Game interaction method, device, equipment and product based on virtual open world
By introducing pet characters in open world games and determining their in-site status based on the outside state, the problem of low in-site and outside interaction is solved, and the depth of the game and the immersion of the player experience is improved.
Patent Information
- Application Number
- CN202510336937.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-19
- Publication Date
- 2025-06-27
AI Technical Summary
In existing open world games, the interaction between inside and outside is low, resulting in players' experience in open world and in games, reducing the depth and playability of the game.
By introducing pet characters in the virtual open world and determining the in-site state of the pet character based on the outside state before entering the virtual game, the outside state is extended to the inside and improve the linkage between inside and outside.
It reduces the sense of separation between inside and outside, improves the immersion of player experience and the playability of open-world games.
Smart Images

Figure CN120204725A_ABST
Abstract
Description
[0001] This application is a divisional application of the invention patent application with the application date of August 19, 2024, the application number of 202411144030.X, and the invention title of "Game Interaction Method, Device, Equipment and Product Based on Virtual Open World". Technical Field
[0002] This application relates to the technical field of virtual environment, and particularly relates to a game interaction method, device, equipment and product based on virtual open world. Background Art
[0003] Open-world games provide players with a game environment with high freedom and strong immersion with their vast exploration space and rich interaction experiences. Such games usually allow players to freely explore in the game world, interact with the environment and characters, and experience diverse gameplays. In open-world games, the gameplay design inside and outside the game session is one of the key factors to enhance the player experience.
[0004] In the related art, a sneak attack mechanism is provided. Players can enter the battle by sneak attacking other characters outside the game session, obtaining the first-move advantage inside the game session, enabling players to directly affect the battle result based on their actions in the open world, and enhancing the interactivity between inside and outside the game session.
[0005] However, in the above method, only simple interaction operations such as sneak attacks can be used to determine the first move in the game, or skip the actions in the first round inside the game. The experience of players in the open world and the game session is relatively fragmented, reducing the depth and playability of open-world games. Summary of the Invention
[0006] Embodiments of this application provide a game interaction method, device, equipment and product based on virtual open world, which can reduce the sense of fragmentation between inside and outside the virtual game session in the virtual open world. The technical solutions are as follows.
[0007] On the one hand, a game interaction method based on virtual open world is provided. The method includes:
[0008] Receiving a control operation for the master virtual character in the virtual open world, where the control operation is used to control the actions of the master virtual character, and the master virtual character has the ability to summon a first pet character;
[0009] When the master virtual character summons the first pet character, displaying the first pet character in the out-of-game state in the virtual open world, where the out-of-game state is the state of the first pet character based on the events in the virtual open world when it is outside the virtual game session;
[0010] In response to the first pet character and the second pet character entering the virtual game, starting from the start time of the virtual game, display the first pet character in the virtual game in a first in-game state, where the first in-game state is an in-game state determined based on the out-of-game state, and the second pet character is an object controlled by the system;
[0011] When the first in-game state meets the end condition, display the first pet character in the virtual game in a second in-game state.
[0012] On the other hand, a game interaction device based on a virtual open world is provided, and the device includes:
[0013] A receiving module, configured to receive a control operation on a main control virtual character in the virtual open world, where the control operation is used to control the actions of the main control virtual character, and the main control virtual character has the ability to summon the first pet character;
[0014] A display module, configured to display the first pet character in an out-of-game state in the virtual open world when the main control virtual character summons the first pet character, where the out-of-game state is the state of the first pet character based on events in the virtual open world when outside the virtual game;
[0015] The display module is further configured to, in response to the first pet character and the second pet character entering the virtual game, starting from the start time of the virtual game, display the first pet character in the virtual game in a first in-game state, where the first in-game state is an in-game state determined based on the out-of-game state, and the second pet character is an object controlled by the system;
[0016] The display module is further configured to display the first pet character in the virtual game in a second in-game state when the first in-game state meets the end condition.
[0017] In some embodiments, the display module is further configured to display the first pet character in the out-of-game state in the virtual open world based on events in the virtual open world.
[0018] In some embodiments, the display module is further configured to:
[0019] Displaying the first pet character in the out-of-game state in the virtual open world includes:
[0020] Based on a first event generated by the main control virtual character in the virtual open world, display the first pet character in a first out-of-game state in the virtual open world; or,
[0021] Based on a second event generated by the second pet character in the virtual open world, display a first pet character in a second out-of-game state in the virtual open world; or,
[0022] Based on a first interaction event generated by the master virtual character and the second pet character in the virtual open world, display a first pet character in a third out-of-game state in the virtual open world; or,
[0023] Based on at least two of the first event, the second event, and the first interaction event, display a first pet character in a fourth out-of-game state in the virtual open world; or,
[0024] Based on a third event generated by the first pet character in the virtual open world, display a first pet character in a fifth out-of-game state in the virtual open world; or,
[0025] Based on a fourth event generated by the cooperation of the first pet character and the master virtual character in the virtual open world, display a first pet character in a sixth out-of-game state in the virtual open world; or,
[0026] Based on a second interaction event generated by the first pet character and the second pet character in the virtual open world, display a first pet character in a seventh out-of-game state in the virtual open world.
[0027] In some embodiments, the first event includes at least one of the following events:
[0028] The master virtual character releases a behavior restriction skill on the second pet character in the virtual open world;
[0029] The master virtual character moves to an area range behind the second pet character in the virtual open world;
[0030] The master virtual character triggers a stealth state and enters a preset area range around the second pet character in the stealth state.
[0031] In some embodiments, the behavior restriction skill meets an effective condition, and the effective condition includes at least one of the following conditions:
[0032] The charging duration reaches a preset charging duration;
[0033] The behavior restriction skill hits the second pet character;
[0034] The character attributes of the second pet character and the behavior restriction skill meet a restriction condition.
[0035] In some embodiments, the second event includes at least one of the following events:
[0036] The second pet character enters sleep in the virtual open world;
[0037] The second pet character triggers a buff skill in the virtual open world;
[0038] The second pet character triggers an offensive skill towards the main control virtual character in the virtual open world;
[0039] The second pet character enters a virtual trap in the virtual open world.
[0040] In some embodiments, the first interaction event includes at least one of the following events:
[0041] The second pet character disguises as a first virtual element in the virtual open world, and the main control virtual character triggers a first interaction operation towards the second pet character disguised as the first virtual element;
[0042] The main control virtual character chases the second pet character in the virtual open world, and the second pet character evades the chase of the main control virtual character for a first preset duration;
[0043] The second pet character chases the main control virtual character in the virtual open world, and the main control virtual character evades the chase of the second pet character for a second preset duration.
[0044] In some embodiments, the third event includes:
[0045] The first pet character triggers an offensive skill towards the second pet character, causing the second pet character to be in an injured state.
[0046] In some embodiments, the fourth event includes:
[0047] The main control virtual character approaches the second pet character from the front of the second pet character, and the first pet character approaches the second pet character from behind the second pet character.
[0048] In some embodiments, the second interaction event includes:
[0049] The first pet character disguises as a second virtual element in the virtual open world, and the second pet character triggers a second interaction operation towards the first pet character disguised as the second virtual element.
[0050] In some embodiments, the first pet character is a pet character owned by the master virtual character; or,
[0051] the first pet character is a pet character owned by an associated account of the first account, and the first account is the master account corresponding to the master virtual character; or,
[0052] the first pet character is a pet character corresponding to a preset event; the preset event includes at least one of the master virtual character triggering a preset task node or the master virtual character entering the summoning range of the first pet character.
[0053] In some embodiments, the display module is further configured to:
[0054] display the first pet character that maintains the out-of-game state as the first in-game state within the virtual game; or,
[0055] display the first pet character that obtains the first in-game state based on the out-of-game state conversion within the virtual game and releases in-game skills based on the first in-game state.
[0056] In some embodiments, the display module is further configured to:
[0057] when the first pet character is in an offensive state or a sneak attack state outside the virtual game, display that the first pet character initiates an attack by releasing in-game skills in the previous round after entering the virtual game; or,
[0058] when the first pet character is in a buff state outside the virtual game, display that the first pet character conducts virtual battles with the increased attack ability or defense ability after entering the virtual game.
[0059] On the other hand, a computer device is provided. The computer device includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the in-game interaction method based on a virtual open world as described in any one of the embodiments of the present application above.
[0060] On the other hand, a computer-readable storage medium is provided. At least one instruction, at least one program, a code set or an instruction set is stored in the storage medium. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the in-game interaction method based on a virtual open world as described in any one of the embodiments of the present application above.
[0061] On the other hand, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for interaction in a game based on a virtual open world described in any of the above embodiments.
[0062] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0063] By determining the first in-game state of the second pet character in the virtual game based on the out-of-game state of the second pet character before entering the virtual game, the out-of-game state of the second pet character caused by events in the virtual open world can affect the first in-game state when entering the virtual game, extending the out-of-game state to the in-game state, keeping the in-game state and the out-of-game state associated, improving the linkage between events in the virtual open world and the virtual game, using the first in-game state as an intermediate state between the out-of-game state and the second in-game state, providing a transition between the out-of-game and the in-game, reducing the sense of disconnection between the in-game and the out-of-game, improving the immersion of the player experience, and improving the playability of the open world game. BRIEF DESCRIPTION OF THE DRAWINGS
[0064] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0065] Figure 1 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application;
[0066] Figure 2 is a flowchart of a method for interaction in a game based on a virtual open world provided by an exemplary embodiment of the present application;
[0067] Figure 3 is a schematic diagram of interaction in a game based on a virtual open world provided by an exemplary embodiment of the present application;
[0068] Figure 4 is a flowchart of a method for displaying an out-of-game state provided by an exemplary embodiment of the present application;
[0069] Figure 5 is a flowchart of a method for displaying a first in-game state provided by an exemplary embodiment of the present application;
[0070] Figure 6It is a schematic diagram of internal and external linkage based on the dizziness state provided by an exemplary embodiment of the present application;
[0071] Figure 7 It is a schematic diagram of internal and external linkage based on the sleep state provided by an exemplary embodiment of the present application;
[0072] Figure 8 It is a schematic diagram of internal and external linkage based on the back-to-back state provided by an exemplary embodiment of the present application;
[0073] Figure 9 It is a schematic diagram of internal and external linkage based on the offensive state provided by an exemplary embodiment of the present application;
[0074] Figure 10 It is a schematic diagram of internal and external linkage based on the sneak attack state provided by an exemplary embodiment of the present application;
[0075] Figure 11 It is a schematic diagram of internal and external linkage based on the buff state provided by an exemplary embodiment of the present application;
[0076] Figure 12 It is a schematic diagram of internal and external linkage based on the stacked state provided by an exemplary embodiment of the present application;
[0077] Figure 13 It is a schematic diagram of the interaction process in the game based on the virtual open world provided by an exemplary embodiment of the present application;
[0078] Figure 14 It is a schematic diagram of the state machine provided by an exemplary embodiment of the present application;
[0079] Figure 15 It is a block diagram of the structure of the interaction device in the game based on the virtual open world provided by an exemplary embodiment of the present application;
[0080] Figure 16 It is a block diagram of the structure of the interaction device module in the game based on the virtual open world provided by an exemplary embodiment of the present application;
[0081] Figure 17 It is a block diagram of the structure of the terminal provided by an exemplary embodiment of the present application. Detailed implementation manners
[0082] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0083] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".
[0084] First, a brief introduction to the nouns involved in the embodiments themselves:
[0085] Virtual open world: It is a virtual environment displayed (or provided) when the application runs on the terminal, with a high degree of freedom and exploration, allowing players to freely explore without a fixed route or task sequence. This virtual open world can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional virtual environment. The virtual open world can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. The embodiments of this application do not limit this. The following embodiments will be described by taking the virtual open world as a three-dimensional virtual environment as an example.
[0086] Master virtual character: It refers to an active object played by the player in the virtual open world. The master virtual character can be a virtual human, a virtual animal, an anime character, etc., such as: a person or an animal displayed in a three-dimensional virtual world. Optionally, the master virtual character is a three-dimensional solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
[0087] Pet character: It is an active object in the virtual open world that is not played by the player. The pet character can be a virtual creature, a virtual animal, a virtual monster, a virtual elf, etc., such as: an active object in the form of an animal or other form displayed in the virtual open world. The pet character can be subjected to at least one of the interactive operations of being captured, raised, upgraded, etc. by the master virtual character. The pet character can include a first pet character controlled by the player and a second pet character controlled by the system. The master virtual character can obtain the first pet character by capturing the second pet character. The first pet character can assist the master virtual character in at least one of the interactive operations such as collection, combat, farming, and capturing other pet characters.
