, and the player will not perceive that the game scene has changed. In this way, the continuity of the game can be maintained.
[0183] Optionally, before the step of "switching the first virtual character to the area copy corresponding to the scene area", the game interaction method provided by the embodiment of this application may further include the following steps:
[0184] Display second confirmation information on the first terminal for confirming to switch the first virtual character to the area copy corresponding to the scene area;
[0185] Switching the first virtual character to the area copy corresponding to the scene area includes:
[0186] In response to the confirmation operation for the second confirmation information, switch the first virtual character to the area copy corresponding to the scene area.
[0187] It can be understood that, in order to avoid the abruptness when switching the first virtual character to the area copy corresponding to the scene area, in this application, before switching the first virtual character to the area copy corresponding to the scene area, a second confirmation message can be displayed on the terminal controlling the first virtual character. The second confirmation message is used to prompt the player operating the first virtual character to confirm switching the first virtual character to the area copy corresponding to the scene area. In this way, the problem that directly switching the first virtual character to the area copy corresponding to the scene area causes a sense of abruptness for the player is avoided.
[0188] In this way, after the second confirmation message is displayed, the player operating the first virtual character can perform a confirmation operation or a rejection operation on the second confirmation message on the first terminal. When a confirmation operation is performed on the second confirmation message on the first terminal, the first virtual character can be switched to the area copy corresponding to the scene area; when a rejection operation is performed on the second confirmation message on the first terminal, the first virtual character is controlled to still be in the scene area where the preset game mode has ended.
[0189] As Figure 11 shown, it is a schematic diagram of an interface for an example of switching a game scene in the game interaction method provided by an embodiment of this application, including interfaces (11-a) to (11-c). Figure 11 The exemplified interface is the graphical user interface of the first terminal corresponding to the first virtual character 302.
[0190] Among them, in interface (11-a), the first virtual character 302 and the virtual characters 316 controlled by other terminals are displayed. The first virtual character 302 and the virtual characters 316 are in the same scene area 303.
[0191] In interface (11-b), when the preset game mode in the scene area 303 ends, a display box 315 for the second confirmation message is displayed on the first terminal. In the display box 315, it is displayed that "The gameplay in the current scene area has ended, and other lines will be switched to start the gameplay", and an acceptance control and a rejection control are displayed. A time is set on the rejection control, and the set time indicates that an operation can be triggered on the acceptance control or the rejection control on the first terminal within 10 seconds. The player can trigger an operation on the controls in the display box 315. When the acceptance control in the display box 315 is clicked, the first virtual character 302 is switched to the area copy corresponding to the scene area 303.
[0192] Interface (11-c) is the display interface of the first terminal after the acceptance control in the display box 315 in interface (11-b) is clicked. The first virtual character will be switched from the scene area 303 in interface (11-a) to the area copy 303-1 corresponding to the scene area 303. The area copy 303-1 also includes the virtual characters 317 controlled by other terminals.
[0193] Optionally, "determining the first reward data of the first virtual character according to the character type of the first virtual character" in step S204 can be specifically implemented according to the following steps:
[0194] If the first virtual character is a virtual character of the performance type, obtain the first action completion data of the first virtual character, and determine the first reward data of the first virtual character according to the first action completion data.
[0195] If the first virtual character is a virtual character of the viewing type, determine the virtual character of the performance type corresponding to the first virtual character, and obtain the second action completion data of the virtual character of the performance type corresponding to the first virtual character. Determine the first reward data of the first virtual character according to the second action completion data. Each virtual character of the viewing type corresponds to a virtual character of the performance type.
[0196] The above action completion data can be used to indicate the matching degree between the game actions performed by the corresponding performing character and the preset correct actions. That is, the first action completion data is the matching degree between the game actions performed by the first virtual character as the performing character and the preset correct actions; the second action completion data is the matching degree between the game actions performed by the performing character corresponding to the first virtual character as the viewing character and the preset correct actions.
[0197] It can be understood that for the performing character in the scene area, its corresponding reward data can be determined according to its own action completion data. For the viewing character in the scene area, its corresponding reward data can be determined according to the action completion data of the corresponding performing character.
[0198] As can be seen from the above introduction, a performance session can have a performance duration. In this application, the performance duration can be divided into a first performance stage in which the player controls the corresponding performing character to perform game actions and a second performance stage in which the performing character is automatically controlled by the server to perform preset actions without player control. The first performance stage can have a first performance duration, and the second performance stage can correspond to a second performance duration. In a performance session, after the first performance stage ends, it can automatically enter the second performance stage. During the second performance stage, the reward data that each virtual character in the character set can obtain can be calculated according to the action completion data of the performing character in the first performance stage.
[0199] For a virtual character, the higher the matching degree between the game actions performed by the corresponding performing character indicated by the action completion data used to determine the reward data of the virtual character and the preset correct actions, the richer the reward determined according to the action completion data.
[0200] In addition, the rewards obtained by the performing character itself are usually richer than those obtained by the corresponding viewing character.
[0201] The richer the above rewards refer to at least one of the following: higher game points, more virtual gold coins, rarer virtual items, more wonderful game special effects, higher experience bonuses, etc.
[0202] In an alternative embodiment, the above action completion data may be the specific score of the game action performed by the corresponding performing character, or the completion level divided according to the specific score of the game action performed by the corresponding performing character.
[0203] As shown in Table 2, it is an example table for determining reward data according to action completion data in the game interaction method provided by the embodiments of the present application.
[0204] Table 2.
[0205]
[0206] In the example of Table 2, the action completion data of the performing character is the completion level, and the reward obtained by the virtual character is points. In Table 2, when the completion level of the performing character is a miss, the points obtained by the performing character are 0 points, and the points obtained by the corresponding viewing character are also 0 points; when the completion level of the performing character is normal, the points obtained by the performing character are 20 points, and the points obtained by the corresponding viewing character are 5 points; when the completion level of the performing character is excellent, the points obtained by the performing character are 40 points, and the points obtained by the corresponding viewing character are 10 points; when the completion level of the performing character is perfect, the points obtained by the performing character are 60 points, and the points obtained by the corresponding viewing character are 15 points.
[0207] By associating the action completion data of the performing character with the reward data obtained by the performing character and the reward data obtained by the corresponding viewing character, the competitive awareness of players can be improved, and the game interest and stickiness of players can be enhanced.
[0208] Optionally, in the scene area, there are virtual characters of the performing type and virtual characters of the viewing type. Each virtual character of the viewing type corresponds to a virtual character of the performing type. The game interaction method provided by the embodiments of the present application can also control the terminals of each viewing character and the terminals of each performing character to display the screen of the performing character performing the game action through the following steps:
[0209] According to the performance instruction in step S203, the terminal controlling the virtual character of the performance type directs the virtual camera at the virtual character of the performance type to shoot, and the terminal controlling the virtual character of the viewing type directs the virtual camera at the virtual character of the performance type corresponding to the virtual character of the viewing type to shoot.
[0210] In actual applications, the game scene displayed on the terminal device can be obtained by shooting the game scene with a virtual camera. Usually, a virtual camera is set in a virtual game. The virtual camera refers to a camera assumed in the software of an electronic device. It is a tool for expressing the viewpoint in a three-dimensional virtual environment. During the game, the game screen displayed is shot by the virtual camera. In actual applications, different game screens can be displayed in the graphical user interface of the terminal device by controlling the movement of the virtual camera in the virtual game.
[0211] In a first-person game, a virtual camera can be set at the head of a virtual character (e.g., the position of the eyes), and the virtual camera moves with the movement of the virtual character, and the direction of the virtual camera rotates with the rotation of the virtual character, so that the virtual scene is a part of the game scene within a preset range in front of the virtual character. In a third-person game, a virtual camera can be set at the side and rear of the virtual character controlled by the player, usually at a 45° direction at the side and rear of the virtual character. The virtual game in the embodiment of the present application can be a first-person game or a third-person game, and the present application is not limited thereto.
[0212] In an embodiment of the present application, after the above-mentioned performance instruction is triggered for the performing character in the scene area on the terminal controlling the performing character, the virtual camera can be untied from the performing character on the terminal controlling the performing character, and the virtual camera can be aimed at the performing character to shoot to present a shooting picture, and the virtual camera can be untied from the viewing character on the terminal of the viewing character corresponding to the performing character, and the virtual camera can be aimed at the performing character to shoot.
[0213] It should be noted that in the present application, after the performing role and the viewing role are determined in the scene area, the actual positions of the performing role and the viewing role in the scene area may not change, only the direction of the virtual camera is changed, so that during the performance of the performing role, the terminal that controls the performing role always displays the image of the performing role performing the game actions indicated by the above performance instructions, and the terminal that controls the viewing role corresponding to the performing role also always displays the image of the performing role performing the game actions indicated by the above performance instructions.
[0214] In this way, the screen of the terminal interface held by the players participating in the preset game mode can be switched quickly and accurately without switching the screen by changing the position of the virtual character, reducing the data interaction and data calculation amount in the virtual game, and thus reducing the performance consumption of the virtual game.
[0215] In an alternative embodiment, the above step of "determining the character type of the first virtual character according to the game data of the scene area" can be implemented by the following steps:
[0216] Detect whether there is a virtual character determined to be of the performance type in the scene area;
[0217] If there is, when the virtual character determined to be of the performance type finishes performing, add the first virtual character to the character set, and determine the virtual characters of the performance type and the virtual characters of the viewing type from the character set to obtain the character type of the first virtual character, where the character set is the set composed of the virtual characters participating in the preset game mode in the scene area;
[0218] If not, add the first virtual character to the character set, and determine the virtual characters of the performance type and the virtual characters of the viewing type from the character set to obtain the character type of the first virtual character.
[0219] In the embodiment of the present application, after the player controls the first virtual character to enter the scene area, it can be detected whether a performance character has been determined in the scene area currently.
[0220] If a performance character has been determined in the scene area currently, then wait until the virtual character of the determined performance type finishes performing in the current performance session, add the first virtual character to the character set, and determine the virtual characters of the performance type and the virtual characters of the viewing type in the next performance session from the character set, so as to determine the character type of the first virtual character. It should be noted that after the first virtual character enters the scene area, if a performance character has been determined in the scene area currently, the first virtual character neither belongs to the performance character nor belongs to the viewing character in the current performance session, and the current performance session is the performance session that the first virtual character does not participate in.
[0221] If a performance character has not been determined in the scene area currently, then directly add the first virtual character to the character set, and determine the virtual characters of the performance type and the virtual characters of the viewing type in the next performance session from the character set, so as to determine the character type of the first virtual character.
[0222] It should be noted that after the player controls the first virtual character to enter the scene area, when the performing characters have been determined in the scene area, the screen captured when the virtual camera is bound to the first virtual character will be displayed on the first terminal that controls the first virtual character. That is, the screen obtained by shooting with the virtual camera located at the head of the first virtual character or at the rear side of the first virtual character will be displayed on the first terminal that controls the first virtual character.
[0223] The following is the determination strategy for determining the virtual characters of the performance type and the viewing type from the character set in this application:
[0224] Determine the second quantity of the virtual characters of the performance type from the character set according to the first quantity of the virtual characters in the character set. The second quantity is proportional to the first quantity.
[0225] Select the second quantity of virtual characters from the character set as the virtual characters of the performance type, and use the virtual characters in the character set except the virtual characters of the performance type as the virtual characters of the viewing type.
[0226] In a specific implementation manner, the second quantity of the performing characters can be determined from the character set according to the first quantity of the virtual characters in the character set. Then, select the second quantity of virtual characters from the character set as the performing characters, and determine the viewing characters as the virtual characters in the character set except the performing characters.
[0227] Generally, the second quantity of the performing characters is proportional to the first quantity of the virtual characters included in the character set. That is, the more the total number of virtual characters in the character set, the more the number of performing characters determined from the character set. Conversely, the fewer the total number of virtual characters in the character set, the fewer the number of performing characters determined from the character set. Specifically, the second quantity can be linearly positively correlated with the first quantity or non-linearly positively correlated, and can be specifically designed according to the game requirements.
[0228] As shown in Table 3, it is an example table of the first quantity of the virtual characters in the character set provided by the embodiment of this application and the second quantity of the determined performing characters.
[0229] Table 3.
[0230] The first quantity of virtual characters in the character set The second quantity of determined performing characters in the character set 0-10 1 11-20 2 21-30 3 31-40 4 41-50 5
[0231] It can be seen that in Table 3, if the first number of virtual characters in the role set is in the interval [0, 10], then one performance role is determined from the role set; if the first number of virtual characters in the role set is in the interval [11, 20], then 2 performance roles are determined from the role set; if the first number of virtual characters in the role set is in the interval [21, 30], then 3 performance roles are determined from the role set; if the first number of virtual characters in the role set is in the interval [31, 40], then 4 performance roles are determined from the role set; if the first number of virtual characters in the role set is in the interval [41, 50], then 5 performance roles are determined from the role set.