[0088] Outside the game: It refers to the part outside the virtual game in the virtual open world of an open world game. This part is in an instant mode, and players can freely explore, move, and interact with the virtual open world, and get instant feedback according to their actions.
[0089] In-game: It refers to the in-game part of the virtual game in an open-world game. This part can be implemented in a turn-based mode. After the player selects an instruction, the instructions are settled in sequence according to the speed order of the combat characters on both sides.
[0090] The main controlled virtual character can trigger to enter the virtual game (in-game) in the virtual open world (out-of-game), and can also switch from in-game to out-of-game after the virtual game ends, or based on in-game exit operations, etc.
[0091] In the related art, a sneak attack mechanism is provided for open-world games. Players can enter the battle by sneak attacking other characters out-of-game and obtain the first-move advantage in-game, enabling players to directly affect the battle result based on their actions in the open world and enhancing the interactivity between in-game and out-of-game. However, in the above method, only simple interaction operations such as sneak attacks can determine the first and second moves in the game, or skip the actions in the first round in-game. The experience of players in the open world and the game is relatively fragmented, reducing the depth and playability of open-world games.
[0092] In the embodiment of the present application, the in-game interaction method based on a virtual open world determines the first in-game state of the second pet character in the virtual game through the out-of-game state of the second pet character before entering the virtual game, so that the out-of-game state generated by the event in the virtual open world on the second pet character can affect the first in-game state when entering the virtual game, extending the out-of-game state to in-game, keeping the in-game state and the out-of-game state associated, improving the linkage between the events in the virtual open world and the virtual game, using the first in-game state as the intermediate state between the out-of-game state and the second in-game state to provide a transition between out-of-game and in-game, reducing the sense of fragmentation between in-game and out-of-game, improving the immersion of the player experience, and enhancing the playability of open-world games.
[0093] An introduction to the computer system of the present application. Please refer to Figure 1 which shows a schematic diagram of a computer system provided by an exemplary embodiment of the present application. The computer system includes: a terminal 110.
[0094] The terminal 110 is installed and runs an application program that supports a virtual open world.
[0095] Optionally, the application program can be any application program that can provide a virtual open world, such as an open-world game program, a turn-based game program, a role-playing game (RPG) program, a three-dimensional map program, a virtual reality (VR) application program, an augmented reality (AR) application program, etc. The embodiment of the present application does not limit this.
[0096] The terminal 110 is a terminal used by a user. The user uses the terminal 110 to control the master virtual character located in the virtual open world to perform activities, which include but are not limited to: adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, using combat characters for picking, using combat characters for fighting, using throwing items, attacking other virtual characters, etc.
[0097] Illustratively, the terminal 110 receives a control operation for the master virtual character in the virtual open world. The control operation is used to control the actions of the master virtual character, and the master virtual character has the ability to summon a first pet character; display a second pet character in an out-of-game state in the virtual open world. The second pet character is an object controlled by the system, and the out-of-game state is the state in which the second pet character is based on events in the virtual open world when outside the virtual game; in response to at least one of the master virtual character and the first pet character entering the virtual game with the second pet character, starting from the start time of the virtual game, display the second pet character in a first in-game state in the virtual game. The first in-game state is an in-game state determined based on the out-of-game state; when the first in-game state meets the end condition, display the second pet character in a second in-game state in the virtual game.
[0098] In some embodiments, the computer system further includes a server 120. There is a communication network 130 between the terminal 110 and the server 120, and the terminal 110 and the server 120 transmit data through the communication network 130.
[0099] The server 120 is used to provide background services for the application in the terminal 110. For example, in response to a client request from the terminal 110, it controls the screen rendering in the application, records events in the virtual open world, determines the out-of-game state, the first in-game state, and the second in-game state of the second virtual pet character, etc.
[0100] It should be noted that the service content of the above server 120 is only an exemplary example, and this application does not limit it.
[0101] The above terminal is optional. The terminal can be various forms of terminal devices such as a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a smart TV, a smart vehicle, etc. The embodiments of this application do not limit it.
[0102] It should be noted that the above-mentioned server 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 security, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0103] Among them, cloud technology is a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.
[0104] In some embodiments, the above-mentioned server can also be implemented as a node in a blockchain system.
[0105] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards in the relevant region. For example, the operation data and account information involved in this application are obtained under full authorization.
[0106] For further explanation, before and during the collection of the user's relevant data (such as the account information, historical operation data, and real-time operation data involved in this application), a prompt interface, a pop-up window, or a voice prompt message can be displayed. The prompt interface, pop-up window, or voice prompt message is used to prompt the user that their relevant data is currently being collected, so that this application only starts to execute the relevant steps for obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps for obtaining the user's relevant data are ended, that is, the user's relevant data is not obtained. In other words, all user data collected by this application is collected with the user's consent and authorization, and the collection, use, and processing of relevant user data need to comply with the relevant laws, regulations, and standards in the relevant region.
[0107] Schematically, please refer to Figure 2, which shows a flowchart of a game interaction method based on a virtual open world provided by an exemplary embodiment of the present application. This method can be executed by a terminal, by a server, or jointly by a terminal and a server. In the embodiments of the present application, an example where this method is executed by a terminal is used for illustration. As Figure 2 shown, the method includes the following steps:
[0108] Step 210, receive a control operation for the main control virtual character in the virtual open world.
[0109] The control operation is used to control the actions of the main control virtual character, and the main control virtual character has the ability to summon a first pet character.
[0110] The virtual open world is a virtual scene provided in the application program running on the terminal.
[0111] The main control virtual character is the virtual character controlled by the first account in the virtual open world.
[0112] The first account can control the activities of the main control virtual character in the virtual open world through the control operation, including but not limited to adjusting the body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing combat characters, controlling combat characters, raising combat characters, using combat characters for picking, using combat characters for combat, using throwing items, attacking other virtual characters, etc.
[0113] Optionally, the control operation can be a touch operation on a program interface control (such as a touch screen operation, a mouse operation, a joystick operation, etc.), or can be triggered by a button pre-associated on an external input device (such as a gamepad, a keyboard, a steering wheel, etc.) connected to the terminal, or can also be controlled based on a user's voice command or gesture command, etc. The present application does not limit this.
[0114] There is an association relationship between the first pet character and the main control virtual character. The summoning ability means that the main control virtual character can summon the first pet character to move in the virtual open world through a summoning operation.
[0115] Optionally, the first pet character is a pet character owned by the main control virtual character, or the first pet character is a pet character owned by an associated account of the first account, or the first pet character is a pet character corresponding to a preset event.
[0116] Taking the first pet character being a pet character owned by the main control virtual character as an example, the main control virtual character can obtain the first pet character by capturing pet characters in the virtual open world, or by completing specified tasks, or by exchanging with specified virtual resources, etc.
[0117] Taking the example that the first pet character is a pet character owned by an associated account of the first account, the associated account can be a friend account of the first account, an account that has teamed up with the first account within a historical time period, an account that has interacted with the first account in the virtual open world within a historical time period, etc.
[0118] With the authorization of the associated account, the main control virtual character can summon the first pet character owned by the associated account through a summoning operation.
[0119] Taking the example that the first pet character corresponds to a pet character of a preset event, the preset event can be that the main control virtual character triggers a preset task node, or the main control virtual character enters the summoning range of the first pet character, etc.
[0120] Illustratively, when the main control virtual character advances the main storyline in the virtual open world, when the main control virtual character meets the requirements of the task node, the main control virtual character can summon the first pet character provided in the main storyline to jointly participate in advancing the main storyline. For example, in the main storyline, it is required that the main control virtual character rescue non-player character A. When the main control virtual character enters the battle to rescue non-player character A, the pet character B of non-player character A can be summoned to participate in rescuing non-player character A.
[0121] Illustratively, when the main control virtual character triggers the experience node of the first pet character, the main control virtual character can summon the first pet character based on the experience node without owning the first pet character, so that the first pet character follows the main control virtual character to move in the virtual open world during the experience duration.
[0122] Illustratively, the first pet character is a pet character that can move within a specified area range in the virtual open world. When the main control virtual character reaches a contract with the first pet character, or the intimacy reaches a preset intimacy threshold, etc., the main control virtual character can summon the first pet character within the summoning range of the first pet character. For example, pet character C is fixed to move within the territory area range. When the main control virtual character enters this territory area range, pet character C can be summoned within this area range to follow the main control virtual character to explore this area.
[0123] It should be noted that the above-mentioned association relationship between the main control virtual character and the first pet character is only an exemplary example, and this application does not limit it.
[0124] Step 220, display the second pet character in an out-of-game state in the virtual open world.
[0125] The second pet character is an object controlled by the system, and the out-of-game state is the state in which the second pet character is based on the events in the virtual open world when it is outside the virtual game.
[0126] In some embodiments, based on events in the virtual open world, a second pet character in an out-of-the-way state in the virtual open world is displayed.
[0127] Optionally, the event for determining the above out-of-the-way state is at least one of the following events:
[0128] A first event generated by the master virtual character in the virtual open world;
[0129] A second event generated by the second pet character in the virtual open world;
[0130] A first interaction event generated by the master virtual character and the second pet character in the virtual open world.
[0131] Among them, the first event refers to an event in which the second pet character is in a first out-of-the-way state based on the behavior of the master virtual character itself in the virtual open world.
[0132] Schematically, based on the master virtual character releasing a behavior restriction skill (such as a star skill for stunning the second pet character) on the second pet character in the virtual open world, the second pet character is in a behavior restriction state (such as a stun state caused by being hit by the star skill), and this behavior restriction state refers to a state in which the second pet character loses the ability to move; or, based on the master virtual character moving to an area range behind the second pet character in the virtual open world, the second pet character is in a back-to-back state, and the back-to-back state refers to a state in which the second pet character has its back to the master virtual character.
[0133] It should be noted that the event content of the above first event is only an exemplary example, and the first event can be any event generated by the master virtual character in the virtual open world that can affect the out-of-the-way state of the second pet character, and the embodiments of the present application do not limit this.
[0134] Optionally, when the master virtual character generates multiple first events in the virtual open world, the second pet character can also be in at least two first out-of-the-way states based on at least two first events.
[0135] The second event refers to an event in which the second pet character is in a second out-of-the-way state based on the behavior of the second pet character itself in the virtual open world.
[0136] For example, based on the second pet character entering sleep in the virtual open world, the second pet character is in a sleep state; or, based on the second pet character triggering a buff skill in the virtual open world, the second pet character is in a buff state, where the buff state refers to the state in which the second pet character obtains a buff effect; or, based on the second pet character triggering an offensive skill towards the main control virtual character in the virtual open world, the second pet character is in an offensive state, where the offensive state refers to the state in which the second pet character launches an attack on the main control virtual character in the previous round.
[0137] It should be noted that the event content of the above second event is only an exemplary example, and the second event can be any event generated by the second pet character in the virtual open world that can affect the off-field state of the second pet character, and the embodiments of the present application do not limit this.
[0138] Optionally, when the second pet character generates multiple second events in the virtual open world, the second pet character can also be in at least two second off-field states simultaneously in the virtual open world based on at least two second events.
[0139] The first interaction event refers to an event in which the second pet character is in a third off-field state based on the interaction behavior between the main control virtual character and the second pet character in the virtual open world.
[0140] For example, based on the second pet character disguising as a first virtual element in the virtual open world, the main control virtual character triggers a first interaction operation towards the second pet character disguising as the first virtual element, making the second pet character in a sneak attack state, where the sneak attack state refers to the state in which the second pet character resumes its disguise and launches an attack on the main control virtual character.
[0141] It should be noted that the event content of the above first interaction event is only an exemplary example, and the first interaction event can be any interaction event generated by the main control virtual character and the second pet character in the virtual open world that can affect the off-field state of the second pet character, and the embodiments of the present application do not limit this.
[0142] Optionally, when the main control virtual character and the second pet character generate multiple first interaction events, the second pet character can also be in at least two third off-field states simultaneously based on at least two first interaction events.
[0143] The above first event, second event, and first interaction event can also be combined arbitrarily to jointly affect the off-field state of the second pet character.
[0144] Schematically, based on at least two of the first event, second event, and first interaction event, display the second pet character in the virtual open world in a fourth off-field state.
[0145] When summoning a first pet character in a virtual open world based on a summoning operation of a master virtual character, the events for determining the above out-of-game state may further include at least one of the following events:
[0146] A third event generated by the first pet character in the virtual open world;
[0147] A fourth event generated by the cooperation of the first pet character and the master virtual character in the virtual world;
[0148] A second interaction event generated by the first pet character and the second pet character in the virtual open world.
[0149] The third event refers to an event in which the second pet character is in a fifth out-of-game state based on the behavior of the first pet character itself in the virtual open world.
[0150] For example, based on the first pet character triggering an offensive skill on the second pet character, the second pet character is in an injured state.
[0151] It should be noted that the event content of the above third event is only an exemplary example. The third event may be any event generated by the first pet character in the virtual open world that can affect the out-of-game state of the second pet character, and the embodiments of the present application do not limit this.
[0152] Optionally, when the first pet character generates multiple third events, at least two fifth out-of-game states of the second pet character may also be caused based on at least two third events.
[0153] The fourth event refers to an event in which the second pet character is in a sixth out-of-game state based on the cooperative behavior of the first pet character and the master virtual character in the virtual open world.
[0154] For example, based on the master virtual character approaching the second pet character from the front and the first pet character approaching the second pet character from behind, the second pet character is in a surrounded state, and the surrounded state refers to a state in which the retreat route of the second pet character is blocked.
[0155] It should be noted that the event content of the above fourth event is only an exemplary example. The fourth event may be any event generated by the cooperation of the master virtual character and the first pet character in the virtual open world that can affect the out-of-game state of the second pet character, and the embodiments of the present application do not limit this.
[0156] Optionally, when the first pet character and the master virtual character cooperate to generate multiple fourth events, at least two sixth out-of-game states of the second pet character may also be caused based on at least two fourth events.
[0157] The second interaction event refers to an event in which, based on the interaction behavior between the first pet character and the second pet character in the virtual open world, the second pet character is in the seventh out-of-game state.
[0158] For example, based on the first pet character disguising as the second virtual element in the virtual open world, the second pet character triggers a second interaction operation on the first pet character disguising as the second virtual element, causing the second pet character to be in an attacked state, and the attacked state means that the second pet character has received an attack from the first pet character in a previous round.
[0159] It should be noted that the event content of the above second interaction event is only an exemplary example. The second interaction event can be any interaction event between the first pet character and the second pet character in the virtual open world that can affect the out-of-game state of the second pet character, and the embodiments of the present application do not limit this.
[0160] Optionally, when multiple second interaction events occur between the first pet character and the second pet character, the second pet character can also be in multiple seventh out-of-game states based on the multiple second interaction events.
[0161] In the case where the first pet character is summoned in the virtual open world, the above first event, second event, third event, fourth event, first interaction event, and second interaction event can be combined arbitrarily to jointly affect the out-of-game state of the second pet character.
[0162] Schematically, based on at least two of the first event, second event, third event, fourth event, first interaction event, and second interaction event, display the second pet character in the virtual open world in the eighth out-of-game state.
[0163] In some embodiments, the system controls the out-of-game state of the second pet character in the virtual open world through artificial intelligence (AI).
[0164] Optionally, according to the above-mentioned association relationship between multiple events and out-of-game states, when the AI detects an event occurring in the virtual open world, it controls the second pet character to be in the corresponding out-of-game state based on the association relationship.
[0165] For example, in response to detecting the first event occurring in the virtual open world, control the second pet character to be in the first out-of-game state; or, in response to detecting the second event and the first interaction event occurring in the virtual open world, control the second pet character to be in the fourth out-of-game state, etc.
[0166] In some embodiments, AI uses a state machine to control the out-of-game state of the second pet character. The state machine includes states, behavior groups, and state switching conditions, wherein the state can be determined based on the behavior group, the state can be triggered or interrupted based on the state switching conditions, and the state switching can be executed.
[0167] Schematically, various events in the virtual open world correspond to event identifiers, and the event identifiers are associated with various state identifiers of out-of-game states. When an event occurs in the virtual open world, AI obtains the corresponding event identifier, and reads the associated state identifier based on the event identifier, and controls the second pet character to be in the corresponding out-of-game state based on the state identifier. When the behavior group or state meets the state switching conditions, the out-of-game state of the second pet character is switched.
[0168] Step 230, in response to at least one of the main virtual character and the first pet character entering into a virtual game with the second pet character, displaying the second pet character in the first game state in the virtual game starting from the start time of the virtual game.
[0169] The first intra-office state is an intra-office state determined based on the extra-office state.
[0170] The out-of-game state is used to affect the in-game state when entering the virtual game. The first in-game state when entering the virtual game is determined based on the out-of-game state, so that the first in-game state is used as an intermediate state for transitioning between the out-of-game state and the second in-game state, thereby enhancing the linkage between the in-game (virtual game) and the outside of the game (virtual open world), and allowing the second pet character to be presented in the virtual game in the first in-game state that inherits the out-of-game state, thereby reducing the sense of separation between the in-game and the outside of the game.
[0171] Optionally, determining the first intra-office state based on the extra-office state includes at least the following two situations:
[0172] The first one is to keep the out-of-game state as the first in-game state.
[0173] Optionally, when the second pet character is in a persistent out-of-game state such as a behavior restriction state, a sleeping state, a back-to-back state, etc. outside the virtual game, the out-of-game state can be continuously maintained as the first in-game state.
[0174] Illustratively, when the second pet character is in a behavior restriction state outside the virtual game, the second pet character is displayed as maintaining the behavior restriction state as the first in-game state when entering the virtual game. The first in-game state (in-game behavior restriction state) is used to indicate that the second pet character obtains a debuff effect in the virtual game, and the second pet character does not take game action within the limited time period in the virtual game based on the behavior restriction state.
[0175] Second, obtain the first in-game state based on the out-of-game state transition, and release the in-game skills based on the first in-game state.
[0176] Optionally, when the second pet character is in an out-of-game state such as an offensive state, a sneak attack state, or a buff state in the virtual game, the first in-game state can be obtained based on the out-of-game state transition, and the second pet character can release the in-game skills based on the first in-game state.
[0177] Illustratively, when the second pet character is in an offensive state or a sneak attack state outside the virtual game, it is shown that after the second pet character enters the virtual game, it releases the in-game skills in the previous round to initiate an attack (in-game offensive state).
[0178] It should be noted that the above first in-game state is only an exemplary example, and the first in-game state can be any in-game state determined based on the out-of-game state, and this application does not limit it.
[0179] In some embodiments, the duration of the first in-game state can be determined based on the duration of the out-of-game state.
[0180] Taking the virtual game as a turn-based game as an example, the turn-based game includes multiple rounds. The second duration of the first in-game state is determined based on the first duration of the out-of-game state, and the second pet character in the first in-game state is shown in at least one round of the turn-based game based on the second duration.
[0181] The first duration refers to the duration of the second pet character being in the out-of-game state based on a specified event in the virtual open world.
[0182] The first duration is positively correlated with the degree of influence of the specified event on the second pet character.
[0183] Taking the behavior restriction state as an example, the restricted duration of the behavior restriction state is positively correlated with the charging duration when the master virtual character releases the behavior restriction skill. The longer the charging duration, the longer the restricted duration of the behavior restriction state.
[0184] Optionally, the restricted duration is also related to the character attributes of the second pet character.
[0185] For example, when the character attributes of the second pet character restrain the behavior restriction skill, the duration of the behavior restriction state can be reduced, or the behavior restriction skill can be made ineffective, etc.
[0186] Optionally, the second duration is related to the starting moment of entering the virtual game.
[0187] Determine the first duration of the out-of-game state based on a specified event, determine the consumption duration of the out-of-game state based on the start time of the virtual game and the start time of the out-of-game state, and determine the second duration of the first in-game state based on the first duration and the consumption duration.
[0188] Illustratively, based on the charging duration of the behavior restriction skill released by the master virtual character to the second pet character in the virtual open world reaching 3 seconds, it is determined that the behavior restriction state of the second pet character in the virtual open world needs to last for 15 seconds. In response to entering the virtual game at the 5th second when the second pet character is in the behavior restriction state, it is determined that the second pet character needs to be in the behavior restriction state for 10 seconds within the virtual game. Then, within 10 seconds from the start time of the virtual game, the second pet character in the behavior restriction state is displayed in the corresponding multiple rounds.
[0189] In some embodiments, the master virtual character can capture the second pet character in the virtual game.
[0190] Illustratively, in the virtual game, receive the capture operation of the master virtual character on the second pet character, and this capture operation is used to capture the second pet character as a servant of the master virtual character.
[0191] Optionally, the capture success rate is related to the first in-game state.
[0192] For example, when the second pet character is in at least one of the first in-game states such as the sleep state, the back-to-back state, and the behavior restriction state in the virtual game based on the out-of-game state, the capture success rate corresponding to the capture operation is higher than that when the second pet character is in other states.
[0193] Therefore, by making the second pet character in a specified out-of-game state through an event in the virtual open world, so that the second pet character is in the first in-game state from the start time of the virtual game based on the out-of-game state, not only reduces the sense of disconnection between in-game and out-of-game, but also can improve the capture success rate in the game through out-of-game events, expands the depth of the player's game strategy, and thus improves the playability of the open world game.
[0194] Optionally, entering the virtual game can be triggered by various events in the virtual open world.
[0195] For example, in response to an attack event occurring between the master virtual character and the second pet character, enter the virtual game; or, in response to the master virtual character summoning the first pet character in the direction of the second pet character, enter the virtual game; or, in response to an attack event occurring between the first pet character and the second pet character, enter the virtual game; or, in response to at least one of the master virtual character and the first pet character entering the territory range of the second pet character, enter the virtual game, etc.
[0196] It should be noted that the above events triggering entry into the virtual game are only exemplary examples, and the present application does not limit this.
[0197] When entering the virtual game, one can directly enter the virtual game with the world scene of the virtual open world as the background; it can also be based on the game type to additionally introduce a game scene in the virtual open world. For example, a virtual game including backgrounds such as a virtual chessboard and a virtual runway; it can also enter the virtual game with a transition scene between the world scene and the game scene. For example, if the second pet character has a virtual farm, and the virtual game triggered by the main control virtual character and the second pet character is a competition to harvest crops in the virtual farm, then one can enter the virtual game with the transition scene where the main control virtual character and the second pet character move from the scene triggering the virtual game in the virtual open world to the virtual farm.
[0198] It should be noted that the above scenes of the virtual game are only exemplary examples, and the embodiments of the present application do not limit this.
[0199] Step 240, when the state in the first in-game state meets the end condition, display the second pet character in the second in-game state in the virtual game.
[0200] In some embodiments, the second in-game state is an in-game state determined based on the game situation in the virtual game.
[0201] The end condition is a condition for switching the in-game state of the second pet character in the virtual game, and the end condition is related to the duration of the first in-game state and the behavior of the game characters (at least one of the main control virtual character, the first pet character, and the second pet character).
[0202] Optionally, the end condition includes that the duration of the first in-game state reaches the second duration in the above step 230, or the game characters perform a specified game behavior in the virtual game, and the specified game behavior is used to interrupt the first in-game state of the second pet character.
[0203] Through the end condition, a state switching condition for the second pet character in the virtual game is provided, enabling the system to flexibly control the in-game state of the second pet character, ensuring that the first in-game state can play a transitional role, rather than rigidly determining the entire in-game state of the second pet character in the virtual game based on the out-of-game state, thereby improving the flexibility of controlling the in-game state.
[0204] Taking the sleep state as an example, when the second pet character maintains the sleep state in the virtual game based on the out-of-game sleep state, in response to the second pet character meeting the first end condition, display the second pet character disengaging from the sleep state in the virtual game.
[0205] Among them, the first end condition includes at least one of the following conditions: the master virtual character or the first pet character uses an attack skill on the second pet character; the moving speed of the master virtual character or the first pet character moving towards the second pet character reaches a preset speed threshold; the audio volume generated by the master virtual character or the first pet character reaches a preset volume threshold; the sleep duration of the second pet character in the sleep state during the virtual game reaches a second duration.
[0206] Schematically, assume that the master virtual character needs to approach the second pet character in the virtual game. When the master virtual character triggers a preset virtual mechanism during the process of approaching the second pet character, a mechanism sound effect is played, and the volume of the mechanism sound effect reaches a preset volume threshold, then the second pet character is awakened, and it is shown that the second pet character disengages from the sleep state.