[0232] It is understandable that after determining the performing role from the role set, the virtual role in the role set other than the performing role can be determined as the viewing role. In an optional implementation, one viewing role can correspond to one performing role.
[0233] It should be noted that the number of determined performing roles in a scene area is less than the number of determined viewing roles.
[0234] In an optional implementation, after determining the performing roles and viewing roles from the role set, when the performing roles include roles of multiple performance types, in the embodiment of the present application, the determined viewing roles can also be evenly distributed to the multiple performing roles so that the number of viewing roles corresponding to the multiple performing roles is equal.
[0235] For example, when 4 performance roles and 40 viewing roles are determined in the role set, 10 viewing roles may be allocated to each performance role.
[0236] It can be understood that in this application, when a performance instruction is triggered on a terminal controlling a performing role, the server can perform data calculation according to the performance instruction, and synchronize the data calculation result to the terminal of the viewing role corresponding to the performing role. In this way, when the viewing roles in the role set are evenly distributed to multiple performing roles, the data interaction for the performance instruction of each performing role is more balanced.
[0237] Optionally, in the present application, when determining performing roles from a role set, virtual characters that have not been performing roles in recent performances may be preferentially selected as performing roles. If all virtual characters in the role set have been determined as performing roles at least once, the performing roles and viewing roles may be re-determined from the role set.
[0238] Therefore, the above step of "determining the virtual role of the performance type from the role set" may include the following steps:
[0239] When there is a virtual character in the set of virtual characters other than the first virtual character that has not been selected as the performance type in the current performance round, determine the virtual character of the performance type from the first virtual character and the virtual characters that have not been selected as the performance type;
[0240] When all virtual characters in the set of virtual characters other than the first virtual character have been selected as the performance type in the current performance round, determine the virtual character of the performance type from the set of virtual characters.
[0241] It can be understood that the performances carried out in the scene area can be divided into performance rounds. In each performance round, each virtual character in the set of virtual characters is selected as a performance character at least once. A performance round can include multiple performance sessions.
[0242] It should be noted that the virtual characters participating in the preset game mode in the scene area may change. For example, at time 1, virtual character 1 participated in the preset game mode. At time 2, virtual character 2 participated in the preset game mode. At time 3, virtual character 1 exited the preset game mode. This will cause the virtual characters in the set of virtual characters to be updated frequently. In this application, the above-mentioned "each virtual character in the set of virtual characters in a performance round is selected as a performance character at least once" means that each virtual character in the current latest set of virtual characters in a performance round is selected as a performance character at least once.
[0243] Specifically, when there is a virtual character in the set of virtual characters other than the first virtual character in the current latest set of virtual characters that has not been selected as a performance character in the current performance round, then determine the virtual character of the performance type from the first virtual character and the virtual characters that have not been selected as performance characters. This is because the first virtual character has just joined the set of virtual characters and has not become a performance character in the current performance round. Therefore, the performance character can be preferentially selected from the first virtual character and the virtual characters that have not been selected as performance characters in the current performance round.
[0244] When all virtual characters in the set of virtual characters other than the first virtual character in the current latest set of virtual characters have been selected as the virtual characters of the performance type in the current performance round, that is, when there is no virtual character in the set of virtual characters other than the first virtual character in the current latest set of virtual characters that has not been selected as a performance character in the current performance round, then the current performance round can be ended, and the performance character corresponding to the first performance session in the next performance round can be determined from all virtual characters included in the current latest set of virtual characters.
[0245] In order to enable the first virtual character to perform game actions preferentially in the next performance round and avoid the first virtual character waiting too long to become a performing character, in this application, when all virtual characters in the character set except the first virtual character are selected as performing characters in the current performance round, the performing characters can be determined from the character set based on the strategy of preferentially determining the first virtual character as one of the performing characters.
[0246] It should be noted that the number of performance sessions included in a performance round is usually related to the number of virtual characters included in the above-mentioned character set and the number of performing characters corresponding to each performance session. For example, if the number of virtual characters in the character set is always 50 and the number of performing characters corresponding to each performance session is 5, then a performance round can include 10 performance sessions.
[0247] Through the division of performance rounds, each virtual character in the character set is selected as a performing character at least once in a performance round, and in a performance round, the virtual characters that have not been selected as performing characters in this performance round are preferentially selected as performing characters, which has the following advantages:
[0248] The first is fairness. In a performance round, each virtual character in the character set has the opportunity to become a performing character and perform game actions, avoiding the problem that some virtual characters are performing characters for a long time and some characters are viewing characters for a long time, resulting in unfairness in the virtual game. In this way, it is beneficial to maintain players' interest and attention in the preset game mode.
[0249] The second is diversity and freshness. Continuously updating the performing characters and viewing characters in a performance round can provide more changes and surprises, making the preset game mode more rich and diverse in gameplay, improving the challenge of the game, and increasing the depth and fun of the game.
[0250] Optionally, "determining the character type of the first virtual character according to the game data of the scene area" in step S202 can also be implemented through the following steps:
[0251] When the current performance session in the scene area is in progress, determine the first virtual character as a viewing-type virtual character and assign a performing-type virtual character to the first virtual character;
[0252] When the current performance session in the scene area is completed, determine the performing-type virtual characters in the next performance session according to the first number of virtual characters participating in the preset game mode in the scene area, and obtain the character type of the first virtual character.
[0253] In the embodiments of the present application, after the player performs a trigger operation to participate in a preset game mode on the first virtual character in the scene area through the first terminal, if there is a performing character in the scene area performing game actions under the player's operation, in this case, the first virtual character can be directly used as the viewing character, and a performing character is assigned to the first virtual character from the performing characters performing game actions, and the virtual camera corresponding to the first terminal of the first virtual character is controlled to be aimed at the assigned performing character for shooting, so that a picture of the assigned performing character performing game actions is presented on the first terminal.
[0254] After the player performs a trigger operation to participate in a preset game mode on the first virtual character in the scene area through the first terminal, if there is no performing character in the scene area performing game actions under the player's operation, the performing character and the viewing character are determined from the character set. Determining the performing character and the viewing character from the character set can be determined randomly or can be determined based on the above-mentioned determination strategy for determining the virtual character of the performing type and the virtual character of the viewing type from the character set.
[0255] In an alternative embodiment, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0256] According to the performance of the virtual character of the performing type in the scene area ending, obtain the action completion data of the virtual character of the performing type;
[0257] Determine the first character whose state change is triggered from the virtual characters of the performing type according to the action completion data;
[0258] Control the character model of the first character to change from a human model to an animal model.
[0259] In the embodiments of the present application, in order to avoid the virtual game from being too monotonous, another game play can also be set in the scene area, specifically: after the performing characters in a performance session finish performing, determine the first character whose state change is triggered from the performing characters according to the action completion data of the performing characters, and control the character model of the first character to change from a human model to an animal model.
[0260] In a specific implementation, the performing character with the lowest matching degree between the game actions performed by the corresponding performing character indicated by the action completion data and the preset correct actions can be used as the first character. In another specific implementation, the performing characters with a matching degree lower than the matching degree threshold between the game actions performed by the corresponding performing character indicated by the action completion data and the preset correct actions can be used as the first character. It should be noted that there can be one or more first characters, and the present application does not make any restrictions.
[0261] It should be noted that, under normal circumstances, the virtual characters in the scene area are all human models. When the first virtual character triggers a status change, the character model of the first virtual character is changed to a non-human animal model. The animal model can include, for example, tigers, cats, bears, chickens, ducks, geese, etc., and the present application does not limit this.
[0262] In the case where the preset game mode in the present application is the Five-Animal Exercises, the animal model to be changed in the present application can be the animal model corresponding to the performance type of the Five-Animal Exercises performed by the first character. As shown in Table 4, it is an example table of the changed animal model corresponding to the first character when the preset game mode is the Five-Animal Exercises in the game interaction method provided by the embodiments of the present application:
[0263] Table 4.
[0264] The performance type of the Five-Animal Exercises The animal model after the first character change Tiger Exercise Tiger form Deer Exercise Deer form Bear Exercise Bear form Monkey Exercise Monkey form Bird Exercise Bird form
[0265] In Table 4 above, if the first character triggers a status change after the performance of the tiger exercise is completed, the first character can be changed to a tiger form; if the first character triggers a status change after the performance of the bear exercise is completed, the first character can be changed to a bear form; if the first character triggers a status change after the performance of the deer exercise is completed, the first character can be changed to a deer form; if the first character triggers a status change after the performance of the bird exercise is completed, the first character can be changed to a bird form; if the first character triggers a status change after the performance of the ape exercise is completed, the first character can be changed to an ape form.
[0266] Through this technical means, after the performance of the performance characters is completed, some of the characters are selected and changed to animal models, which increases the game fun and improves the playability of the game.
[0267] Optionally, the above step of "determining the first character that triggers the status change from the virtual characters of the performance type according to the action completion data" can be specifically implemented in the following manner:
[0268] Obtain the first quantity of virtual characters participating in the preset game mode in the scene area and the third quantity of virtual characters whose current character models are changed to animal models in the scene area;
[0269] In the case where the first quantity is greater than the first preset quantity and the third quantity is less than or equal to the second preset quantity, determine the first character that triggers the status change from the virtual characters of the performance type according to the action completion data.
[0270] In the embodiments of the present application, after the performance of the performance characters is completed, the above status change can have certain triggering conditions. The triggering conditions can specifically be:
[0271] The first quantity of virtual characters in the character set is greater than the first preset quantity, and the third quantity of virtual characters that are currently changed to action models in the scene area is less than or equal to the second preset quantity.
[0272] For example, if the first preset quantity is 20 and the second preset quantity is 5, then after the performance of the performing characters is completed, when the number of virtual characters in the character set is more than 20 and the number of virtual characters that are currently changed to animal models in the scene area does not exceed 5, one or more performing characters in the scene area will be triggered to change their states.
[0273] When the above trigger conditions are met, the first character that triggers the state change can be determined from the performing characters that have completed the performance.
[0274] As can be seen from the above introduction, the action completion data can be the completion level divided according to the specific scores of the game actions performed by the corresponding performing characters. In an optional implementation manner, the completion level can correspond to the probability of triggering the state change. In this application, the higher the completion level, the lower the corresponding probability of triggering the state change.
[0275] As shown in Table 5, it is an example table of the probability of triggering the state change corresponding to the completion level in the game interaction method provided by the embodiments of this application:
[0276] Table 5.
[0277] Completion level The probability of triggering a status change Mistake 60% Normal 40% Excellent 20% Perfect 0
[0278] In the example of Table 5, after a performing character finishes performing, if the completion level is a miss, there will be a 60% probability that this performing character will be determined as the first character that triggers the state change; if the completion level is ordinary, there will be a 40% probability that this performing character will be determined as the first character that triggers the state change; if the completion level is excellent, there will be a 20% probability that this performing character will be determined as the first character that triggers the state change; if the completion level is perfect, this performing character will not be determined as the first character that triggers the state change.
[0279] The above Table 5 can also be understood as: after the performing characters in the scene area finish performing, 60% of the virtual characters among the performing characters with a completion level of miss will be determined as the first characters that trigger the state change; 40% of the virtual characters among the performing characters with a completion level of ordinary will be determined as the first characters that trigger the state change; 20% of the virtual characters among the performing characters with a completion level of excellent will be determined as the first characters that trigger the state change; none of the performing characters with a completion level of perfect will be determined as the first characters that trigger the state change.
[0280] Therefore, the above step of "determining the first character whose trigger state changes from the virtual characters of the performance type according to the action completion data" can be specifically implemented according to the following steps:
[0281] Determine the first character whose trigger state changes from the virtual characters of the performance type corresponding to the completion level according to the probability of trigger state change corresponding to the completion level.
[0282] It can be understood that for the target completion level in the completion levels, the fourth quantity of the performance characters with the completion level of the target completion level can be obtained first, and based on the probability of trigger state change corresponding to the target completion level and the fourth quantity, the fifth quantity of the performance characters whose trigger states change among the performance characters with the completion level of the target completion level can be determined. In this way, the fifth quantity of performance characters can be selected from the performance characters with the completion level of the target completion level and used as the virtual characters whose trigger states change among the performance characters with the completion level of the target completion level.
[0283] Specifically, the product of the probability of trigger state change corresponding to the target completion level and the fourth quantity can be determined first. If the product is an integer, the product can be determined as the fifth quantity of the performance characters whose trigger states change among the performance characters with the completion level of the target completion level. If the product is a non-integer, the product can be rounded to an integer, and the integer can be determined as the fifth quantity of the performance characters whose trigger states change among the performance characters with the completion level of the target completion level.