[0207] Schematically, assume that the second pet character automatically enters the sleep state in the night scene of the virtual open world and automatically wakes up in the day scene. When the master virtual character enters a virtual game with the second pet character 2 minutes before dawn in the virtual open world, in response to the second pet character maintaining the sleep state in the virtual game for 2 minutes, the second pet character automatically wakes up, and it is shown that the second pet character disengages from the sleep state.
[0208] It should be noted that the above end conditions are only exemplary examples, and the present application does not limit this.
[0209] Schematically, please refer to Figure 3 , Figure 3 which is a schematic diagram of game interaction based on a virtual open world provided by an exemplary embodiment of the present application. As Figure 3 shown, in the virtual open world 300, a star skill (only a schematic example name, this skill can also be called other skill names) is released on the second pet character 302 based on the master virtual character 301, and it is shown that the second pet character 302 in the virtual open world 300 is in a dizzy state. In response to the first pet character 303 and the second pet character 302 entering the virtual game 310, starting from the starting moment of the virtual game 310, it is shown that the second pet character 302 in the virtual game 310 is in a dizzy state. When the dizzy state meets the end condition, it is shown that the second pet character 302 in the virtual game 310 is in a normal state.
[0210] In summary, the method provided in the embodiments of the present application determines the first in-game state of the second pet character in the virtual game by the out-of-game state of the second pet character before entering the virtual game, so that the out-of-game state generated by the events in the virtual open world on the second pet character can affect the first in-game state when entering the virtual game, extending the out-of-game state to the in-game, keeping the in-game state associated with the out-of-game state, improving the linkage between the events in the virtual open world and the virtual game, using the first in-game state as the intermediate state between the out-of-game state and the second in-game state, providing a transition between the out-of-game and the in-game, reducing the sense of disconnection between the in-game and the out-of-game, improving the immersion of the player experience, and improving the playability of the open world game.
[0211] In some embodiments, the above out-of-game state is determined based on the events in the virtual open world. Please refer to Figure 4 , which shows the flowchart of the out-of-game state display method provided by an exemplary embodiment of the present application. This method can be executed by the terminal, or by the server, or jointly executed by the terminal and the server at the same time. In the embodiments of the present application, it is taken as an example that this method is executed by the terminal. As Figure 4 shown, the above step 220 includes the following steps:
[0212] Step 221, based on the first event generated by the master virtual character in the virtual open world, display the second pet character in the first out-of-game state in the virtual open world.
[0213] The first event refers to the event that makes the second pet character in the first out-of-game state based on the behavior of the master virtual character itself in the virtual open world.
[0214] In AI control, the corresponding state machine includes a behavior group, a state, and a state transition condition. Among them, the behavior group includes the behavior that generates the first event, the state includes the first out-of-game state, and the state transition condition includes the trigger condition of the first out-of-game state, that is, generating the first event in the virtual open world.
[0215] Optionally, the first event includes at least one of the following events:
[0216] The first one is that the master virtual character releases a behavior restriction skill on the second pet character in the virtual open world.
[0217] Correspondingly, the first out-of-game state includes a behavior restriction state, and the behavior restriction state is used to indicate the state in which the second pet character loses the ability to act.
[0218] Among them, the charging duration when the master virtual character releases the behavior restriction skill is positively correlated with the restriction duration, and the restriction duration refers to the continuous duration in which the second pet character is in the behavior restriction state based on the behavior restriction skill.
[0219] In some embodiments, the behavior restriction skill needs to meet the effective conditions for the second pet character to be in the behavior restriction state.
[0220] Illustratively, the effective conditions include but are not limited to at least one of the following: the charging duration reaches the preset charging duration; the behavior restriction skill hits the second pet character; the character attributes of the second pet character and the behavior restriction skill meet the restriction conditions.
[0221] The restriction conditions include that the behavior restriction skill restrains the character attributes, that is, the second pet character cannot invalidate the behavior restriction skill based on the character attributes.
[0222] When the character attributes of the second pet character restrain the behavior restriction skill, the second pet character can fully defend or partially defend against the behavior restriction skill. Full defense means that even if the behavior restriction skill hits the second pet character, the second pet character will not enter the behavior restriction state. Partial defense means that when the behavior restriction skill is released with a charging duration less than the preset duration and hits the second pet character, the second pet character will not enter the behavior restriction state, or partial defense means that the second pet character can shorten the restricted duration of the behavior restriction state based on the character attributes.
[0223] Illustratively, the pet character A corresponds to the character attribute m and cannot defend against the behavior restriction skill. When the master virtual character releases the behavior restriction skill with a 3 - second charge towards the pet character A, the pet character A will enter the behavior restriction state for 15 seconds. The pet character B corresponds to the character attribute n and can partially defend against the behavior restriction skill, shortening the duration of the behavior restriction state by 5 seconds. When the master virtual character releases the behavior restriction skill with a 3 - second charge towards the pet character B, the pet character B will enter the behavior restriction state for 10 seconds.
[0224] Optionally, the behavior restriction skills include but are not limited to stun skills (such as star magic skills) for stunning the second pet character, freezing skills for freezing the second pet character, poisoning skills for poisoning the second pet character, binding skills for binding the second pet character, and any other skills that can render the second pet character immobile. The embodiments of the present application do not limit this.
[0225] Correspondingly, the behavior restriction states include but are not limited to stun state, freeze state, poisoning state, bound state, etc.
[0226] Schematically, taking touch screen operation as an example, the master virtual character long - presses the control corresponding to the stun skill to charge, and moves the touch point during the long - press charging process to aim at the second pet character. By long - pressing for 2 seconds to reach the charging duration, release the control to release the stun skill at the current charging level and aiming point towards the second pet character, hitting the second pet character and putting it in a stun state. This stun state will last for 10 seconds based on the 2 - second charging duration. If, when the second pet character is in the stun state, enters a virtual game with the second pet character, the second pet character will continue to be in the stun state in the virtual game until the total duration of the stun state (including the in - game duration and the out - of - game duration) reaches 10 seconds. Among them, the in - game stun state will cause the second pet character to obtain a stun negative effect (DetrimentalEffect Buff, Debuff) in the virtual game and not take any in - game actions during the duration of the stun state.
[0227] Second, the master virtual character moves within the area range behind the second pet character in the virtual open world.
[0228] Correspondingly, the first out - of - game state includes a back - to - back state, which is used to indicate the state where the second pet character has its back to the master virtual character.
[0229] Optionally, the area range behind the second pet character can be a preset area directly behind the second pet character, or any area outside the viewing angle range of the second pet character, etc. The embodiments of the present application do not limit this.
[0230] When the second pet character is in the back - to - back state, if the master virtual character and the second pet character enter a virtual game, the second pet character will continue to maintain the back - to - back state in the virtual game and not take any in - game actions based on the back - to - back state until it detects the master virtual character.
[0231] Third, the master virtual character triggers the stealth state in the virtual open world and enters the preset area range around the second pet character in the stealth state.
[0232] Correspondingly, the first out - of - game state includes a lax state, which is used to indicate the state where the second pet character ignores the master virtual character based on the stealth state of the master virtual character.
[0233] When the second pet character is in the lax state, if the master virtual character and the second pet character enter a virtual game, the second pet character will be in the lax state when entering the virtual game. The master virtual character initiates an attack on the second pet character in the previous round, and the defense attribute of the second pet character is reduced based on the lax state.
[0234] It should be noted that the type of the above first event is only an exemplary example, and the embodiments of the present application do not limit this.
[0235] Optionally, when the master virtual character generates multiple first events in the virtual open world, at least two first out-of-game states of the second pet character can be simultaneously enabled based on at least two first events.
[0236] Illustratively, the master virtual character releases a stun skill behind the second pet character, causing the second pet character to be in a back-to-back state and a stunned state simultaneously.
[0237] It should be noted that the combination methods of the above multiple first events are only exemplary examples, and the embodiments of the present application do not limit this.
[0238] In AI control, corresponding first event identifiers can be assigned to the above multiple first events in the corresponding state machine, and the first event identifiers are associated with the corresponding first out-of-game state identifiers. Then, when the AI reads the first event identifier, it determines that the trigger condition for the first out-of-game state is met, and controls the second pet character to be in the corresponding first out-of-game state based on the first out-of-game state identifier.
[0239] Through multiple first events generated by the master virtual character in the virtual open world, the second pet character is in the corresponding out-of-game state outside the virtual game, thereby indirectly affecting the first in-game state by the first event, improving the linkage between the out-of-game behavior of the master virtual character and the in-game state of the second pet character, reducing the sense of disconnection between in-game and out-of-game, and thus enriching the player's strategic choices for the virtual game outside the game.
[0240] Step 222, based on the second event generated by the second pet character in the virtual open world, display the second pet character in the second out-of-game state in the virtual open world.
[0241] The second event refers to an event in which the second pet character is in the second out-of-game state based on its own behavior in the virtual open world.
[0242] In AI control, the corresponding state machine includes a behavior group, states, and state transition conditions. Among them, the behavior group includes behaviors that generate the second event, the states include the second out-of-game state, and the state transition conditions include the trigger conditions for the second out-of-game state, that is, generating the second event in the virtual open world.
[0243] Optionally, the second event includes at least one of the following events:
[0244] First, the second pet character enters sleep in the virtual open world.
[0245] Correspondingly, the second out-of-game state includes a sleep state.
[0246] Optionally, the second pet character can automatically enter a sleeping state based on the night scene in the virtual open world and automatically wake up based on the day scene (or automatically enter a sleeping or waking state based on other preset scenes, which is not limited in the embodiments of the present application); it can also be based on system control. When the second pet character stays at a fixed location in the virtual open scene for a preset stay duration and no other virtual characters enter the area where the second pet character is located during the stay, the second pet character automatically enters a sleeping state until the sleep duration reaches the preset sleep duration, or until other virtual characters enter the area where the second pet character is located and automatically wakes up; it can also be based on system control and enter a sleeping state at a random moment in the virtual open world, etc.
[0247] It should be noted that the above scenarios where the second pet character enters a sleeping state are only exemplary examples and are not limited in the embodiments of the present application.
[0248] Second, the second pet character triggers a buff skill in the virtual open world.
[0249] Correspondingly, the second out-of-game state includes a buff state, and the buff state is used to indicate the state in which the second pet character obtains a buff effect.
[0250] Schematically, the second pet character can automatically release a defensive buff skill in the virtual open world based on system control when it recognizes that there is a virtual character approaching or chasing the second pet character, which is used to improve the defensive attribute.
[0251] It should be noted that the above scenarios where the second pet character triggers a buff state are only exemplary examples and are not limited in the embodiments of the present application.
[0252] Third, the second pet character triggers an offensive skill towards the main control virtual character in the virtual open world.
[0253] Correspondingly, the second out-of-game state includes an offensive state, and the offensive state is used to indicate the state in which the second pet character attacks the main control virtual character in the previous round.
[0254] Schematically, assuming that the character attribute of the second pet character indicates that the second pet character belongs to an attack-type character, when the second pet character discovers the main control virtual character in the virtual open world, the second pet character will actively trigger an offensive skill towards the main control virtual character in the virtual open world, causing the main control virtual character and the second pet character to enter a virtual confrontation, and attacking the main control virtual character in the previous round in the virtual confrontation.
[0255] Fourth, the second pet character enters a virtual trap in the virtual open world.
[0256] Correspondingly, the first off-field state includes a trapped state, which is used to indicate the state where the second pet character is trapped in a virtual trap.
[0257] Optionally, the virtual trap can be set by the main control virtual character in the virtual open world, or can be preset or randomly refreshed in the virtual open world, or can be set by the second pet character itself in the virtual open world, or can also be set by other virtual characters (such as other main control virtual characters controlled by other accounts, other pet characters other than the second pet character, etc.) in the open world. The embodiments of the present application do not limit this.
[0258] Schematically, when the second pet character is in the trapped state, if it enters a virtual game, the second pet character will continue to be in the trapped state in the virtual game and use struggling actions instead of game actions until the second pet character escapes from the virtual trap.
[0259] It should be noted that the event content of the above second event is only an exemplary example. The second event can be any event generated by the second pet character in the virtual open world that can affect the off-field state of the second pet character. The embodiments of the present application do not limit this.
[0260] Optionally, when the second pet character generates multiple second events in the virtual open world, it can also make the second pet character be in at least two second off-field states simultaneously in the virtual open world based on at least two second events.
[0261] Schematically, after the second pet character releases a buff skill in the virtual open world and triggers an offensive skill towards the main control virtual character, the second pet character is in the buff state and the offensive state simultaneously.
[0262] It should be noted that the combination method of the above multiple second off-field states is only an exemplary example. The embodiments of the present application do not limit this.
[0263] In AI control, corresponding second event identifiers can be assigned to the above multiple second events in the corresponding state machine, and the second event identifiers are associated with the corresponding second off-field state identifiers. Then, when the AI reads the second event identifier, it determines that the trigger condition of the second off-field state is met, and controls the second pet character to be in the corresponding second off-field state based on the second off-field state identifier.
[0264] Through various second events generated by the second pet character in the virtual open world, the second pet character is in the corresponding out-of-game state outside the virtual game, thereby indirectly affecting the first in-game state by the second events, improving the linkage between the out-of-game behavior of the second pet character and the in-game state of the second pet character, enabling both the out-of-game state and the first in-game state to better conform to the character characteristics of the second pet character, reducing the sense of disconnection between in-game and out-of-game while increasing the fun, and making the character characteristics of the second pet character more distinct.
[0265] Step 223: Based on the first interaction event generated by the master virtual character and the second pet character in the virtual open world, display the second pet character in the third out-of-game state in the virtual open world.
[0266] The first interaction event refers to an event that makes the second pet character in the third out-of-game state based on the interaction behavior between the master virtual character and the second pet character in the virtual open world.
[0267] In AI control, the corresponding state machine includes a behavior group, a state, and a state transition condition. Among them, the behavior group includes the behavior of generating the first interaction event, the state includes the third out-of-game state, and the state transition condition includes the trigger condition of the third out-of-game state, that is, generating the first interaction event in the virtual open world.
[0268] Optionally, the first interaction event includes at least one of the following events:
[0269] First, the second pet character disguises as the first virtual element in the virtual open world, and the master virtual character triggers the first interaction operation on the second pet character disguised as the first virtual element.
[0270] Correspondingly, the third out-of-game state includes a sneak attack state, and the sneak attack state is used to indicate the state in which the second pet character resumes disguising and launches an attack on the master virtual character.
[0271] Schematically, the second pet character disguises as a virtual treasure box in the virtual open world, and the master virtual character triggers the start operation on the second pet character disguised as the virtual treasure box, making the second pet character in the sneak attack state, including restoring from the virtual treasure box to the pet image of the second pet character and launching an attack on the master virtual character.
[0272] Second, the master virtual character chases the second pet character in the virtual open world, and the second pet character evades the chase of the master virtual character for the first preset duration.
[0273] Correspondingly, the third out-of-game state includes a fatigue state, and the fatigue state is used to indicate the state in which the physical attribute of the second pet character is lower than the historical physical attribute before evading the chase.
[0274] When the second pet character is in a fatigued state and enters a virtual game, the second pet character will continue to be in a fatigued state in the virtual game and will not take any in-game actions until its physical attribute is restored.
[0275] Thirdly, the second pet character chases the main control virtual character in the virtual open world, and the main control virtual character evades the chase of the second pet character for a second preset duration.
[0276] Correspondingly, the third out-of-game state includes an excitation state, which is used to indicate the state in which a specified combat attribute of the second pet character is increased relative to its historical combat attribute before evading the chase.
[0277] When the second pet character is in an excitation state and enters a virtual game, the second pet character will continue to be in an excitation state in the virtual game and release combat skills with the specified combat attribute based on the excitation state in the virtual game.
[0278] It should be noted that the event content of the above first interaction event is only an exemplary example. The first interaction event can be any interaction event generated between the main control virtual character and the second pet character in the virtual open world that can affect the out-of-game state of the second pet character, and the embodiments of the present application do not limit this.
[0279] Optionally, when multiple first interaction events occur between the main control virtual character and the second pet character, the second pet character can also be in at least two third out-of-game states based on at least two first interaction events.
[0280] In AI control, corresponding first interaction event identifiers can be assigned to the above multiple first interaction events in the corresponding state machine, and the first interaction event identifiers are associated with the corresponding third out-of-game state identifiers. Then, when the AI reads the third event identifier, it determines that the trigger condition for the third out-of-game state is met, and controls the second pet character to be in the corresponding third out-of-game state based on the third out-of-game state identifier.
[0281] Through multiple first interaction events generated between the main control virtual character and the second pet character in the virtual open world, the second pet character is in the corresponding out-of-game state outside the virtual game, thereby indirectly affecting the first in-game state by the first interaction event, improving the linkage between the out-of-game interaction behavior and the in-game state of the second pet character, enhancing the immersion and continuity of the interaction, and reducing the sense of disconnection between in-game and out-of-game.
[0282] Step 224: Based on at least two of the first event, the second event, and the first interaction event, display the second pet character in the virtual open world in a fourth out-of-game state.
[0283] The fourth out-of-round state is an out-of-round state obtained by combining states generated based on at least two events. Optionally, the fourth out-of-round state includes at least two of the first out-of-round state, the second out-of-round state, and the third out-of-round state.
[0284] In AI control, when the AI state machine reads at least two event identifiers, it determines that the trigger condition for the fourth out-of-round state is met, and controls the second pet character to be in the corresponding fourth out-of-round state based on the fourth out-of-round state identifier.
[0285] Illustratively, based on the second pet character entering a virtual trap and the master virtual character releasing a behavior restriction skill on the second pet character, causing the second pet character to be in a trapped state and a stunned state at the same time. Then, when the second pet character is in this state, if it enters a virtual game, the second pet character will be in a stunned state and a trapped state at the same time in the virtual game, maintain a stun Debuff during the duration of the stunned state, and not take any game actions until the stunned state disappears. The second pet character is still in a trapped state and takes struggling actions as game actions based on the trapped state until it breaks free from the virtual trap and returns to a normal state, taking normal game actions, including actions such as attacking or defending.
[0286] By having multiple events jointly participate in influencing the first in-round state, the association method between out-of-round events and in-round states is further enriched.
[0287] In some embodiments, before step 220, an operation of summoning the first pet character by the master virtual character can also be received. This summoning operation is used to summon the first pet character to move in the virtual open world. Optionally, step 220 can also include the following three situations:
[0288] The first is to display the second pet character in the fifth out-of-round state in the virtual open world based on the third event generated by the first pet character in the virtual open world.
[0289] The third event refers to an event in which the second pet character is in the fifth out-of-round state due to the actions of the first pet character itself in the virtual open world.
[0290] In AI control, the corresponding state machine includes a behavior group, states, and state transition conditions. Among them, the behavior group includes the behaviors that generate the third event, the states include the fifth out-of-round state, and the state transition conditions include the trigger conditions for the fifth out-of-round state, that is, generating the third event in the virtual open world.
[0291] For example, based on the first pet character triggering an offensive skill on the second pet character, the second pet character is in an injured state.
[0292] It should be noted that the event content of the above-mentioned third event is only an exemplary example. The third event can be any event generated by the first pet character in the virtual open world that can affect the off-field state of the second pet character, and the embodiments of the present application do not limit this.
[0293] Optionally, when the first pet character generates multiple third events, it is also possible to make the second pet character simultaneously in at least two fifth off-field states based on at least two third events.
[0294] In AI control, corresponding third event identifiers can be assigned to various third events in the corresponding state machine, and the third event identifiers are associated with the corresponding fifth off-field state identifiers. Then, when the AI reads the third event identifiers, it determines that the triggering conditions for the fifth off-field state are met, and controls the second pet character to be in the corresponding fifth off-field state based on the fifth off-field state identifiers.
[0295] Second, based on the fourth event generated by the cooperation of the first pet character and the master virtual character in the virtual open world, display the second pet character in the sixth off-field state in the virtual open world.
[0296] The fourth event refers to an event that makes the second pet character in the sixth off-field state based on the cooperative behavior of the first pet character and the master virtual character in the virtual open world.
[0297] In AI control, the corresponding state machine includes a behavior group, a state, and a state transition condition. Among them, the behavior group includes the behavior of generating the fourth event, the state includes the sixth off-field state, and the state transition condition includes the triggering condition for the sixth off-field state, that is, generating the fourth event in the virtual open world.
[0298] For example, based on the master virtual character approaching the second pet character from the front of the second pet character, and the first pet character approaching the second pet character from behind the second pet character, the second pet character is in a surrounded state, and the surrounded state refers to a state where the retreat route of the second pet character is blocked.
[0299] It should be noted that the event content of the above-mentioned fourth event is only an exemplary example. The fourth event can be any event generated by the cooperation of the master virtual character and the first pet character in the virtual open world that can affect the off-field state of the second pet character, and the embodiments of the present application do not limit this.
[0300] Optionally, when the first pet character and the master virtual character cooperate to generate multiple fourth events, it is also possible to make the second pet character simultaneously in at least two sixth off-field states based on at least two fourth events.
[0301] In AI control, for multiple fourth events, corresponding fourth event identifiers can be assigned in the corresponding state machine. The fourth event identifiers are associated with the corresponding sixth out-of-game state identifiers. Then, when the AI reads the fourth event identifiers, it determines that the trigger conditions for the sixth out-of-game state are met, and controls the second pet character to be in the corresponding sixth out-of-game state based on the sixth out-of-game state identifiers.
[0302] Thirdly, based on the second interaction event generated by the first pet character and the second pet character in the virtual open world, display the second pet character in the seventh out-of-game state in the virtual open world.
[0303] The second interaction event refers to an event that causes the second pet character to be in the seventh out-of-game state based on the interaction behavior between the first pet character and the second pet character in the virtual open world.
[0304] In AI control, the corresponding state machine includes a behavior group, states, and state transition conditions. Among them, the behavior group includes the behavior of generating the second interaction event, the states include the seventh out-of-game state, and the state transition conditions include the trigger conditions for the seventh out-of-game state, that is, generating the second interaction event in the virtual open world.
[0305] For example, based on the first pet character disguising as a second virtual element in the virtual open world, the second pet character triggers a second interaction operation on the first pet character disguising as the second virtual element, causing the second pet character to be in an attacked state. The attacked state refers to the state where the second pet character receives an attack from the first pet character in the previous round.
[0306] It should be noted that the event content of the above second interaction event is only an exemplary example. The second interaction event can be any interaction event generated by the first pet character and the second pet character in the virtual open world that can affect the out-of-game state of the second pet character. The embodiments of the present application do not limit this.
[0307] Optionally, when the first pet character and the second pet character generate multiple second interaction events, the second pet character can also be in multiple seventh out-of-game states based on the multiple second interaction events.
[0308] In AI control, for multiple second interaction events, corresponding second interaction event identifiers can be assigned in the corresponding state machine. The second interaction event identifiers are associated with the corresponding seventh out-of-game state identifiers. Then, when the AI reads the second interaction event identifiers, it determines that the trigger conditions for the seventh out-of-game state are met, and controls the second pet character to be in the corresponding seventh out-of-game state based on the seventh out-of-game state identifiers.
[0309] It should be noted that the determination conditions of multiple out-of-game states provided in the embodiments of the present application are independent of each other. Multiple out-of-game states can be combined based on multiple events, and the embodiments of the present application do not limit this.
[0310] When a first pet character is summoned in the virtual open world, the above-mentioned first event, second event, third event, fourth event, first interaction event, and second interaction event can be arbitrarily combined to jointly affect the out-of-game state of the second pet character.
[0311] Schematically, based on at least two of the first event, second event, third event, fourth event, first interaction event, and second interaction event, the second pet character in the eighth out-of-game state in the virtual open world is displayed.
[0312] By making the out-of-game behavior of the first pet character participate in determining the out-of-game state of the second pet character, the in-game state is indirectly affected, further enriching the association method between the out-of-game behavior and the in-game state and reducing the sense of disconnection between the in-game and out-of-game.
[0313] In summary, the method provided in the embodiments of the present application provides multiple events that enable the second pet character to be in an out-of-game state. By enriching the out-of-game states generated by out-of-game events, the first in-game state caused by out-of-game events is indirectly enriched, and the diversity of the linkage relationship between the in-game and out-of-game is enriched.