[0284] As shown in Table 6, it is an example table of the number of performance characters corresponding to each completion level and the number of virtual characters determined to have a trigger state change in the game interaction method provided by the embodiments of the present application:
[0285] Table 6.
[0286]
[0287] In the example of Table 6, when there are 3 performing characters with a completion level of failure, based on the probability of 60% of triggering a status change for the performing characters with a completion level of failure, it can be obtained that 2 out of the 3 performing characters with a completion level of failure will be determined as virtual characters triggering the status change; when there are 3 performing characters with a completion level of normal, based on the probability of 40% of triggering a status change for the performing characters with a completion level of normal, it can be obtained that 1 out of the 3 performing characters with a completion level of normal will be determined as a virtual character triggering the status change; when there are 5 performing characters with a completion level of excellent, based on the probability of 20% of triggering a status change for the performing characters with a completion level of excellent, it can be obtained that 1 out of the 5 performing characters with a completion level of excellent will be determined as a virtual character triggering the status change; and none of the 2 performing characters with a completion level of perfect will be determined as virtual characters triggering the status change.
[0288] It should be noted that when the first character triggers a status change and the character model changes from a human model to an animal model, in order to increase the visual impact of the game, certain screen special effects can be provided on the terminal device.
[0289] Therefore, in the game interaction method provided by the embodiments of the present application, when controlling the character model of the first character to change from a human model to an animal model, it can be to control the character model of the first character to change from a standing state to a lying state, the character model in the lying state to change to an animal model, and the animal model to change from the lying state to a standing state.
[0290] Specifically, it can be controlled that the human model corresponding to the first character changes from a standing state to a lying state, and after the human model changes to the lying state and reaches a preset first time interval, then control the human model in the lying state to change to an animal model in the lying state. After the human model changes to the animal model in the lying state and reaches a preset second time interval, then control the animal model in the lying state to change from the lying state to a standing state.
[0291] Optionally, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0292] Display on the terminal controlling the first character that the game scene deforms, a first screen that changes from bright to dark, and a second screen that changes from the first screen to a weakened deformation of the game scene and changes from dark to bright, and display the first character in the animal model in the second screen.
[0293] In the embodiments of the present application, on the terminal corresponding to the first character itself, a screen special effect similar to "being under a spell" can be displayed. Specifically, it can display a scene where the game scene is distorted and deformed, the game scene gradually darkens from bright and then goes black, then gradually brightens from black, and the deformation of the game scene gradually weakens until it no longer deforms. In this way, a screen that can cause a sense of dizziness is presented to the player operating the first character, and when the character model of the first character changes from a human model to an animal model, the player operating the first character can have an immersive and real feeling.
[0294] Optionally, the game interaction method provided in the embodiments of the present application may further include the following steps:
[0295] On the terminal controlling the virtual character whose character model in the control scene area is a human model, display the third screen where the character model of the first character changes from a standing state to a fallen state, the first character in the fallen state is covered by smoke, and the fourth screen where the third screen changes to the smoke gradually dissipating, and display the first character as an animal model in the fourth screen.
[0296] In the embodiments of the present application, the special effects when the character model of the first character changes from a human model to an animal model can also be displayed on the terminal of the virtual character whose character model in the scene area is still a human model, so that the player operating the virtual character that has not changed to an animal model in the scene area can quickly know which virtual character has changed to an animal model and provide the "transformation screen" of the first character to the player in a timely manner. In the embodiments of the present application, for more convenient description, the virtual character whose character model in the scene area is a human model is hereinafter referred to as the untransformed character.
[0297] On the terminal corresponding to the untransformed character, a relatively psychedelic screen special effect can be displayed. Specifically, it can display the third screen where the human model of the first character changes from a standing state to a fallen state, the human model in the fallen state is slowly covered by smoke until the human model in the fallen state is completely covered by smoke, and display the fourth screen where the third screen changes to the smoke gradually dissipating, and display the first character as an animal model in the fourth screen. In this way, a screen that can cause a sense of mystery is presented to the player operating the untransformed character, and when the character model of the first character changes from a human model to an animal model, the player operating the untransformed character can have a sense of surprise in the game.
[0298] In an optional specific implementation manner, the screen where the character model of the first character changes from a standing state to a fallen state, the first character in the fallen state is covered by smoke, and the smoke gradually dissipates can be displayed only on the terminals other than the terminal corresponding to the first character among the terminals where the first character is displayed on the graphical user interface, and the first character is displayed as an animal model in the screen after the smoke dissipates.
[0299] In another alternative specific implementation, it is also possible to display on the terminal corresponding to the viewing role of the first role only the images of the first role's character model changing from a standing state to a fallen state, the first role in the fallen state being covered by smoke, and the smoke gradually dissipating, and display the first role as an animal model in the image after the smoke has dissipated.
[0300] In the subsequent embodiments of the present application, an example is given of displaying the "transformation screen" of the first role on the terminal of the non-transformed role. The present application does not specifically limit this, and in actual applications, it can be specifically designed according to game requirements.
[0301] In the present application, when presenting the first role changed to an animal model on the terminal corresponding to the non-transformed role, a character identifier of the first role can also be displayed. This character identifier can be the name of the first role, the avatar of the first role, or other identifiers. The present application does not specifically limit this.
[0302] The following combines Figures 12 to 16 to introduce the display of the first role changed to an animal model provided in the embodiments of the present application.
[0303] As Figure 12 shown, it is a schematic diagram of an example of displaying the first role changed to a tiger form on the terminal interface in the game interaction method provided in the embodiments of the present application. Figure 12 In the example interface shown, the tiger play of the Five-Animal Exercises is being performed in the current scene area, and the first role 318 changed to a tiger form is displayed. At the same time, the character identifier 319 of the first role is displayed near the first role 318 changed to a tiger form.
[0304] As Figure 13 shown, it is a schematic diagram of an example of displaying the first role changed to a bear form on the terminal interface in the game interaction method provided in the embodiments of the present application. Figure 13 In the example interface shown, the bear play of the Five-Animal Exercises is being performed in the current scene area, and the first role 318 changed to a bear form is displayed. At the same time, the character identifier 319 of the first role is displayed near the first role 318 changed to a bear form.
[0305] As Figure 14 shown, it is a schematic diagram of an example of displaying the first role changed to a bird form on the terminal interface in the game interaction method provided in the embodiments of the present application. Figure 14 In the example interface shown, the bird play of the Five-Animal Exercises is being performed in the current scene area, and the first role 318 changed to a bird form is displayed. At the same time, the character identifier 319 of the first role is displayed near the first role 318 changed to a bird form.
[0306] As Figure 15As shown, it is a schematic diagram of an example of the first character changed to an ape form displayed on the terminal interface in the game interaction method provided by an embodiment of the present application. Figure 15 In the example interface shown, the ape play of the Five-Animal Exercises is being performed in the current scene area, and the first character 318 changed to an ape form is displayed. At the same time, the character identifier 319 of the first character is displayed near the first character 318 changed to an ape form.
[0307] As Figure 16 As shown, it is a schematic diagram of an example of the first character changed to a deer form displayed on the terminal interface in the game interaction method provided by an embodiment of the present application. Figure 16 In the example interface shown, the deer play of the Five-Animal Exercises is being performed in the current scene area, and the first character 318 changed to a deer form is displayed. At the same time, the character identifier 319 of the first character is displayed near the first character 318 changed to a deer form.
[0308] It should be noted that the above Figures 12 to 16 may be the graphical user interface corresponding to the terminal controlling the first character, or the graphical user interface corresponding to the terminal controlling the character without transformation.
[0309] Optionally, the game interaction method provided by an embodiment of the present application may further include the following steps:
[0310] In response to a movement operation on the first character changed to an animal model, control the first character to move in the scene area in the movement posture corresponding to the animal model.
[0311] In an embodiment of the present application, after the character model of the first character is changed from a human model to an animal model, the player operating the first virtual character can trigger a movement operation on the first character changed to an animal model. After the movement operation is triggered, the server can control the first character to move in the scene area in the movement posture of the animal model.
[0312] It can be understood that the movement performed by the first character changed to an animal model can be a relatively slow movement. And during the movement, the first character changed to an animal model can also be controlled to emit the animal call corresponding to the animal model.
[0313] For example, when the first character changes to a tiger form, after a movement operation is triggered for the first character that has changed to a tiger form, the first character moves in the scene area in the movement posture of a tiger and emits the roar of a tiger; when the first character changes to a bear form, after a movement operation is triggered for the first character that has changed to a bear form, the first character moves in the scene area in the movement posture of a bear and emits the growl of a bear; when the first character changes to a deer form, after a movement operation is triggered for the first character that has changed to a deer form, the first character moves in the scene area in the movement posture of a deer and emits the bleat of a deer; when the first character changes to a bird form, after a movement operation is triggered for the first character that has changed to a bird form, the first character flies in the scene area in the flying posture of a bird and emits the chirp of a bird; when the first character changes to an ape form, after a movement operation is triggered for the first character that has changed to an ape form, the first character moves in the scene area in the movement posture of an ape and emits the howl of an ape.
[0314] As shown in Table 7, it is the onomatopoeia corresponding to the sounds emitted by the first character that changes to an animal model in the game interaction method provided by the embodiments of the present application.
[0315] Table 7.
[0316] Animal model Onomatopoeia corresponding to animal calls Tiger Ao ao ao ao hou Deer You, you Monkey Zhi zhi, jiu jiu Bear Ao wu, ao wu Bird Gu gu wo, gu gu wo
[0317] In a virtual game, there is usually a public screen for global broadcasting. Players can send broadcast information on the public screen through a terminal. In the present application, the terminal controlling the first character that changes to an animal model can also send broadcast information on the public screen, and the broadcast information sent will be displayed as the onomatopoeia of the animal sound corresponding to the animal model on other terminals.
[0318] Therefore, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0319] In response to broadcast information in the form of human language sent on the terminal controlling the first character that changes to an animal model for the scene area, present the broadcast information in the form of animal language corresponding to the animal model on the terminals of virtual characters whose character models are different from the animal model corresponding to the first character in the scene area.
[0320] It can be understood that in the present application, by converting the broadcast information in the form of human language sent on the terminal controlling the first character for the scene area into the animal language form corresponding to the corresponding animal model, in this way, any information sent by the first character that changes to an animal model will be transmitted to the terminals corresponding to virtual characters whose character models are not the animal model in the form of animal voice, which can further increase the game fun and enhance the realism in the game.
[0321] In the embodiments of the present application, when receiving the broadcast information sent by the terminal controlling the first role changed to an animal model, the broadcast information can be presented in the form of animal language only on the terminals corresponding to the unchanged roles with the role model being a human model, or can also be presented in the form of animal language on the terminals of the virtual roles with the unchanged roles and the changed animal model being different from the animal model corresponding to the first role. For example, when receiving the broadcast information sent by the terminal of the first role changed to a tiger shape, the broadcast information can be presented in the form of animal language on the terminals of the unchanged roles and the terminals of the virtual roles with the changed animal model being any one of a deer shape, a bear shape, a bird shape, and an ape shape.
[0322] It should be noted that when the first role is not changed to an animal model, the broadcast information in the form of human language sent on the terminal controlling the first role will be displayed in the form of human language on the terminals of other players.
[0323] As Figure 17 shown, it is a schematic diagram of an example of sending broadcast information on the terminal of the first role in the game interaction method provided by the embodiments of the present application. Figure 7 It shows the first role 318 changed to a tiger shape, the role identifier 319 of the first role 318, and the public screen 320 for global broadcast. Information 1 is displayed on the public screen 320, and Information 1 is that Little A said "Hello everyone". The terminal of the first role can send the broadcast information in the form of human language "Come and help me quickly".
[0324] As Figure 18 shown, it is a schematic diagram of an example of displaying broadcast information on the terminal of a virtual role with the changed animal model being different from the animal model corresponding to the first role in the game interaction method provided by the embodiments of the present application. Figure 8 It shows the first role 318 changed to a tiger shape, the role identifier 319 of the first role 318, and the public screen 320 for global broadcast. Information 1 is displayed on the public screen 320, and Information 1 is that Little A said "Hello everyone". When receiving Figure 17 the broadcast information in the form of human language "Come and help me quickly" sent on the terminal of the first role in it, Information 2 will be displayed on the public screen 320, and Information 2 is that the first role said "Roar! Roar! Roar! Roar!".