[0314] The method provided in the embodiments of the present application enables the second pet character to be in a corresponding out-of-game state outside the virtual game through multiple first events generated by the main control virtual character in the virtual open world, thereby indirectly affecting the first in-game state by the first event, improving the linkage between the out-of-game behavior of the main control virtual character and the in-game state of the second pet character, reducing the sense of disconnection between the in-game and out-of-game, and thus enriching the player's out-of-game strategy selection for the virtual game.
[0315] The method provided in the embodiments of the present application enables the second pet character to be in a corresponding out-of-game state outside the virtual game through multiple second events generated by the second pet character in the virtual open world, thereby indirectly affecting the first in-game state by the second event, improving the linkage between the out-of-game behavior of the second pet character and the in-game state of the second pet character, making both the out-of-game state and the first in-game state more in line with the character characteristics of the second pet character, improving the fun while reducing the sense of disconnection between the in-game and out-of-game, and making the character characteristics of the second pet character more distinct.
[0316] The method provided by the embodiments of the present application enables the second pet character to be in the corresponding off - game state outside the virtual game through various first interaction events generated by the master virtual character and the second pet character in the virtual open world, thereby indirectly affecting the first in - game state by the first interaction events, improving the linkage between off - game interaction behaviors and the in - game state of the second pet character, enhancing the immersion and continuity of the interaction, and reducing the sense of disconnection between in - game and off - game states.
[0317] In some embodiments, determining the first in - game state based on the off - game state includes various determination methods. Please refer to Figure 5 , which shows a flowchart of a method for displaying the first in - game state provided by an exemplary embodiment of the present application. This method can be executed by a terminal, or by a server, or jointly by a terminal and a server. In the embodiments of the present application, it is illustrated by taking the method executed by the terminal as an example. As Figure 5 shown, the display scheme for the first in - game state of the second pet character includes the following steps:
[0318] Step 510, display the second pet character that maintains the off - game state as the first in - game state within the virtual game.
[0319] In some embodiments, when the off - game state belongs to a continuous state, the off - game state can be maintained as the first in - game state.
[0320] A continuous state means that the second pet character will continuously be in this off - game state in the virtual open world without generating a specific event, or when the duration of the state does not reach the specified duration.
[0321] Taking the off - game state in steps 221 to 224 above as an example for illustration.
[0322] Optionally, continuous off - game states include, but are not limited to, off - game states such as behavior restriction state, sleep state, back - to - back state, trapped state, exhaustion state, excitation state, injured state, etc.
[0323] When the second pet character is in the behavior restriction state outside the virtual game, display the second pet character that maintains the behavior restriction state as the first in - game state when entering the virtual game.
[0324] This first in - game state is used to indicate that the second pet character obtains a debuff effect in the virtual game, and the second pet character does not take in - game actions within the duration of the restriction continuously based on the behavior restriction state in the virtual game. The duration of the debuff effect corresponds to the duration of the restriction.
[0325] Schematically, taking the stun state as an example, please refer to Figure 6 , Figure 6This is a schematic diagram of in-game and out-of-game linkage based on a dizzy state provided by an exemplary embodiment of the present application. As Figure 6 shown, in the virtual open world 600, the main control virtual character 601 releases a stun skill on the second pet character 602, causing the second pet character 602 to be in a stun state. This stun state will last for 10 seconds based on a 2-second charging duration. At this time, in response to at least one of the main control virtual character 601 and the first pet character 603 entering the virtual game 610 with the second pet character 602, the second pet character 602 that maintains the stun state when entering the virtual game 610 is displayed until the total duration of the stun state (including the in-game duration and the out-of-game duration) reaches 10 seconds. Among them, the in-game stun state will cause the second pet character 602 to obtain a stun debuff in the virtual game 610. The stun debuff will cause the second pet character 602 to lose combat energy 611 and not take any in-game actions during the duration of the stun state. The combat energy 611 is the energy that the second pet character 602 can use in the virtual game 610. Releasing in-game skills requires consuming the corresponding amount of combat energy. By clicking on the stun icon 612 corresponding to the second pet character 602, the effect impact content 613 of the stun debuff can be viewed. Taking a turn-based game as an example, the effect impact content 613 includes the remaining number of turns required for the stun debuff to last.
[0326] In the case where the second pet character is in a sleeping state outside the virtual game, the second pet character that maintains the sleeping state as the first in-game state when entering the virtual game is displayed.
[0327] This first in-game state is used to indicate that the second pet character does not take any in-game actions based on the sleeping state during the sleeping duration when the sleeping state persists in the virtual game.
[0328] Schematically, taking the sleeping state as an example, please refer to Figure 7 , Figure 7 This is a schematic diagram of in-game and out-of-game linkage based on a sleeping state provided by an exemplary embodiment of the present application. As Figure 7As shown, in the virtual open world 700, the second pet character 702 is in a sleeping state based on its sleeping behavior. At this time, in response to at least one of the master virtual character 701 and the first pet character 703 entering the virtual match 710 with the second pet character 702, when the second pet character 702 that remains in the sleeping state enters the virtual match 710, the second pet character 702 will not take any match actions while in the sleeping state during the match. Taking a turn-based match as an example, the second pet character 702 will skip its action turn based on the sleeping state by taking sleeping actions instead of match actions until the second pet character 702 wakes up. For example, the second pet character 702 is attacked by the attack skill of the first pet character 703. By clicking on the sleeping identifier 711 corresponding to the second pet character 702, the content 712 affected by the sleeping effect can be viewed, including the remaining number of turns that the sleeping state will last for the second pet character 702 without being woken up.
[0329] In the case where the second pet character is in a back-facing state outside the virtual match, display the second pet character that remains in the back-facing state as the first in-match state when entering the virtual match.
[0330] This first match state is used to indicate that the second pet character will not take any match actions based on the back-facing state during the back-facing duration when the back-facing state lasts in the virtual match.
[0331] Schematically, taking the back-facing state as an example, please refer to Figure 8 , Figure 8 is a schematic diagram of the in-out-of-match linkage based on the back-facing state provided by an exemplary embodiment of the present application. As Figure 8 shown, in the virtual open world 800, the second pet character 802 has its back to the master virtual character 801. In response to the master virtual character 801 throwing a Poké Ball at the second pet character 802, the first pet character 803 is summoned, causing the first pet character 803 and the second pet character 802 to enter the virtual match 810. Display the second pet character 802 that remains in the back-facing state when entering the virtual match 810. The second pet character 802 will not take any match actions until it discovers the first pet character 803. For example, the first pet character 803 releases an attack skill at the second pet character 802.
[0332] In the case where the second pet character is in a trapped state outside the virtual match, display the second pet character that remains in the trapped state as the first in-match state when entering the virtual match.
[0333] This first in-match state is used to indicate that the second pet character will take struggling actions as match actions based on the trapped state during the trapped duration when the trapped state lasts in the virtual match.
[0334] For a turn-based game, the second pet character will struggle for at least one turn while in the trapped state until it breaks free from the virtual trap.
[0335] When the second pet character is in a fatigued state outside the virtual game, display the second pet character that enters the virtual game while maintaining the fatigued state as the first in-game state.
[0336] This first in-game state is used to indicate that within the fatigue duration during which the second pet character remains in a fatigued state in the virtual game, it takes recovery actions as in-game actions based on the fatigued state.
[0337] For a turn-based game, the second pet character will take recovery actions for at least one turn while the fatigued state persists until the physical attribute value recovers to the specified physical attribute value.
[0338] When the second pet character is in an excited state outside the virtual game, display the second pet character that enters the virtual game while maintaining the excited state as the first in-game state.
[0339] The first in-game state is used to indicate that within the excitation duration during which the second pet character remains in an excited state in the virtual game, there is a specified combat attribute.
[0340] For a turn-based game, the second pet character will take combat actions corresponding to the specified combat attribute for at least one turn while the excited state persists until the specified combat attribute disappears.
[0341] In AI control, the out-of-game state is pre-associated with the first in-game state. When the state machine determines that the second pet character is in the corresponding out-of-game state based on the out-of-game state identifier, and when a behavior group for entering the virtual game is detected, it determines that the state trigger condition for the first in-game state is met and controls the second pet character to be in the first in-game state.
[0342] Step 520, display the second pet character that obtains the first in-game state based on the out-of-game state conversion within the virtual game and releases in-game skills based on the first in-game state.
[0343] In some embodiments, when the out-of-game state is a skill-triggering state, the corresponding in-game skill can be released in the virtual game based on the out-of-game state.
[0344] Taking the out-of-game states in the above steps 221 to 224 as an example for illustration.
[0345] Optionally, the skill-triggering out-of-game states include, but are not limited to, out-of-game states such as offensive state, sneak attack state, and buff state.
[0346] When the second pet character is in an offensive state or a sneak attack state outside the virtual game, it is shown that after the second pet character enters the virtual game, it releases the in-game skill in a previous round to initiate an attack.
[0347] Illustratively, taking the offensive state as an example, please refer to Figure 9 , Figure 9 FIG. is a schematic diagram of the in-game and out-of-game linkage based on the offensive state provided by an exemplary embodiment of the present application. As Figure 9 shown, in the virtual open world 900, based on the attack character attribute of the second pet character 902, when the main control virtual character 901 is detected, the second pet character 902 actively attacks the main control virtual character 901, puts the second pet character 902 in an offensive state, and enters the virtual game 910 with the main control virtual character 901. It is shown that after the second pet character 902 enters the virtual game 910, it releases the in-game skill in a previous round to initiate an attack. For a turn-based game, the second pet character 902 will give priority to executing the action round and initiate an attack first in the first action round.
[0348] Taking the sneak attack state as an example, please refer to Figure 10 , Figure 10 FIG. is a schematic diagram of the in-game and out-of-game linkage based on the sneak attack state provided by an exemplary embodiment of the present application. As Figure 10 shown, in the virtual open world 1000, the second pet character 1002 disguises itself as a virtual treasure box. In response to the main control virtual character 1001 touching the virtual treasure box, the second pet character 1002 enters the virtual game 1010 in a sneak attack state, that is, the second pet character 1002 resumes its disguise when entering the virtual game 1010 and releases the in-game skill in a previous round to initiate an attack. For a turn-based game, the second pet character 1002 will be the first to execute the first action round and initiate an attack in the first action round.
[0349] When the second pet character is in a buff state outside the virtual game, it is shown that after the second pet character enters the virtual game, it conducts virtual battles with the enhanced attack ability or defense ability.
[0350] Illustratively, taking the buff state as an example, please refer to Figure 11 , Figure 11 FIG. is a schematic diagram of the in-game and out-of-game linkage based on the buff state provided by an exemplary embodiment of the present application. As Figure 11As shown, for the second pet character 1102 with a buff skill in the virtual open world 1100, the main control virtual character 1101 is found in the virtual open world 1100. The second pet character 1102 releases the buff skill and is in a buff state. At this time, it enters the virtual game 1110, and it is shown that after the second pet character 1102 enters the virtual game 1110, it conducts virtual battles with the buffed attack ability or defense ability. Among them, by clicking on the buff identifier 1111 of the second pet character 1102, the content 1112 of the effect impact of the buff state of the second pet character 1102 in the virtual game 1110 can be viewed.
[0351] Schematically, taking the superimposed state as an example, please refer to Figure 12 , Figure 12 is a schematic diagram of the in-game and out-of-game linkage based on the superimposed state provided by an exemplary embodiment of the present application. As Figure 12 shown, in the virtual open world 1200, the second pet character 1202 has its back to the main control virtual character 1201. The main control virtual character 1201 uses a behavior restriction skill on the second pet character 1202 behind it, making the second pet character 1202 simultaneously in a back-to-back state and a stunned state. At this time, it enters the virtual game 1210, and it is shown that when the second pet character 1210 enters the virtual game, it is simultaneously in a back-to-back state and a stunned state. Among them, by clicking on the stun identifier 1211, the content 1212 of the corresponding effect impact of the stun Debuff can be viewed.
[0352] In AI control, based on the state machine reading the corresponding out-of-game state identifier and the behavior group entering the virtual game, the trigger condition for the first in-game state is determined. Based on the out-of-game state identifier, the associated first in-game state identifier is read, and the second pet character is controlled to be in the first in-game state. This first in-game state is associated with a game behavior group, and based on this game behavior group, the second pet character in the first in-game state is controlled to release game skills.
[0353] Taking the virtual game as a turn-based game as an example, the turn-based game includes multiple rounds. The second duration of the first in-game state is determined based on the first duration of the out-of-game state, and the second pet character in the first in-game state is shown within at least one round of the turn-based game based on the second duration.
[0354] The first duration refers to the duration that the second pet character is in the out-of-game state based on a specified event in the virtual open world.
[0355] The first duration has a positive correlation with the degree of influence of the specified event on the second pet character.
[0356] Taking the behavior restriction state as an example, the restricted duration for which the behavior restriction state persists is positively correlated with the charging duration when the master virtual character releases the behavior restriction skill. The longer the charging duration, the longer the restricted duration for which the behavior restriction state persists.
[0357] Optionally, the restricted duration is also related to the character attributes of the second pet character.
[0358] For example, when the character attributes of the second pet character restrain the behavior restriction skill, the persistent duration of the behavior restriction state can be reduced, or the behavior restriction skill can be made ineffective, etc.
[0359] Optionally, the second persistent duration is related to the starting moment of entering the virtual game.
[0360] Determine the first persistent duration of the out-of-game state based on a specified event, determine the consumption duration of the out-of-game state based on the starting moment of the virtual game and the starting moment of the out-of-game state, and determine the second persistent duration of the first in-game state based on the first persistent duration and the consumption duration.
[0361] Schematically, based on the charging duration reaching 3 seconds when the master virtual character releases the behavior restriction skill to the second pet character in the virtual open world, it is determined that the behavior restriction state of the second pet character in the virtual open world needs to persist for 15 seconds. In response to entering the virtual game at the 5th second when the second pet character is in the behavior restriction state, it is determined that the second pet character needs to be in the behavior restriction state for 10 seconds within the virtual game. Then, within 10 seconds starting from the starting moment of the virtual game, the second pet character in the behavior restriction state is displayed in the corresponding multiple rounds.
[0362] Optionally, in AI control, the state transition based on the persistent duration can be achieved by setting a timer for the corresponding state in the state machine.
[0363] For example, set an out-of-game timer for the out-of-game state, with the countdown duration being the first persistent duration. Based on the behavior group of entering the virtual game, start the in-game timer for the in-game state, with the countdown duration being the second persistent duration, where the second persistent duration is the remaining countdown duration of the out-of-game timer when entering the virtual game. When the countdown duration of the in-game timer reaches zero, control the second pet character to be in the second out-of-game state.
[0364] For a turn-based game, when the second pet character maintains the first in-game state in at least one round, in response to the first in-game state meeting the end condition, display the second pet character in the second in-game state in the virtual game.
[0365] The end condition is the condition for switching the in-game state of the second pet character in the virtual game. The end condition is related to the duration of the first in-game state and the actions of the game characters (at least one of the main control virtual character, the first pet character, and the second pet character).
[0366] Optionally, the end condition includes that the duration of the first in-game state reaches the second duration in step 230 above, or the game character performs a specified game action in the virtual game, and the specified game action is used to interrupt the first in-game state of the second pet character.
[0367] In AI control, the end condition is the state transition condition in the state machine for switching the first in-game state to the second in-game state. When the state machine determines that it meets the state transition condition based on the first in-game state or the behavior group corresponding to the first in-game state, it controls the second pet character to be in the second in-game state.
[0368] Through the end condition, a state transition condition in the virtual game is provided for the second pet character, enabling the system to flexibly control the in-game state of the second pet character, ensuring that the first in-game state can play a transitional role, rather than rigidly determining the entire in-game state of the second pet character in the virtual game based on the out-of-game state, thus improving the flexibility of in-game state control.
[0369] The second in-game state can be the state after the second pet character detaches from the first in-game state.
[0370] In some embodiments, the second in-game state is determined based on the game situation in the virtual game.
[0371] In the case where the second pet character remains in the sleep state for at least one round, in response to the second pet character meeting the first end condition, in the action round of the second pet character in the turn-based game, it is shown that the second pet character detaches from the sleep state.
[0372] Wherein, the first end condition includes at least one of the following conditions: the main control virtual character or the first pet character uses an attack skill on the second pet character; the moving speed of the main control virtual character or the first pet character moving towards the second pet character reaches a preset speed threshold; the audio volume generated by the main control virtual character or the first pet character reaches a preset volume threshold; the sleep duration of the second pet character in the sleep state in the virtual game reaches the second duration.
[0373] Illustratively, assume that the main control virtual character needs to approach the second pet character in the virtual game. When the main control virtual character triggers a preset virtual mechanism during the process of approaching the second pet character, a mechanism sound effect is played, and the volume of the mechanism sound effect reaches the preset volume threshold, then the second pet character is awakened and it is shown that the second pet character detaches from the sleep state.
[0374] Schematically, it is assumed that the second pet character automatically enters the sleep state in the night scene of the virtual open world and wakes up automatically in the day scene. When the main control virtual character enters a virtual game with the second pet character 2 minutes before dawn in the virtual open world, in response to the second pet character remaining in the sleep state for 2 minutes during the virtual game, the second pet character automatically wakes up, and it is shown that the second pet character disengages from the sleep state.
[0375] In the case where the second pet character remains in the back-facing state for at least one round, in response to the first in-game state meeting the second end condition, during the turn-based game, in the action turn of the second pet character, it is shown that the second pet character turns from facing away from the main control virtual character to facing the main control virtual character.
[0376] Among them, the second end condition includes at least one of the following conditions: the main control virtual character or the first pet character uses an attack skill on the second pet character; the main control virtual character or the first pet character moves to within the preset perspective range corresponding to the second pet character; the distance between the main control virtual character or the first pet character and the second pet character is less than the preset distance threshold; the moving speed of the main control virtual character or the first pet character moving towards the second pet character reaches the preset speed threshold; the audio volume generated by the main control virtual character or the first pet character reaches the preset volume threshold.
[0377] Schematically, it is assumed that the main control virtual character needs to move to a specified position in the virtual game, and the second pet character has its back to the main control virtual character. When the main control virtual character moves from the area behind the second pet character to within the perspective range of the second pet character during the process of moving to the specified position, the second pet character discovers the main control virtual character, and it is shown that the second pet character turns from facing away from the main control virtual character to facing the main control virtual character.
[0378] Optionally, in AI control, multiple state transition conditions (end conditions) can be set for the first in-game state in the state machine, and based on any one or a group of state transition conditions, the second pet character is controlled to switch to the second in-game state.
[0379] In some embodiments, the main control virtual character can capture the second pet character in the virtual game.
[0380] Schematically, in the virtual game, a capture operation of the second pet character by the main control virtual character is received, and this capture operation is used to capture the second pet character as a servant of the main control virtual character.
[0381] Optionally, the capture success rate is related to the first in-game state.
[0382] For example, when the second pet character is in at least one of the first in-game states such as the sleeping state, the back-facing state, the behavior restriction state, the trapped state, the exhausted state, and the injured state in the virtual game based on the out-of-game state, the capture success rate corresponding to the capture operation is higher than that when the second pet character is in other states.
[0383] Optionally, the capture operation may include an automatic capture operation after defeating the second pet character in the virtual game, or may include an active operation such as the master virtual character throwing a capture item (such as a Poké Ball, etc.) at the second pet character. Among them, the item attributes of the capture item, the aiming degree of the capture operation, the charging duration when releasing the capture operation, or the calibration result, etc. can all affect the capture success rate, and the embodiments of the present application do not limit this.
[0384] In AI control, an interface can be added between the specified in-game state and the in-game interaction event, and the influence information of the in-game state on the in-game interaction event can be transmitted based on the interface. For example, the influence information is transmitted to the capture event through the interfaces of the above-mentioned multiple first in-game states, and this influence information is used to indicate an increase in the capture success rate.
[0385] Therefore, by making the second pet character in the specified out-of-game state through an event in the virtual open world, so that the second pet character is in the first in-game state from the start moment of the virtual game based on the out-of-game state, not only reduces the sense of disconnection between in-game and out-of-game, but also can improve the in-game capture success rate through out-of-game events, expands the depth of the player's game strategy, and thus improves the playability of the open world game.
[0386] Optionally, entering the virtual game can be triggered by multiple events in the virtual open world.
[0387] For example, in response to an attack event occurring between the master virtual character and the second pet character, enter the virtual game; or, in response to the master virtual character summoning the first pet character in the direction of the second pet character, enter the virtual game; or, in response to an attack event occurring between the first pet character and the second pet character, enter the virtual game; or, in response to at least one of the master virtual character and the first pet character entering the territory range of the second pet character, enter the virtual game, etc.
[0388] It should be noted that the above events triggering the entry into the virtual game are only exemplary examples, and the present application does not limit this.
[0389] Taking the example of responding to the main virtual character summoning the first pet character in the direction of the second pet character to enter a virtual game, the main virtual character can summon the first pet character by aiming at the second pet character and throwing the first Poké Ball containing the first pet character to the second pet character, thereby causing the first pet character and the second pet character to enter a virtual game at the same time as the first pet character is summoned.
[0390] When the main control virtual character can summon multiple first pet characters, the first pet character to be summoned can be selected through a selection operation.
[0391] Illustratively, the program interface includes a plurality of sprite controls corresponding to the first pet characters, and the corresponding first pet character is selected and summoned by triggering the sprite control.
[0392] Optionally, it can be triggered by clicking the sprite control on the touch screen, by clicking the sprite control with the mouse, or by pre-associated buttons in external devices such as keyboards or controllers. For example, sprite control A is associated with number button 1, sprite control B is associated with number button 2, and sprite control C is associated with number button 3. Sprite control A is triggered by triggering number button 1 to select the corresponding first pet character. The starting pet character can also be switched by using designated buttons. For example, in the order of appearance of multiple first pet characters, sprite control A, sprite control B, and sprite control C are displayed from top to bottom. The down key on the keyboard direction buttons is used to switch the first pet character corresponding to sprite control B to the starting pet character, and sprite control B, sprite control C, and sprite control A are displayed from top to bottom.
[0393] It is worth noting that the operation method is only an example and is not limited to this embodiment of the present application.
[0394] Through multiple operation modes, users can choose a more appropriate operation mode, thereby improving interaction efficiency and improving operation convenience.
[0395] The above-mentioned attack events for triggering entry into a virtual game include but are not limited to at least one of the main virtual character and the first pet character attacking the second pet character in the virtual open world, or the second pet character attacking at least one of the main virtual character and the first pet character.
[0396] Entering a virtual game is triggered by various events in the virtual open world, which enriches the ways of entering the virtual game and improves the relevance of external events and the virtual game.
[0397] In some embodiments, the game interaction method based on a virtual open world provided in the embodiments of the present application can also associate the in-game status of the first pet character with an out-of-game event.
[0398] Schematically, when the master virtual character summons the first pet character, the first pet character in an out-of-game state in the virtual open world is displayed. This out-of-game state is the state that the first pet character is in based on events in the virtual open world when outside the virtual game; in response to the first pet character and the second pet character entering the virtual game, starting from the start time of the virtual game, the first pet character in the first in-game state in the virtual game is displayed. The first in-game state is the in-game state determined based on the first pet character and the out-of-game state; when the first in-game state meets the end condition, the first pet character in the second in-game state in the virtual game is displayed.
[0399] Optionally, the events used to determine the out-of-game state of the first pet character include at least one of the following:
[0400] The first event generated by the master virtual character in the virtual open world;
[0401] The second event generated by the second pet character in the virtual open world;
[0402] The third event generated by the first pet character in the virtual open world;
[0403] The fourth event generated by the cooperation of the first pet character and the master virtual character in the virtual open world;
[0404] The first interaction event generated by the master virtual character and the second pet character in the virtual open world;
[0405] The second interaction event generated by the first pet character and the second pet character in the virtual open world.
[0406] Specifically, for the implementation details, reference can be made to the in-game state of the second pet character associated with the out-of-game event in the above-mentioned embodiment, which will not be elaborated here.
[0407] By associating the in-game state of the first pet character with the out-of-game event, the linkage between the out-of-game event and the in-game state is further improved, and the sense of disconnection between the in-game and out-of-game is reduced.
[0408] Schematically, please refer to Figure 13 , Figure 13 which is a schematic diagram of the interaction process in the virtual game based on the virtual open world provided by an exemplary embodiment of the present application. As shown in Figure 13As shown, taking the second pet character being an elf as an example, the following steps are sequentially executed: Step 1310, display the elf in the daily state; respectively execute Step 1321, determine whether the player performs a special interaction. If so, execute the next step 1330. If not, return to Step 1310; Step 1322, determine whether the elf performs a special AI behavior. If so, execute the next step 1330. If not, return to Step 1310; Step 1330, the elf enters the special state; Step 1340, determine whether to enter a battle. If not, execute Step 1351. If so, execute Step 1352; Step 1351, display the out-of-game effect of the special state; Step 1352, start the in-game battle and execute the in-game mechanism based on the rule mapping table.