[0325] Optionally, when presenting the broadcast information in the form of the animal language corresponding to the animal model on the terminals of the virtual roles with the role model being different from the animal model corresponding to the first role in the scene area, the broadcast information can be presented in the following ways:
[0326] Display the broadcast information in text format in the form of the animal language corresponding to the animal model on the terminals of the virtual roles with the role model being different from the animal model corresponding to the first role in the scene area; and / or
[0327] On the terminal of a virtual character whose animal model corresponding to the first character is different from the character model in the scene area, play the animal sound corresponding to the animal model.
[0328] It can be understood that on the terminal of a virtual character whose animal model corresponding to the first character is different from the character model in the scene area, the broadcast information in text format can be displayed only in the form of the animal language corresponding to the animal model, or only the animal sound corresponding to the animal model can be played, or while the broadcast information in text format is displayed in the form of the animal language corresponding to the animal model, the animal sound corresponding to the animal model can also be played.
[0329] It should be noted that the animal audio corresponding to the animal model can be stored in the server, and when there is a need to play the animal sound corresponding to the animal model, the corresponding animal audio can be called for playback.
[0330] Optionally, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0331] If the virtual character controlled by the terminal of the virtual character whose character model in the scene area is a human model is a virtual character with a preset skill for communicating with animals without barriers, then present the broadcast information in the form of human language on the terminal of the virtual character whose character model in the scene area is a human model.
[0332] It can be understood that in the game interaction method provided by the present application, there is a preset skill for communicating with animals without barriers. When a virtual character whose character model is a human model has this preset skill, it can communicate with the virtual character whose character model in the scene area has changed to an animal model without barriers.
[0333] Therefore, when receiving the broadcast information sent by the terminal of the first character whose character model has changed to an animal model, the broadcast information can be presented in the form of human language on the terminal of the virtual character whose character model is a human model and has the above-mentioned preset skill, that is, present the real content sent by the terminal of the first character whose character model has changed to an animal model on the terminal of the virtual character whose character model is a human model and has the above-mentioned preset skill.
[0334] It should be noted that when receiving the broadcast information sent by the terminal of the first character whose character model has changed to an animal model, while presenting the broadcast information in the form of human language on the terminal of the virtual character whose character model is a human model and has the above-mentioned preset skill, the broadcast information can also be presented in the form of animal language.
[0335] As shown in Table 8, it is an example table of the broadcast information presented on each terminal in the game interaction method provided by the embodiments of the present application.
[0336] Table 8.
[0337]
[0338] In the example of Table 8, when the typing content on the terminal of the first role is the broadcast message "Who can save me", the broadcast message presented on the terminal of the virtual role whose role model is a human model and has no preset skills is the broadcast message in the form of animal language "Ao ao ao ao hou", and the broadcast message presented on the terminal of the virtual role whose role model is a human model and has preset skills includes both the broadcast message in the form of animal language "Ao ao ao ao hou" and the broadcast message in the form of human language "Who can save me".
[0339] The following introduces the information displayed on the terminal whose role model has been changed to an animal model and the information displayed on the terminal whose role has not been changed:
[0340] Display the following at least one piece of information on the terminal controlling the first role: the first prompt information for prompting that the role model of the first role has been changed to an animal model, the first reward information for characterizing the reward data obtained by the first role, the second reward information for characterizing the target reward data to be achieved, and the information for characterizing the duration required for the role model of the first role to be changed from an animal model to a human model;
[0341] Among them, the first prompt information includes the animal species corresponding to the animal model and the reason for the role model of the first role to be changed to an animal model. When the first role has not been subjected to the treatment skill by the virtual role whose role model in the scene area is a human model, the duration for the role model of the first role to be changed from an animal model to a human model is the first preset duration, and the treatment skill is the skill for accelerating the change from an animal model to a human model.
[0342] Display the following at least one piece of information on the terminal controlling the virtual role whose role model in the scene area is a human model: the second prompt information for prompting that the role model of the first role has been changed to an animal model, the third reward information for characterizing the reward data obtained by the virtual role whose role model in the scene area is a human model, the second reward information for characterizing the target reward data to be achieved, and the treatment information corresponding to the role model of the first role;
[0343] Among them, the treatment information includes the information for indicating whether the first role has been subjected to the treatment skill for accelerating the change from an animal model to a human model. If the first role has been subjected to the treatment skill, the treatment information further includes the number of virtual roles applying the treatment skill to the first role and the information for characterizing the estimated duration for the role model of the first role to be changed from an animal model to a human model.
[0344] It can be understood that in the present application, target reward data can be set. The target reward data can be individual targets set for each virtual character in a virtual game. The target reward data can be target points, target gold coins, etc. After a virtual character reaches the target reward data, a certain amount of virtual resources can be obtained additionally. For example, the target reward data can be 300 points. When the points obtained by virtual character 1 reach 300 points, virtual items or virtual gold coins can be rewarded additionally to the first virtual character.
[0345] In the present application, after the first character changes from a human model to an animal model, it has an initial animal model retention duration.
[0346] In an alternative embodiment, the initial animal model retention duration can be a fixed duration.
[0347] In another alternative embodiment, the initial animal model retention duration can be associated with the current game points of the first character, and the initial animal model retention duration can be inversely proportional to the game points. As shown in Table 9, it is an example table of the initial animal model retention durations corresponding to different game points in the game interaction method provided by the embodiment of the present application:
[0348] Table 9.
[0349] Game score The duration of maintaining the initial animal model 0~150 180 seconds 150~210 120 seconds 210~270 60 seconds >270 30 seconds
[0350] In the example of Table 9, when the current game points of the first character are in the interval [0, 150], the animal model retention duration corresponding to the first character after changing to an animal model is 180 seconds; when the current game points of the first character are in the interval (150, 210], the animal model retention duration corresponding to the first character after changing to an animal model is 120 seconds; when the current game points of the first character are in the interval (210, 270], the animal model retention duration corresponding to the first character after changing to an animal model is 60 seconds; when the current game points of the first character are greater than 270, the animal model retention duration corresponding to the first character after changing to an animal model is 30 seconds.
[0351] It should be noted that the initial animal model retention duration can be shortened when being treated by others.
[0352] In the present application, when the reward data obtained by a virtual character reaches the target reward data, a settlement interface for completing the target can also be displayed on the interface. At least one of the following information is displayed in the settlement interface: information indicating that the corresponding virtual character reaches the target reward data, and information indicating each virtual resource obtained additionally by the corresponding virtual character when reaching the target reward data.
[0353] Such as Figure 19As shown in the figure, it is a schematic diagram of the interface corresponding to the terminal of the first character that changes to an animal model in the game interaction method provided by the embodiment of the present application. The interface displays the first character 318, a display box 321, and a display box 322. The display box 321 displays a first prompt message for prompting that the character model of the first character 318 changes to a tiger shape. The first prompt message includes that the reason for the first character to change to a tiger shape is that the learning of the Five-Animal Exercises is not proficient. The display box 322 displays a first reward message for representing the integral reward 20 obtained by the first character 318, a second reward message for representing the target integral reward 300 to be achieved, and information for representing the duration of 2 minutes and 30 seconds required for the character model of the first character to change from a tiger shape to a human model. A progress bar for the integral reward currently obtained by the first character 318 is also displayed in the display box 322. When the progress bar is full, the first character 318 will reach the target integral reward 300.
[0354] As Figure 20 shown in the figure, it is a schematic diagram of the interface corresponding to the terminal of the character that has not changed in the game interaction method provided by the embodiment of the present application. The interface displays the unchanged character 323, a display box 324, and a display box 325. The display box 324 displays a second prompt message for prompting that the character model of character 1 changes to an animal model. The display box 325 displays a third reward message for representing the integral reward 20 obtained by the unchanged character 323, a second reward message for representing the target integral reward 300 to be achieved, treatment information of character 1 for representing that the number of people currently treating character 1 is 1 person and the duration of 2 minutes and 30 seconds required for character 1 to change to a human model under the treatment of this 1 person, treatment information of character 2 for representing that the number of people currently treating character 2 is 3 people and the duration of 20 seconds required for character 2 to change to a human model under the treatment of these 3 people, and treatment information of character 3 for representing that the number of people currently treating character 3 is full and the duration of 5 seconds required for character 3 to change to a human model under treatment. A progress bar for the integral reward currently obtained by the unchanged character 323 is also displayed in the display box 324. When the progress bar is full, the unchanged character 323 will reach the target integral reward 300.
[0355] In the embodiment of the present application, an upper limit on the number of treatment characters can be set for the treatment characters that simultaneously treat the first character. That is, at most the treatment characters up to the upper limit of the number of characters are allowed to simultaneously treat the first character. For example, if the upper limit of the number of characters is 10, then at most 10 treatment characters are allowed to simultaneously treat the first character.
[0356] In the present application, the gameplay details of a preset game mode can also be displayed on the terminal corresponding to any virtual character in the character set. As Figure 21As shown in the figure, it is a schematic diagram of an example of the terminal interface of a virtual character in the character set in the game interaction method provided by an embodiment of the present application. Figure 21 Taking the terminal interface of the unchanged character as an example for introduction. Figure 21 It includes interface (21-a) and interface (21-b).
[0357] In interface (21-a), the unchanged character 323 and a display box 325 are displayed. Information for viewing the details of the gameplay is displayed in the display box 325. On the terminal corresponding to the unchanged character 323, a selection operation can be triggered for the information for viewing the details of the gameplay. After the selection operation for the information for viewing the details of the gameplay is triggered, interface (21-b) will be displayed on the terminal corresponding to the unchanged character 323. In interface (21-b), a display box 326 is displayed. The display box 326 is an introduction page for the details of the gameplay, and displays the specific gameplay rules "Practice the Five-Animal Exercises and obtain 1 point of Five-Animal Exercises points per second. For every 1% improvement in the illness value of hysteria treated, obtain 30 points of Five-Animal Exercises gameplay points. Unfortunately, if you suffer from hysteria and are cured, you can obtain a certain amount of Five-Animal Exercises points."
[0358] Optionally, the game interaction method provided by an embodiment of the present application may further include the following steps:
[0359] In response to the participation operation of the first character changed to an animal model in a preset game mode, display information on the terminal controlling the first character that the first character cannot participate in the preset game mode.
[0360] It should be noted that the first character changed to an animal model will not be able to participate in the preset game mode in the scene area. That is, during the period when the character model of the first character is an animal model, the first character will not be able to become a performing character in the scene area to perform game actions, nor will it be able to become a viewing character in the scene area to watch others perform game actions.
[0361] Therefore, during the period when the character model of the first character is an animal model, when a participation operation for the preset game mode is performed on the terminal controlling the first character, the first character will not be able to successfully participate in the preset game mode. At the same time, information that the first character cannot participate in the preset game mode can be displayed on the terminal controlling the first character.
[0362] As Figure 22 shown in the figure, it is a schematic diagram of an example of the participation in a preset game mode on the terminal of the first character changed to an animal model in the game interaction method provided by an embodiment of the present application. Figure 22 It includes interface (22-a) and interface (22-b).
[0363] In interface (22-a), the first character 318 and a control 327 for participating in the preset game mode are displayed. The control 327 displays "Start Five-Animal Exercises".Figure 22 In the example of [[ID=]], it is also possible to participate in the preset game mode through the shortcut key "F". After triggering the operation on the control 327 or the shortcut key "F", the interface (22-b) will be displayed on the terminal of the first character. In the interface (22-b), there is a display box 328, and the relevant prompt information "You are currently suffering from hysteria and cannot participate in the Five-Animal Exercises!" is displayed in the display box 328.
[0364] It should be noted that when the participation operation in the preset and game mode is triggered on the terminal of the first character changed to the animal model, a dialog box of the first character can also be displayed near the first character, and the content of the first character's "talking to oneself" is displayed in the dialog box. This content can be used to indicate that the first character is currently an animal and cannot understand the participation operation of humans. For example, when the first character is in the shape of a deer and the participation operation in the Five-Animal Exercises is triggered on the terminal of the first character, the following content of the first character talking to oneself can be displayed: "I am a little deer, and I don't understand what participating in the Five-Animal Exercises means".
[0365] Optionally, when the second prompt information is displayed on the terminal of the virtual character whose character model is a human model in the control scene area, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0366] In response to the trigger operation for starting the treatment of the first character on the terminal of the second character among the virtual characters whose character models are human models in the control scene area, control the second character to apply a treatment skill to the first character.
[0367] It should be noted that in the embodiments of the present application, each virtual character changed to an animal model can correspond to a tracking identifier for other players to track it. The tracking identifier can be one of an arrow style, a footprint style, a line style, etc. According to the tracking identifier, the virtual character whose character model is a human model can quickly track the virtual character changed to an animal model to treat the virtual character changed to an animal model.
[0368] In a specific implementation manner, on the basis that the second prompt information that the character model of the first character has changed to an animal model is displayed on the interface of the terminal corresponding to the virtual character whose character model is a human model, the treatment of the first character can be started. Specifically, on the terminal corresponding to the second character, the second character can be controlled to move through the tracking identifier corresponding to the first character to track the first character. When the second character arrives near the first character, a trigger operation for starting the treatment of the first character is performed on the terminal of the second character. In this way, the server can control the second character to release a treatment skill to the first character.
[0369] It should be noted that in the present application, the second role can be one or multiple. A role changed into an animal model can allow multiple virtual roles to perform treatment on it simultaneously, and the present application does not limit the number of the second roles.
[0370] Optionally, the step of "the second role applying a treatment skill to the first role on the screen" may include the following steps:
[0371] Determine a third role that is applying the treatment skill to the first role, and the number of the third roles is less than a third preset number;
[0372] Determine a second treatment position of the second role in the scene area according to a first treatment position where the third role is located and a preset position arrangement strategy;
[0373] Control the second role at the second treatment position and the third role at the first treatment position to apply the treatment skill to the first role respectively.
[0374] In the embodiment of the present application, when a virtual role changed into an animal model is simultaneously applied with treatment skills by multiple virtual roles, the multiple virtual roles can have a certain treatment standing position, and this treatment standing position is the preset position arrangement strategy. The following provides multiple possible position arrangement strategies:
[0375] Position arrangement strategy one: The treatment positions are evenly distributed on both sides of the first role. When the first treatment role treats the first role, randomly select one from the treatment positions to place the first treatment role. During the period when the first treatment role treats the first role, the subsequent treatment roles that treat the first role select corresponding positions from the remaining treatment positions to start treatment.
[0376] Position arrangement strategy two: The treatment positions are evenly distributed around the first role and arranged in a surrounding manner. When the first treatment role treats the first role, preferentially select the position in front of the first role from the treatment positions to place the first treatment role. During the period when the first treatment role treats the first role, the subsequent treatment roles that treat the first role select corresponding positions from the remaining treatment positions to start treatment.
[0377] Position Arrangement Strategy Three: The treatment positions include inner-circle treatment positions and outer-circle treatment positions. The inner-circle treatment positions and the outer-circle treatment positions respectively surround the first character, and the inner-circle treatment positions are located inside the outer-circle treatment positions. Both the inner-circle treatment positions and the outer-circle treatment positions respectively correspond to a certain number of treatment positions. The inner-circle treatment positions and the outer-circle treatment positions have position numbers, and the position numbers corresponding to the treatment positions included in the inner-circle treatment positions are all smaller than the position numbers corresponding to the treatment positions included in the outer-circle treatment positions. When a treatment character treats the first character, select the idle position with the smallest current position number from the position numbers to place the treatment character.
[0378] As Figure 23 shown, it is a schematic diagram of an example of the treatment standing position in the game interaction method provided by the embodiment of the present application. Figure 23 It is the treatment standing position corresponding to the above Position Arrangement Strategy Three. Among them, 401 is the first character changed to an animal model, and the treatment positions 1, 2, 3, 4, 5, 6 on the dotted line frame 402 are inner-circle treatment positions, and the treatment positions 7, 8, 9, 10, 11, 12 on the solid line frame 403 are outer-circle treatment positions. It should be noted that in actual application, there is no Figure 23 dotted line frame as shown in the example between the inner-circle treatment positions, and there is no Figure 23 solid line frame as shown in the example between the outer-circle treatment positions. Figure 23 The dotted line frame and the solid line frame in
[0379] are only auxiliary lines for better explaining the present application.
[0380] Optionally, the skill special effect of the treatment skill is the skill special effect pointing from the treatment character to the first character. The treatment characters include the above-mentioned second character and third character. In the case where there are both treatment characters in the outer circle and treatment characters in the inner circle among the treatment characters treating the first character, the game interaction method provided by the embodiment of the present application may further include the following steps:
[0381] If the skill special effect corresponding to the treatment skill applied by the treatment character in the outer circle to the first character is blocked by the treatment character in the inner circle, then hide the treatment character in the inner circle on the terminal controlling the treatment character in the outer circle, so that the skill special effect corresponding to the treatment skill applied by the treatment character in the outer circle to the first character is not blocked;
[0382] Display on the terminal controlling the treatment character in the outer circle the picture of the treatment character in the outer circle applying the treatment skill to the first character.
[0383] It should be noted that the inner - circle healing character hidden on the terminal controlling the outer - circle healing character in this application refers to the target inner - circle character that blocks the skill special effects corresponding to the outer - circle healing character. Since the target inner - circle character is hidden on the terminal controlling the outer - circle healing character, the skill special effects corresponding to the target inner - circle character will no longer be displayed on the terminal controlling the outer - circle healing character.
[0384] In addition, on the terminal controlling the outer - circle healing character, the skill special effects of other healing characters that do not block the outer - circle healing character applying healing skills to the first character can also be displayed.
[0385] Combined Figure 23 with the example of Figure 23 for illustration, if the skill special effects of the healing character at position 7 healing the first character 401 are blocked by the healing character at position 1, then the healing character at position 1 can be hidden on the terminal corresponding to the healing character at position 7. That is, the healing character at position 1 will no longer be displayed on the terminal corresponding to the healing character at position 7. In this way, the skill special effects of the healing character at position 7 healing the first character 401 will not be blocked by the healing character at position 1, and the skill special effects of the healing character at position 7 healing the first character 401 can be successfully displayed on the terminal corresponding to the healing character at position 7.
[0386] Through the above method, it can be avoided that the skill special effects of the healing character treating others cannot be fully presented on the terminal of the healing character, which is more friendly to players operating the outer - circle healing character, and thus improves the game experience of players.
[0387] Optionally, the game interaction method provided in the embodiments of this application may further include the following steps:
[0388] In response to the game event that the second character finishes treating the first character, display the screen of the second character stopping applying the healing skill to the first character;
[0389] The game event includes any one of the following:
[0390] The healing duration of the second character applying the healing skill to the first character reaches the second preset duration, the damage value suffered by the second character during the process of applying the healing skill to the first character reaches the preset threshold, the first character changes from an animal model to a human model.
[0391] In a specific embodiment, when the treatment duration of the second character applying a treatment skill to the first character reaches a second preset duration, the second character may be prohibited from treating the first character anymore. For example, when the treatment duration of the second character applying a treatment skill to the first character reaches 3 minutes, the treatment of the second character ends; or, when the damage value suffered by the second character during the process of applying a treatment skill to the first character reaches a preset threshold, the second character may be prohibited from treating the first character anymore. For example, when the damage value suffered by the second character during the process of applying a treatment skill to the first character reaches 80 damage values, the treatment of the second character ends; or, when the first character changes from an animal model to a human model, the treatment of the second character ends.
[0392] In the embodiments of the present application, the treatment character applying a treatment skill to the first character can be divided into treatment rounds. In each treatment round, a treatment character can generate a certain attack value, and the attack value is used to attack the first character that has changed to an animal model, so that the first character that has changed to an animal model changes to a human model.
[0393] In specific implementation, a monster and the corresponding health bar of the monster can be displayed on the terminal corresponding to each treatment character. During the process of the treatment character treating the first character, the health bar of the monster will continuously change, and the monster can also attack each treatment character, so that each treatment character suffers a certain amount of damage during the process of treating the first character.
[0394] For example, each treatment character can reduce the health bar of the monster by 5% in each treatment round, and the monster can cause 20% damage to each treatment character in each treatment round. In this way, when 10 treatment characters treat the first character at the same time, the monster can be defeated in two treatment rounds, so that the first character changes from an animal model to a human model.
[0395] In addition, each treatment character can allow a maximum of a fourth preset number of treatment rounds for the first character. Therefore, in the present application, the treatment duration of the second character applying a treatment skill to the first character reaching the second preset duration can also be that the number of treatment rounds of the second character applying a treatment skill to the first character reaches the fourth preset number.
[0396] Optionally, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0397] Obtain the treatment data of the second character according to the game event, where the treatment data is used to indicate the contribution degree of the second character applying a treatment skill to the first character to change the first character from an animal model to a human model;
[0398] Determine the treatment reward data corresponding to the second character according to the treatment data.
[0399] It should be noted that in this application, for the treatment role, the treatment it performs can also obtain corresponding treatment rewards. The treatment reward data can be understood as the data of the treatment rewards obtained after the second role treats the first role. The obtained treatment rewards can include, for example, but are not limited to game points, virtual gold coins, virtual items, game special effects, experience bonuses, etc.
[0400] In a specific implementation manner, the treatment reward data corresponding to the second role can be determined according to the treatment data of the second role, that is, the treatment reward data corresponding to the second role can be determined according to the contribution degree of the second role applying a treatment skill to the first role to change the first role from an animal model to a human model.
[0401] Generally, the higher the above-mentioned contribution degree, the richer the treatment rewards corresponding to the second role.
[0402] In addition, for the first role that has changed to an animal model, since the first role cannot successfully participate in the preset game mode during the period of the animal model, in this way, the first role cannot obtain corresponding rewards by participating in the preset game mode. In this application, certain rewards can also be set for the first role that has changed to an animal model after it changes to a human model. The rewards can include, for example, but are not limited to game points, virtual gold coins, virtual items, game special effects, experience bonuses, etc.
[0403] Therefore, the game interaction method provided by the embodiments of this application may further include the following steps:
[0404] In response to the first role changing from an animal model to a human model, obtain the reward data for changing back to a human form corresponding to the first role; the first role changing from an animal model to a human model includes any one of the following: the first role changes from an animal model to a human model without being treated by a virtual role with a human model as the role model in the scene area, and the first role changes from an animal model to a human model when being treated by a virtual role with a human model as the role model in the scene area.
[0405] Specifically, the reward corresponding to the first role can be determined according to the duration of the final animal model maintained by the first role. In this application, the longer the duration of the final animal model is maintained, the richer the rewards obtained by the first role can be. As shown in Table 10, it is an example table of the duration of the final animal model maintained by the first role and the corresponding rewards in the game interaction method provided by the embodiments of this application:
[0406] Table 10.
[0407] The duration of maintaining the final animal model Score reward 180 seconds 210 120 seconds 150 60 seconds 90 30 seconds 30
[0408] In the example of Table 9, when the duration of the final animal model corresponding to the first character is 180 seconds, the first character can obtain 210 points after finally changing to a human model; when the duration of the final animal model corresponding to the first character is 120 seconds, the first character can obtain 150 points after finally changing to a human model; when the duration of the final animal model corresponding to the first character is 60 seconds, the first character can obtain 90 points after finally changing to a human model; when the duration of the final animal model corresponding to the first character is 30 seconds, the first character can obtain 30 points after finally changing to a human model.
[0409] From the above introduction, it can be seen that the game interaction method provided by the embodiments of the present application sets up multiple channels for obtaining rewards. The rewards that players can obtain in the scene area mainly come from the following aspects: players operate virtual characters as performing characters in the scene area to perform game actions to obtain corresponding rewards, players operate virtual characters as viewing characters in the scene area to watch others perform game actions to obtain corresponding rewards, players operate virtual characters as healing characters in the scene area to heal virtual characters that have changed to animal models to obtain corresponding rewards, and the virtual characters operated by players change to animal models and are healed by other healing characters or change to animal models without being healed by other healing characters to obtain corresponding rewards. This increases the channels for obtaining rewards and enhances the fun in virtual games.
[0410] Optionally, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0411] In response to a trigger operation for the first character to leave the scene area, present the first character as a human model; or
[0412] In response to the current moment reaching a preset moment, reset the preset game mode and present the first character as a human model.
[0413] In the present application, the first character can be healed by other healing characters in the scene area and thus automatically change from an animal model to a human model, or "self-heal" within a certain duration without being healed by other healing characters and thus automatically change from an animal model to a human model. In the following several cases, the first character will also automatically change from an animal model to a human model:
[0414] One is that when the player operating the first character operates the first character to leave the scene area, the first character will automatically change from an animal model to a human model; the other is that when the preset game mode is reset, the first character will automatically change from an animal model to a human model.
[0415] In the embodiments of the present application, the preset game mode can be reset at a preset moment. For example, the game mode is refreshed at 00:00 every day to select the game mode that can be carried out on the new day. It can be understood that when the above preset game mode is selected on a certain day, the preset game mode can continue from 00:00 on that day to 00:00 on the next day.
[0416] Therefore, a prerequisite for the game interaction method provided by the present application can be that the game mode refreshed by the current virtual game is the preset game mode.
[0417] In an alternative embodiment, after resetting the preset game mode, the game interaction method provided by the embodiments of the present application may further include the following steps:
[0418] Clear the reward data obtained by the virtual characters in the scene area.
[0419] Moreover, after resetting the preset game mode, the reward data obtained by all virtual characters in the scene area in the present application will be cleared, including the virtual characters participating in the preset game mode and the virtual characters changed to animal models. At this time, the virtual characters in the area copy corresponding to the scene area will be switched to the corresponding scene area.
[0420] In the embodiments of the present application, when the first character leaves the scene area, the first character may be in the middle of a game play in the scene area. For example, the first character is currently an animal model and will change to a human model in 1 minute. Another example is that the first character is currently a viewing character watching a performing character perform. If the current game play of the first character is directly cleared when the first character leaves the scene area, the first character will not be able to obtain the corresponding reward.
[0421] Therefore, in the present application, in order to prevent the player from accidentally touching and causing the operated virtual character to accidentally leave the scene area and resulting in the inability to obtain the corresponding reward, a corresponding third prompt message can be popped up on the terminal corresponding to the virtual character when the virtual character leaves the scene area.
[0422] Specifically, the third prompt message may include the remaining leaving duration, and the prompt message can be used to prompt that if the first character returns to the scene area within the remaining leaving duration, the current game play can continue.
[0423] When the first character is an animal model in the scene area, the third prompt message can be used to prompt that if the first character returns to the scene area within the remaining leaving duration, the first character will be displayed as an animal model.
[0424] Therefore, the above "responding to the trigger operation of the first character leaving the scene area and presenting the first character as a human model" can specifically be:
[0425] In response to a trigger operation of the first character leaving the scene area, a third prompt message is displayed, and the remaining leaving duration is included in the third prompt message;
[0426] When the first character is outside the scene area when the remaining leaving duration is reached, the first character is presented in the form of a character model.
[0427] As Figure 24 shown, it is a schematic diagram of an example of the third prompt message in the game interaction method provided by an embodiment of the present application. Figure 24 The interface shown in the example is the graphical user interface of the terminal corresponding to the first character. Figure 24 It includes interface (24-a) and interface (24-b).
[0428] In interface (24-a), the scene area 303 and the first character 318 that is in the scene area and has changed to a tiger form are displayed. When the first character 318 moves outside the scene area 303, as shown in interface (24-b), the first character 318 is outside the scene area 303 and has temporarily changed to a human form. At this time, a display box 329 is displayed in interface (24-b), and the third prompt message is displayed in the display box 329. The remaining leaving duration is included in the third prompt message, and the remaining leaving duration is displayed in the form of a countdown.
[0429] It should be noted that when the first character is still outside the scene area when the remaining leaving duration is reached, if the first character re-enters the scene area, then according to the above steps of "in response to a trigger operation of the first virtual character entering the scene area in the game scene, detecting whether the number of virtual characters in the scene area reaches a preset allowable number; if the number of virtual characters in the scene area is less than the allowable number, controlling the first virtual character to enter the scene area; if the number of virtual characters included in the scene area reaches the allowable number, controlling the first virtual character to enter the area copy corresponding to the scene area", the first character is re-allocated to the scene area or the area copy corresponding to the scene area, which will not be elaborated here.
[0430] So far, the game interaction method provided by the embodiments of the present application has been described. In the above embodiments, when a player operates a first virtual character to participate in a preset game mode of performing game actions, the character type of the first virtual character is determined as one of the performance type and the viewing type. In this way, it is avoided that the virtual character operated by the player is directly determined as a virtual character of the performance type after participating in the preset game mode, thereby increasing the fun in the game. Moreover, after the virtual character of the performance type finishes performing in the performance session participated by the first virtual character, the corresponding first reward data is determined according to the character type of the first virtual character. In this way, whether the first virtual character is a virtual character of the performance type or the viewing type, it can obtain the corresponding reward, effectively avoiding the problem that only the virtual character with performance actions can obtain the reward while the virtual character that does not perform cannot obtain any reward. It can be seen that the present application also increases the way to obtain rewards, can obtain corresponding rewards for different situations, further increases the game fun and game strategy, thereby enhancing player stickiness and player retention rate.
[0431] Corresponding to the game interaction method provided in the first embodiment of the present application, the second embodiment of the present application also provides a game interaction device, as Figure 25 shown, the game interaction device 2500 includes:
[0432] A display unit 2601, configured to display a graphical user interface through a first terminal. The graphical user interface includes a scene area for providing a preset game mode for virtual characters. The scene area includes at least one virtual character, and the virtual characters include a first virtual character controlled by the first terminal. The preset game mode includes controlling virtual characters to perform game actions;
[0433] A first determination unit 2602, configured to, in response to a trigger operation for the first virtual character to participate in the preset game mode in the scene area, determine the character type of the first virtual character according to the game data of the scene area. The character type is one of the performance type and the viewing type;
[0434] A control unit 2603, configured to, in response to a performance instruction triggered for the virtual character belonging to the performance type in the scene area, control the virtual character of the performance type to perform the game actions indicated by the performance instruction;
[0435] A second determination unit 2604, configured to, in response to the virtual character of the performance type in the performance session participated by the first virtual character in the scene area finishing performing, determine the first reward data of the first virtual character according to the character type of the first virtual character.
[0436] Optionally, the control unit 2603 triggers the performance instruction in the following specific manner:
[0437] Display preset points and a preset connection method between the preset points on the terminal controlling the virtual character of the performance type, where the preset connection method has a preset display duration;
[0438] In response to an operation of connecting the preset points according to the preset connection method, trigger the performance instruction.
[0439] Optionally, the virtual game corresponds to multiple sub-line servers, including a first sub-line server among the multiple sub-line servers, and the multiple sub-line servers are respectively used to run game scenarios; before the graphical user interface is displayed through the first terminal, the game interaction device 2500 further includes an allocation unit, and the allocation unit is used for:
[0440] In response to a login operation of the game account corresponding to the first virtual character to log in to the virtual game, allocate the first virtual character to the game scenario run by the first sub-line server.
[0441] Optionally, the display unit 2601 is further used for:
[0442] Receive a teaming request sent by the second terminal for teaming with the first virtual character, and display first confirmation information for confirming teaming with the virtual character controlled by the second terminal on the first terminal, where the virtual character controlled by the second terminal is in the game scenario run by the second sub-line server;
[0443] The control unit 2603 is further used for:
[0444] In response to a confirmation operation for the first confirmation information, control the first virtual character to exit the game scenario run by the first sub-line server and enter the game scenario run by the second sub-line server.
[0445] Optionally, a corresponding area copy is set in the scene area; the control unit 2603 is further used for:
[0446] In response to a trigger operation for the first virtual character to enter the scene area in the game scenario, detect whether the number of virtual characters in the scene area reaches a preset allowable number;
[0447] If the number of virtual characters in the scene area is less than the allowable number, control the first virtual character to enter the scene area;
[0448] If the number of virtual characters included in the scene area reaches the accommodable number, control the first virtual character to enter the area copy corresponding to the scene area.
[0449] Optionally, the control unit 2603 is further configured to:
[0450] When the preset game mode carried out in the scene area ends, switch the first virtual character to the area copy corresponding to the scene area.
[0451] Optionally, the display unit 2601 is further configured to:
[0452] Display, on the first terminal, second confirmation information for confirming to switch the first virtual character to the area copy corresponding to the scene area;
[0453] The control unit 2603 is specifically configured to:
[0454] In response to a confirmation operation for the second confirmation information, switch the first virtual character to the area copy corresponding to the scene area.
[0455] Optionally, the second determination unit 2604 is specifically configured to:
[0456] If the first virtual character is a virtual character of the performance type, obtain first action completion data of the first virtual character, and determine first reward data of the first virtual character according to the first action completion data;
[0457] If the first virtual character is a virtual character of the viewing type, determine the virtual character of the performance type corresponding to the first virtual character, obtain second action completion data of the virtual character of the performance type corresponding to the first virtual character, and determine the first reward data of the first virtual character according to the second action completion data. Each virtual character of the viewing type corresponds to a virtual character of the performance type.
[0458] Optionally, the scene area includes virtual characters of the performance type and virtual characters of the viewing type. Each virtual character of the viewing type corresponds to a virtual character of the performance type. The control unit 2603 is further configured to:
[0459] According to the performance instruction, aim a virtual camera at the virtual character of the performance type for shooting on the terminal controlling the virtual character of the performance type, and aim the virtual camera at the virtual character of the performance type corresponding to the virtual character of the viewing type for shooting on the terminal controlling the virtual character of the viewing type.
[0460] Optionally, the second determination unit 2604 is specifically configured to:
[0461] Detect whether there is a virtual character determined to be of the performance type in the scene area;
[0462] If there is, when the performance of the virtual character determined to be of the performance type ends, add the first virtual character to the character set, and determine the virtual character of the performance type and the virtual character of the viewing type from the character set to obtain the character type of the first virtual character, where the character set is a set composed of virtual characters participating in the preset game mode in the scene area;
[0463] If not, add the first virtual character to the character set, and determine the virtual character of the performance type and the virtual character of the viewing type from the character set to obtain the character type of the first virtual character.
[0464] Optionally, the second determination unit 2604 is specifically configured to:
[0465] Determine the second quantity of virtual characters of the performance type from the character set according to the first quantity of virtual characters in the character set, where the second quantity is proportional to the first quantity;
[0466] Select the second quantity of virtual characters from the character set as the virtual characters of the performance type, and use the virtual characters in the character set other than the virtual characters of the performance type as the virtual characters of the viewing type.
[0467] Optionally, the virtual characters of the performance type include multiple virtual characters of the performance type, and the second determination unit 2604 is further configured to:
[0468] Evenly distribute the virtual characters of the viewing type to the multiple virtual characters of the performance type.
[0469] Optionally, the performance in the scene area is divided into performance rounds, and each virtual character in the character set is selected as the virtual character of the performance type once in one performance round, and one performance round includes multiple performance sessions;
[0470] The second determination unit 2604 is specifically configured to:
[0471] In the case that there is a virtual character in the virtual characters in the character set other than the first virtual character that has not been selected as the virtual character of the performance type in the current performance round, determine the virtual character of the performance type from the first virtual character and the virtual characters that have not been selected as the virtual character of the performance type;
[0472] When the virtual characters in the character set other than the first virtual character are all selected as the virtual characters of the performance type in the current performance round, determine the virtual characters of the performance type from the character set.
[0473] Optionally, the second determination unit 2604 is specifically configured to:
[0474] When there are no other virtual characters in the virtual characters participating in the preset game mode in the scene area other than the first virtual character, determine the first virtual character as the virtual character of the performance type.
[0475] Optionally, the second determination unit 2604 is specifically configured to:
[0476] When the current performance session is in progress in the scene area, determine the first virtual character as the virtual character of the viewing type, and assign a virtual character of the performance type to the first virtual character;
[0477] When the current performance session in the scene area is completed, determine the virtual characters belonging to the performance type in the next performance session according to the first quantity of the virtual characters participating in the preset game mode in the scene area, and obtain the character type of the first virtual character.
[0478] Optionally, the game interaction device 2600 further includes a state change unit, and the state change unit is configured to:
[0479] According to the end of the performance of the virtual characters of the performance type in the scene area, obtain the action completion data of the virtual characters of the performance type;
[0480] Determine the first character triggering the state change from the virtual characters of the performance type according to the action completion data;
[0481] Control the character model of the first character to change from a human model to an animal model.
[0482] Optionally, the state change unit is specifically configured to:
[0483] Obtain the first quantity of the virtual characters participating in the preset game mode in the scene area and the third quantity of the virtual characters whose current character models in the scene area are changed to animal models;
[0484] When the first quantity is greater than the first preset quantity and the third quantity is less than or equal to the second preset quantity, determine the first character triggering the state change from the virtual characters of the performance type according to the action completion data.
[0485] Optionally, the action completion data is a completion level, and the completion level corresponds to a probability of triggering a status change; specifically, the status change unit is configured to:
[0486] Determine a first character whose status is to be changed according to the probability of triggering a status change corresponding to the completion level from the virtual characters of the performance type corresponding to the completion level.
[0487] Optionally, the status change unit is specifically configured to:
[0488] Control the character model of the first character to change from the standing state to the fallen state, the fallen state character model to change to the animal model, and the animal model to change from the fallen state to the standing state.
[0489] Optionally, the display unit 2601 is further configured to:
[0490] On the terminal controlling the first character, display a first screen in which the game scene deforms, changes from bright to dark, and a second screen in which the deformation of the game scene weakens and changes from dark to bright, and display the first character in the animal model in the second screen.
[0491] Optionally, the display unit 2601 is further configured to:
[0492] On the terminal controlling the virtual character whose character model in the scene area is a human model, display the character model of the first character changing from the standing state to the fallen state, a third screen in which the first character in the fallen state is covered by smoke, and a fourth screen in which the smoke gradually dissipates, and display the first character in the animal model in the fourth screen.
[0493] Optionally, the status change unit is further configured to:
[0494] In response to a movement operation on the first character that has changed to the animal model, control the first character to move in the scene area in the movement posture corresponding to the animal model.
[0495] Optionally, the status change unit is further configured to:
[0496] In response to a broadcast message in the form of human language sent to the scene area on the terminal controlling the first character that has changed to the animal model, present the broadcast message in the form of animal language corresponding to the animal model on the terminals of the virtual characters in the scene area whose character models are different from the animal model corresponding to the first character.
[0497] Optionally, the status change unit is specifically configured to:
[0498] On the terminal of a virtual character whose role model in the scene area is different from the animal model corresponding to the first role, display the broadcast information in text format in the form of the animal language corresponding to the animal model; and / or
[0499] On the terminal of a virtual character whose role model in the scene area is different from the animal model corresponding to the first role, play the animal calls corresponding to the animal model.
[0500] Optionally, the status change unit is specifically configured to:
[0501] If the virtual character that controls the role model in the scene area to be a human model is a virtual character with a preset skill for communicating with animals without barriers, then present the broadcast information in the form of human language on the terminal of the virtual character that controls the role model in the scene area to be a human model.
[0502] Optionally, the display unit 2601 is further configured to:
[0503] On the terminal that controls the first role, display at least one of the following information: a first prompt message for prompting the role model of the first role to change to the animal model, a first reward message for characterizing the reward data obtained by the first role, a second reward message for characterizing the target reward data to be achieved, and information for characterizing the duration required for the role model of the first role to change from the animal model to a human model;
[0504] Wherein, the first prompt message includes the animal species corresponding to the animal model and the reason for the role model of the first role to change to the animal model. When the first role is not subjected to a treatment skill by a virtual character whose role model in the scene area is a human model, the duration for the role model of the first role to change from the animal model to the human model is a first preset duration, and the treatment skill is a skill for accelerating the change from the animal model to the human model.
[0505] Optionally, the display unit 2601 is further configured to:
[0506] On the terminal of a virtual character whose role model in the scene area is a human model, display at least one of the following information: a second prompt message for prompting the role model of the first role to change to the animal model, a third reward message for characterizing the reward data obtained by the virtual character whose role model in the scene area is a human model, a second reward message for characterizing the target reward data to be achieved, and treatment information corresponding to the role model of the first role;
[0507] Among them, the treatment information includes information for indicating whether the first character is applied with a treatment skill for accelerating the change from an animal model to a human model. If the first character is applied with the treatment skill, the treatment information further includes the number of virtual characters applying the treatment skill to the first character and information for characterizing the estimated duration for the character model of the first character to change from an animal model to a human model.
[0508] Optionally, the display unit 2601 is further configured to:
[0509] In response to the participation operation of the first character changed to the animal model in the preset game mode, display information on the terminal controlling the first character that the first character cannot participate in the preset game mode.
[0510] Optionally, when the second prompt information is displayed on the terminal controlling the virtual character whose character model in the scene area is a human model, the state change unit is further configured to:
[0511] In response to the trigger operation for starting the treatment for the first character on the terminal controlling the second character among the virtual characters whose character models in the scene area are human models, control the second character to apply the treatment skill to the first character.
[0512] Optionally, the state change unit is further configured to:
[0513] Determine a third character that is applying the treatment skill to the first character, and the number of the third characters is less than a third preset number;
[0514] Determine a second treatment position where the second character is located in the scene area according to the first treatment position where the third character is located and a preset position arrangement strategy;
[0515] Control the second character at the second treatment position and the third character at the first treatment position to apply the treatment skill to the first character respectively.
[0516] Optionally, the skill special effect of the treatment skill is a skill special effect pointing from the treatment character to the first character, and the treatment character includes the second character and the third character;
[0517] The state change unit is further configured to:
[0518] If the skill special effect corresponding to the healing skill applied by the healing character in the outer circle to the first character is blocked by the healing character in the inner circle, the healing character in the inner circle is correspondingly hidden on the terminal controlling the healing character in the outer circle, so that the skill special effect corresponding to the healing skill applied by the healing character in the outer circle to the first character is not blocked;
[0519] On the terminal controlling the healing character in the outer circle, display the screen of the healing character in the outer circle applying the healing skill to the first character.
[0520] Optionally, the display unit 2601 is further configured to:
[0521] In response to the game event that the second character finishes healing the first character, display the screen of the second character stopping applying the healing skill to the first character;
[0522] The game event includes any one of the following:
[0523] The healing duration of the second character applying the healing skill to the first character reaches a second preset duration, the damage value suffered by the second character during the process of applying the healing skill to the first character reaches a preset threshold, and the first character changes from the animal model to the human model.
[0524] Optionally, the second determination unit 2604 is further configured to:
[0525] According to the game event, obtain the healing data of the second character, where the healing data is used to indicate the contribution degree of the second character applying the healing skill to the first character for the first character to change from the animal model to the human model;
[0526] Determine the corresponding healing reward data of the second character according to the healing data.
[0527] Optionally, the second determination unit 2604 is further configured to:
[0528] In response to the first character changing from the animal model to the human model, obtain the reward data for changing back to the human form corresponding to the first character; the first character changing from the animal model to the human model includes any one of the following: the first character changes from the animal model to the human model without being applied the healing skill by a virtual character with a human model in the scene area, and the first character changes from the animal model to the human model while being applied the healing skill by a virtual character with a human model in the scene area.
[0529] Optionally, the display unit 2601 is further configured to:
[0530] In response to a trigger operation that the first character leaves the scene area, present the first character in a human model; or
[0531] In response to the current moment reaching a preset moment, reset the preset game mode and present the first character in a human model.
[0532] Optionally, the display unit 2601 is specifically configured to:
[0533] In response to a trigger operation that the first character leaves the scene area, display a third prompt message, where the third prompt message includes the remaining departure duration, and the third prompt message is used to prompt that if the first character returns to the scene area within the remaining departure duration, the first character will be displayed in an animal model;
[0534] In the case that the first character is outside the scene area when the remaining departure duration is reached, present the first character in a human model.
[0535] Optionally, the game interaction device further includes a clearing unit, and the clearing unit is configured to: after resetting the preset game mode, clear the reward data obtained by the virtual characters in the scene area.
[0536] Corresponding to the game interaction method provided in the first embodiment of the present application, the third embodiment of the present application further provides an electronic device for game interaction. The electronic device includes: a processor; and a memory for storing a program of the game interaction method. After the device is powered on and runs the program of the game interaction method through the processor, the following steps are performed:
[0537] Display a graphical user interface through a first terminal. The graphical user interface includes a scene area for providing a preset game mode for virtual characters. The scene area includes at least one virtual character, and the virtual characters include a first virtual character controlled by the first terminal. The preset game mode includes controlling the virtual characters to perform game actions;
[0538] In response to a trigger operation that the first virtual character participates in the preset game mode in the scene area, determine the character type of the first virtual character according to the game data of the scene area. The character type is one of a performance type and a viewing type;
[0539] In response to a performance instruction triggered for a virtual character belonging to the performance type in the scene area, control the virtual character of the performance type to perform the game action indicated by the performance instruction;
[0540] In response to the end of the virtual character performance of the performance type in the performance session participated by the first virtual character in the scene area, determine the first reward data of the first virtual character according to the character type of the first virtual character.
[0541] Corresponding to the game interaction method provided in the first embodiment of the present application, the fourth embodiment of the present application provides a computer-readable storage medium storing a program of the game interaction method, and the program is run by a processor to execute the following steps:
[0542] Display a graphical user interface through a first terminal. The graphical user interface includes a scene area for providing a preset game mode for virtual characters. The scene area includes at least one virtual character, and the virtual characters include a first virtual character controlled by the first terminal. The preset game mode includes controlling virtual characters to perform game actions;
[0543] In response to a trigger operation for the first virtual character to participate in the preset game mode in the scene area, determine the character type of the first virtual character according to the game data of the scene area. The character type is one of a performance type and a viewing type;
[0544] In response to a performance instruction triggered for a virtual character belonging to the performance type in the scene area, control the virtual character of the performance type to perform the game actions indicated by the performance instruction;
[0545] In response to the end of the virtual character performance of the performance type in the performance session participated by the first virtual character in the scene area, determine the first reward data of the first virtual character according to the character type of the first virtual character.
[0546] It should be noted that for the detailed descriptions of the devices, electronic devices, and computer-readable storage media provided in the second, third, and fourth embodiments of the present application, reference may be made to the relevant descriptions of the first embodiment of the present application, which will not be repeated here.
[0547] Although the present application is disclosed above with preferred embodiments, it is not used to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be defined by the scope of the claims of the present application.
[0548] In a typical configuration, the node devices in the blockchain include one or more processors (CPUs), input / output interfaces, network interfaces, and memories.
[0549] The memory may include non-permanent memory in the form of computer-readable media, random access memory (RAM) and / or non-volatile memory such as read-only memory (ROM) or flash RAM. The memory is an example of computer-readable media.
[0550] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) of other properties, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media, or any other non-transitory media that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include transitory media such as modulated data signals and carrier waves.
[0551] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.
[0552] Although the present application is disclosed above with preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be determined by the scope defined in the claims of the present application.
Claims
1. A game interaction method, characterized in that, the method includes: displaying a graphical user interface through a first terminal, the graphical user interface includes a scene area for providing a preset game mode for virtual characters, the scene area includes at least one virtual character, and the virtual character includes a first virtual character controlled by the first terminal, and the preset game mode includes controlling the virtual character to perform game actions; in response to a trigger operation of the first virtual character participating in the preset game mode in the scene area, determining the character type of the first virtual character according to the game data of the scene area, and the character type is one of a performance type and a viewing type; in response to a performance instruction triggered for a virtual character belonging to the performance type in the scene area, controlling the virtual character of the performance type to perform the game actions indicated by the performance instruction; in response to the performance of the virtual character of the performance type ending in the performance session participated by the first virtual character in the scene area, determining the first reward data of the first virtual character according to the character type of the first virtual character.
2. The method according to claim 1, characterized in that, the performance instruction is triggered in the following manner: displaying preset points and a preset connection method between the preset points on a terminal controlling the virtual character of the performance type, and the preset connection method has a preset display duration; in response to an operation of connecting the preset points according to the preset connection method, triggering the performance instruction.
3. The method according to claim 1, characterized in that, the virtual game corresponds to multiple sub-line servers, and the multiple sub-line servers include a first sub-line server, and the multiple sub-line servers are respectively used to run game scenes; before displaying the graphical user interface through the first terminal, the method further includes: in response to a login operation of the game account corresponding to the first virtual character logging in to the virtual game, allocating the first virtual character to a game scene run by the first sub-line server.
4. The method according to claim 3, characterized in that, the method further includes: receiving a teaming request sent by a second terminal for teaming with the first virtual character, and displaying first confirmation information for confirming teaming with the virtual character controlled by the second terminal on the first terminal, and the virtual character controlled by the second terminal is in a game scene run by a second sub-line server; in response to a confirmation operation for the first confirmation information, controlling the first virtual character to exit the game scene run by the first sub-line server and enter the game scene run by the second sub-line server.
5. The method according to claim 3, characterized in that, a corresponding area copy is set in the scene area; before responding to the trigger operation of the first virtual character participating in the preset game mode in the scene area and determining the character type of the first virtual character according to the game data of the scene area, the method further includes: In response to a trigger operation that the first virtual character enters the scene area in the game scene, detect whether the number of virtual characters in the scene area reaches a preset allowable number; If the number of virtual characters in the scene area is less than the allowable number, control the first virtual character to enter the scene area; If the number of virtual characters included in the scene area reaches the allowable number, control the first virtual character to enter the area copy corresponding to the scene area.
6. The method according to claim 5, wherein, when the first virtual character is in the scene area, the method further includes: When the preset game mode carried out in the scene area ends, switch the first virtual character to the area copy corresponding to the scene area.
7. The method according to claim 6, wherein, before switching the first virtual character to the area copy corresponding to the scene area, the method further includes: display, on the first terminal, second confirmation information for confirming switching the first virtual character to the area copy corresponding to the scene area; The switching of the first virtual character to the area copy corresponding to the scene area includes: In response to a confirmation operation for the second confirmation information, switch the first virtual character to the area copy corresponding to the scene area.
8. The method according to claim 1, wherein, the determining the first reward data of the first virtual character according to the character type of the first virtual character includes: If the first virtual character is a virtual character of the performance type, obtain the first action completion data of the first virtual character, and determine the first reward data of the first virtual character according to the first action completion data; If the first virtual character is a virtual character of the viewing type, determine the virtual character of the performance type corresponding to the first virtual character, and obtain the second action completion data of the virtual character of the performance type corresponding to the first virtual character, and determine the first reward data of the first virtual character according to the second action completion data, and each virtual character of the viewing type corresponds to a virtual character of the performance type.
9. The method according to claim 1, wherein, the scene area includes virtual characters of the performance type and virtual characters of the viewing type, and each virtual character of the viewing type corresponds to a virtual character of the performance type, the method further includes: According to the performance instruction, on the terminal controlling the virtual character of the performance type, aim the virtual camera at the virtual character of the performance type for shooting, and on the terminal controlling the virtual character of the viewing type, aim the virtual camera at the virtual character of the performance type corresponding to the virtual character of the viewing type for shooting.
10. The method according to claim 1, wherein, the determining the character type of the first virtual character according to the game data of the scene area includes: Detect whether there is a virtual character determined to be of the performance type in the scene area; If there is, when the virtual character determined to be of the performance type finishes performing, add the first virtual character to the character set, and determine the virtual characters of the performance type and the virtual characters of the viewing type from the character set to obtain the character type of the first virtual character, where the character set is the set composed of virtual characters participating in the preset game mode in the scene area; If not, add the first virtual character to the character set, and determine the virtual characters of the performance type and the virtual characters of the viewing type from the character set to obtain the character type of the first virtual character.
11. The method according to claim 10, wherein, The determining the virtual characters of the performance type and the virtual characters of the viewing type from the character set includes: Determining the second number of virtual characters of the performance type from the character set according to the first number of virtual characters in the character set, and the second number is proportional to the first number; Selecting the second number of virtual characters from the character set as the virtual characters of the performance type, and taking the virtual characters in the character set other than the virtual characters of the performance type as the virtual characters of the viewing type.
12. The method according to claim 11, wherein, The virtual characters of the performance type include multiple virtual characters of the performance type, and the method further includes: Evenly distributing the virtual characters of the viewing type to the multiple virtual characters of the performance type.
13. The method according to claim 10, wherein, The performances carried out in the scene area are divided into performance rounds, and each virtual character in the character set is selected as the virtual character of the performance type once in one performance round, and one performance round includes multiple performance sessions; The determining the virtual character of the performance type from the character set includes: In the case that there is a virtual character in the virtual characters in the character set other than the first virtual character that has not been selected as the virtual character of the performance type in the current performance round, determining the virtual character of the performance type from the first virtual character and the virtual character that has not been selected as the virtual character of the performance type; In the case that all the virtual characters in the virtual characters in the character set other than the first virtual character have been selected as the virtual character of the performance type in the current performance round, determining the virtual character of the performance type from the character set.
14. The method according to claim 1, wherein, The determining the character type of the first virtual character according to the game data of the scene area includes: In the case that there are no other virtual characters in the virtual characters participating in the preset game mode in the scene area other than the first virtual character, determining the first virtual character as the virtual character of the performance type.
15. The method according to claim 1, wherein, The determining the character type of the first virtual character according to the game data of the scene area includes: When a current performance session is in progress in the described scene area, determine the first virtual character as the virtual character of the viewing type, and assign a virtual character of the performance type to the first virtual character; When the current performance session in the scene area is completed, determine the virtual characters of the performance type in the next performance session according to the first number of virtual characters participating in the preset game mode in the scene area, and obtain the character type of the first virtual character.
16. The method according to claim 1, wherein, the method further includes: According to the end of the performance of the virtual characters of the performance type in the scene area, obtain the action completion data of the virtual characters of the performance type; Determine the first character whose trigger state changes from the virtual characters of the performance type according to the action completion data; Control the character model of the first character to change from a human model to an animal model.
17. The method according to claim 16, wherein, the determining the first character whose trigger state changes from the virtual characters of the performance type according to the action completion data includes: Obtain the first number of virtual characters participating in the preset game mode in the scene area and the third number of virtual characters whose current character models in the scene area change to animal models; When the first number is greater than the first preset number and the third number is less than or equal to the second preset number, determine the first character whose trigger state changes from the virtual characters of the performance type according to the action completion data.
18. The method according to claim 16, wherein, the action completion data is a completion level, and the completion level corresponds to a probability of trigger state change; the determining the first character whose trigger state changes from the virtual characters of the performance type according to the action completion data includes: Determine the first character whose trigger state changes from the virtual characters of the performance type corresponding to the completion level according to the probability of trigger state change corresponding to the completion level.
19. The method according to claim 16, wherein, the controlling the character model of the first character to change from a human model to an animal model includes: Control the character model of the first character to change from a standing state to a lying state, the lying state character model to the animal model, and the animal model to change from a lying state to a standing state.
20. The method according to claim 19, wherein, the method further includes: On the terminal controlling the first character, display a first screen in which the game scene deforms, changes from bright to dark, and a second screen in which the deformation of the game scene weakens and changes from dark to bright, and display the first character in the animal model in the second screen.
21. The method according to claim 19, wherein, the method further includes: On the terminal that controls the virtual character whose role model in the scene area is a human model, display the third screen in which the role model of the first character changes from the standing state to the fallen state and the first character in the fallen state is covered by smoke, and the fourth screen that changes from the third screen and in which the smoke gradually dissipates, and display the first character in the form of the animal model in the fourth screen.
22. The method according to claim 16, wherein, the method further includes: In response to a movement operation on the first character that has changed to the animal model, control the first character to move in the scene area in the movement posture corresponding to the animal model.
23. The method according to claim 16, wherein, the method further includes: In response to broadcast information in the form of human language sent to the scene area on the terminal that controls the first character that has changed to the animal model, present the broadcast information in the form of the animal language corresponding to the animal model on the terminals of virtual characters in the scene area whose role models are different from the animal model corresponding to the first character.
24. The method according to claim 23, wherein, the presenting the broadcast information in the form of the animal language corresponding to the animal model on the terminals of virtual characters in the scene area whose role models are different from the animal model corresponding to the first character includes: displaying the broadcast information in text format in the form of the animal language corresponding to the animal model on the terminals of virtual characters in the scene area whose role models are different from the animal model corresponding to the first character; and / or playing the animal calls corresponding to the animal model on the terminals of virtual characters in the scene area whose role models are different from the animal model corresponding to the first character.
25. The method according to claim 23, wherein, the method further includes: If the virtual character that controls the role model in the scene area as a human model is a virtual character with a preset skill for communicating with animals without barriers, present the broadcast information in the form of human language on the terminal of the virtual character that controls the role model in the scene area as a human model.
26. The method according to claim 16, wherein, the method further includes: Display at least one of the following information on the terminal that controls the first character: the first prompt information for prompting the role model of the first character to change to the animal model, the first reward information for characterizing the reward data obtained by the first character, the second reward information for characterizing the target reward data to be achieved, the information for characterizing the duration required for the role model of the first character to change from the animal model to the human model; Among them, the first prompt information includes the animal species corresponding to the animal model and the reason for the role model of the first role to be changed to the animal model. When the first role is not subjected to the treatment skill by the virtual role with a human model as the role model in the scene area, the duration for the role model of the first role to be changed from the animal model to the human model is the first preset duration, and the treatment skill is a skill used to accelerate the change from the animal model to the human model.
27. The method according to claim 16, wherein, the method further includes: displaying at least one of the following information on the terminal controlling the virtual role with a human model as the role model in the scene area: a second prompt information for prompting the role model of the first role to be changed to the animal model, a third reward information for characterizing the reward data obtained by the virtual role with a human model as the role model in the scene area, a second reward information for characterizing the target reward data to be achieved, and a treatment information corresponding to the role model of the first role; wherein, the treatment information includes information for indicating whether the first role is subjected to the treatment skill for accelerating the change from the animal model to the human model. If the first role is subjected to the treatment skill, the treatment information further includes the number of virtual roles applying the treatment skill to the first role and information for characterizing the expected duration for the role model of the first role to be changed from the animal model to the human model.
28. The method according to claim 16, wherein, the method further includes: in response to the participation operation of the first role changed to the animal model in the preset game mode, displaying on the terminal controlling the first role the information that the first role cannot participate in the preset game mode.
29. The method according to claim 27, wherein, when the second prompt information is displayed on the terminal controlling the virtual role with a human model as the role model in the scene area, the method further includes: in response to the trigger operation for starting the treatment for the first role on the terminal of the second role among the virtual roles with a human model as the role model in the scene area, controlling the second role to apply the treatment skill to the first role.
30. The method according to claim 29, wherein, the controlling the second role to apply the treatment skill to the first role includes: determining a third role that is applying the treatment skill to the first role, and the number of the third roles is less than the third preset number; determining the second treatment position of the second role in the scene area according to the first treatment position where the third role is located and the preset position arrangement strategy; controlling the second role and the third role at the first treatment position to apply the treatment skill to the first role at the second treatment position respectively.
31. The method according to claim 30, wherein, The skill special effect of the treatment skill is the skill special effect pointing from the treatment character to the first character, and the treatment characters include the second character and the third character; The method further includes: If the skill special effect corresponding to the treatment skill applied by the treatment character in the outer circle to the first character is blocked by the treatment character in the inner circle, the treatment character in the inner circle is correspondingly hidden on the terminal controlling the treatment character in the outer circle, so that the skill special effect corresponding to the treatment skill applied by the treatment character in the outer circle to the first character is not blocked; Display on the terminal controlling the treatment character in the outer circle the screen of the treatment character in the outer circle applying the treatment skill to the first character.
32. The method according to claim 29, wherein, The method further includes: In response to the game event that the treatment of the first character by the second character ends, display the screen of the second character stopping applying the treatment skill to the first character; The game event includes any one of the following: The treatment duration of the second character applying the treatment skill to the first character reaches a second preset duration, the damage value suffered by the second character during the process of applying the treatment skill to the first character reaches a preset threshold, the first character changes from the animal model to the human model.
33. The method according to claim 32, wherein, The method further includes: According to the game event, obtain the treatment data of the second character, and the treatment data is used to indicate the contribution degree of the second character applying the treatment skill to the first character for the first character to change from the animal model to the human model; Determine the treatment reward data corresponding to the second character according to the treatment data.
34. The method according to claim 16, wherein, The method further includes: In response to the first character changing from the animal model to the human model, obtain the reward data for changing back to the human form corresponding to the first character; the first character changing from the animal model to the human model includes any one of the following: the first character changes from the animal model to the human model without being treated by a virtual character with a human model in the scene area, the first character changes from the animal model to the human model while being treated by a virtual character with a human model in the scene area.
35. The method according to claim 34, wherein, The method further includes: In response to the trigger operation of the first character leaving the scene area, present the first character in the human model; or In response to the current moment reaching the preset moment, reset the preset game mode and present the first character in the human model.
36. For the method according to claim 35, in response to the trigger operation of the first character leaving the scene area, presenting the first character in the human model, includes: In response to a trigger operation of the first character leaving the scene area, a third prompt message is displayed, where the third prompt message includes the remaining duration of leaving, and the third prompt message is used to prompt that if the first character returns to the scene area within the remaining duration of leaving, the first character is displayed as an animal model; In the case that the first character is outside the scene area when the remaining duration of leaving is reached, the first character is presented as a human model.
37. The method according to claim 35, wherein, after resetting the preset game mode, the method further includes: Clearing the reward data obtained by the virtual characters in the scene area.
38. A game interaction device, wherein, the device includes: a display unit, configured to display a graphical user interface through a first terminal, where the graphical user interface includes a scene area for providing a preset game mode for virtual characters, the scene area includes at least one virtual character, the virtual characters include a first virtual character controlled by the first terminal, and the preset game mode includes controlling the virtual characters to perform game actions; a first determination unit, configured to determine the character type of the first virtual character according to the game data of the scene area in response to a trigger operation of the first virtual character participating in the preset game mode in the scene area, where the character type is one of a performance type and a viewing type; a control unit, configured to control the virtual character of the performance type to perform the game actions corresponding to the performance operation in response to a performance instruction triggered for the virtual character of the performance type in the scene area; a second determination unit, configured to determine the first reward data of the first virtual character according to the character type of the first virtual character in response to the performance of the virtual character of the performance type ending in the performance sessions participated by the first virtual character in the scene area.
39. An electronic device, wherein, it includes: a processor; and a memory, configured to store a data processing program, and after the electronic device is powered on and runs the program through the processor, it executes the method according to any one of claims 1-37.
40. A computer-readable storage medium, wherein, it stores a data processing program, and when the program is run by a processor, it executes the method according to any one of claims 1-37.