[0409] Among them, through the AI behavior group and the player's special interaction method, the elf enters the special state.
[0410] The AI can achieve the switching between different states and the corresponding elf behaviors in each state through the combination of the state machine and the behavior group. The AI control is realized by setting states, state switching conditions and behavior groups for the AI. For the player's special interaction, different effects of different interactions on the elf state can be set through the interfaces corresponding to various interaction forms of the player in the game.
[0411] Schematically, please refer to Figure 14 , Figure 14 is the state machine schematic diagram provided by an exemplary embodiment of the present application. As Figure 14 shown, in the AI state machine 1400, there are states, behavior groups and state switching conditions. Among them, for the out-of-game state, the behavior group based on the first event triggers the first out-of-game state, the behavior group based on the second event triggers the second out-of-game state, etc., and the corresponding out-of-game behavior group is executed based on the out-of-game state; for the in-game state, enter the virtual game based on the out-of-game state, switch to the first in-game state, execute the in-game behavior group corresponding to the first in-game state. When the first in-game state meets the end condition (state switching condition), switch to the second in-game state and execute the in-game behavior group corresponding to the second in-game state.
[0412] After the elf enters the special state, if a battle is entered at this time, the server will report the type of the elf's special state at the current moment, so that according to the rule mapping table of the in-game and out-of-game mechanisms, the out-of-game special state is converted into the in-game special mechanism. For example, the elf's dizzy state out of the game is converted into the in-game dizzy Debuff; the elf's offensive state out of the game is converted to give priority to releasing attack skills in the game, etc.
[0413] By controlling the in-game and out-of-game states of the pet character through the AI state machine, the control efficiency is improved, and the state can be flexibly switched based on various state transition conditions, providing an implementation basis for determining the first in-game state based on the out-of-game state. Whether in the game or out of the game, the corresponding state can be continued for transition, thus reducing the sense of fragmentation between different game links.
[0414] In summary, the method provided in the embodiments of the present application provides various ways to display the second pet character in the first in-game state based on the out-of-game state, enriches the manifestation form of the first in-game state as a transition state, improves the linkage between in-game and out-of-game, and at the same time provides players with various out-of-game strategies for paving the way for the in-game. For example, for the second pet character with frequent sleeping behaviors, it is possible to wait outside the game for the second pet character to enter sleep and enter the virtual game with the second pet character in the sleeping state to improve the capture success rate; for the second pet character with poor vigilance, it is possible to approach the second pet character from behind and enter the virtual game with the second pet character in the back-facing state to improve the capture success rate; for the second pet character whose character attributes do not restrain the behavior restriction skills, it is possible to release the behavior restriction skills to make the second pet character in the behavior restriction state and then enter the virtual game to improve the capture success rate, etc. Different out-of-game behaviors can be adopted for different characteristics of the second pet character to associate with the in-game state, enriching the out-of-game strategies for the in-game state and enhancing the user experience.
[0415] Combined with the above embodiments, the application scenarios of the in-game interaction method based on the virtual open world provided in the embodiments of the present application are described. Optionally, this method can be applied to any scenario that provides a virtual open world, such as virtual games, 3D maps, Extended Reality (XR), etc. XR includes technologies such as VR, Mixed Reality (MR), and AR. The present application does not limit this.
[0416] First, taking the application of the in-game interaction method based on the virtual open world in a virtual game as an example for illustration.
[0417] The first virtual game is installed in the terminal. The first virtual game provides a game open world. Players can control the game character to move in the game open world, and game matches can also be triggered in the game open world.
[0418] Schematically, the terminal receives a control operation for a main control game character in an open game world, the control operation being used to control the actions of the main control game character, and the main control game character has the ability to summon a first pet character; a second pet character in an out-of-game state in the open game world is displayed, the second pet character being an object controlled by the system, and the out-of-game state is the state in which the second pet character is based on events in the open game world when outside the game match; in response to at least one of the main control game character and the first pet character entering the game match with the second pet character, starting from the start time of the game match, a second pet character in a first in-game state in the game match is displayed, the first in-game state being an in-game state determined based on the out-of-game state; when the first in-game state meets the end condition, a second pet character in a second in-game state in the game match is displayed.
[0419] Second, taking the application of the game interaction method based on a virtual open world to a VR scenario as an example for illustration.
[0420] A VR application program is installed in the terminal. The VR application program provides a VR open world. The user can control a VR character to move in the VR open world, and a VR game match can also be triggered in the VR open world.
[0421] Schematically, the terminal receives a control operation for a main control VR character in the VR open world, the control operation being used to control the actions of the main control VR character, and the main control VR character has the ability to summon a first pet character; a second pet character in an out-of-game state in the VR open world is displayed, the second pet character being an object controlled by the system, and the out-of-game state is the state in which the second pet character is based on events in the VR open world when outside the VR game match; in response to at least one of the main control VR character and the first pet character entering the VR game match with the second pet character, starting from the start time of the VR game match, a second pet character in a first in-game state in the VR game match is displayed, the first in-game state being an in-game state determined based on the out-of-game state; when the first in-game state meets the end condition, a second pet character in a second in-game state in the VR game match is displayed.
[0422] It should be noted that the above application scenarios are only schematic examples and are not limited here.
[0423] Figure 15 It is a structural block diagram of a game interaction device based on a virtual open world provided by an exemplary embodiment of the present application. As Figure 15 shown, the device includes the following parts:
[0424] A receiving module 1510, configured to receive a control operation for a main control virtual character in the virtual open world, where the control operation is used to control the actions of the main control virtual character, and the main control virtual character has the ability to summon a first pet character;
[0425] The display module 1520 is further configured to display a second pet character in an out-of-game state in the virtual open world, where the second pet character is an object controlled by the system, and the out-of-game state is the state of the second pet character based on events in the virtual open world when outside the virtual game;
[0426] The display module 1520 is further configured to, in response to at least one of the main control virtual character and the first pet character entering the virtual game with the second pet character, display the second pet character in a first in-game state in the virtual game starting from the start time of the virtual game, where the first in-game state is an in-game state determined based on the out-of-game state;
[0427] The display module 1520 is further configured to display the second pet character in a second in-game state in the virtual game when the first in-game state meets the end condition.
[0428] Please refer to Figure 16 , Figure 16 which is a structural block diagram of a game interaction device module based on a virtual open world provided by an exemplary embodiment of the present application. As Figure 16 shown, in some embodiments, the display module 1520 includes an out-of-game display unit 1521, configured to:
[0429] Based on a first event generated by the main control virtual character in the virtual open world, display the second pet character in a first out-of-game state in the virtual open world; or,
[0430] Based on a second event generated by the second pet character in the virtual open world, display the second pet character in a second out-of-game state in the virtual open world; or,
[0431] Based on a first interaction event generated by the main control virtual character and the second pet character in the virtual open world, display the second pet character in a third out-of-game state in the virtual open world; or,
[0432] Based on at least two of the first event, the second event, and the first interaction event, display the second pet character in a fourth out-of-game state in the virtual open world.
[0433] In some embodiments, the first event includes at least one of the following events:
[0434] The master virtual character releases a behavior restriction skill on the second pet character in the virtual open world; the first out-of-round state includes a behavior restriction state, and the behavior restriction state is used to indicate the state in which the second pet character loses its ability to act. Among them, the charging duration when the master virtual character releases the behavior restriction skill is positively correlated with the restriction duration, and the restriction duration refers to the continuous duration in which the second pet character is in the behavior restriction state based on the behavior restriction skill;
[0435] The master virtual character moves to the area range behind the second pet character in the virtual open world; the first out-of-round state includes a back-to-back state, and the back-to-back state is used to indicate the state in which the second pet character has its back to the master virtual character;
[0436] The master virtual character triggers a stealth state in the virtual open world and enters the preset area range around the second pet character in the stealth state; the first out-of-round state includes a lax state, and the lax state is used to indicate the state in which the second pet character ignores the master virtual character based on the stealth state of the master virtual character.
[0437] In some embodiments, the behavior restriction skill meets the valid conditions, and the valid conditions include at least one of the following conditions:
[0438] The charging duration reaches the preset charging duration;
[0439] The behavior restriction skill hits the second pet character;
[0440] The character attributes of the second pet character and the behavior restriction skill meet the restriction conditions.
[0441] In some embodiments, the second event includes at least one of the following events:
[0442] The second pet character enters sleep in the virtual open world; the second out-of-round state includes a sleep state;
[0443] The second pet character triggers a buff skill in the virtual open world; the second out-of-round state includes a buff state, and the buff state is used to indicate the state in which the second pet character obtains a buff effect;
[0444] The second pet character triggers an offensive skill on the master virtual character in the virtual open world; the second out-of-round state includes an offensive state, and the offensive state is used to indicate the state in which the second pet character launches an attack on the master virtual character in the previous round;
[0445] The second pet character enters a virtual trap in the virtual open world; the first out-of-game state includes a trapped state, and the trapped state is used to indicate the state in which the second pet character is trapped in the virtual trap.
[0446] In some embodiments, the first interaction event includes at least one of the following events:
[0447] The second pet character disguises as a first virtual element in the virtual open world, and the master virtual character triggers a first interaction operation on the second pet character disguising as the first virtual element; the third out-of-game state includes a sneak attack state, and the sneak attack state is used to indicate the state in which the second pet character resumes disguising and launches an attack on the master virtual character.
[0448] The master virtual character chases the second pet character in the virtual open world, and the second pet character evades the chase of the master virtual character for a first preset duration; the third out-of-game state includes a fatigue state, and the fatigue state is used to indicate the state in which the physical attribute of the second pet character decreases relative to the historical physical attribute before evading the chase.
[0449] The second pet character chases the master virtual character in the virtual open world, and the master virtual character evades the chase of the second pet character for a second preset duration; the third out-of-game state includes a motivation state, and the motivation state is used to indicate the state in which the designated combat attribute of the second pet character increases relative to the historical combat attribute before evading the chase.
[0450] In some embodiments, the receiving module 1510 is further configured to receive a summoning operation of the master virtual character for the first pet character, and the summoning operation is used to summon the first pet character to move in the virtual open world.
[0451] The out-of-game display unit 1521 is further configured to display the second pet character in the fifth out-of-game state in the virtual open world based on a third event generated by the first pet character in the virtual open world; or,
[0452] The out-of-game display unit 1521 is further configured to display the second pet character in the sixth out-of-game state in the virtual open world based on a fourth event generated by the cooperation of the first pet character and the master virtual character in the virtual open world; or,
[0453] The out-of-game display unit 1521 is further configured to display the second pet character in the seventh out-of-game state in the virtual open world based on a second interaction event generated by the first pet character and the second pet character in the virtual open world.
[0454] In some embodiments, the display module 1520 further includes a first in-game display unit 1522, configured to:
[0455] display a second pet character that maintains the out-of-game state as the first in-game state within the virtual game; or,
[0456] display a second pet character that transforms from the out-of-game state to the first in-game state within the virtual game and releases in-game skills based on the first in-game state.
[0457] In some embodiments, the first in-game display unit 1522 is further configured to:
[0458] when the second pet character is in a behavior restriction state outside the virtual game, display the second pet character that maintains the behavior restriction state as the first in-game state when entering the virtual game, where the first in-game state is used to indicate that the second pet character obtains a debuff effect in the virtual game and the second pet character does not take in-game actions during the restriction duration that the second pet character persists based on the behavior restriction state in the virtual game, and the duration of the debuff effect corresponds to the restriction duration; or,
[0459] when the second pet character is in a sleep state outside the virtual game, display the second pet character that maintains the sleep state as the first in-game state when entering the virtual game, where the first in-game state is used to indicate that the second pet character does not take in-game actions based on the sleep state during the sleep duration that the sleep state persists in the virtual game; or,
[0460] when the second pet character is in a back-to-back state outside the virtual game, display the second pet character that maintains the back-to-back state as the first in-game state when entering the virtual game, where the first in-game state is used to indicate that the second pet character does not take in-game actions based on the back-to-back state during the back-to-back duration that the back-to-back state persists in the virtual game; or,
[0461] when the second pet character is in a trapped state outside the virtual game, display the second pet character that maintains the trapped state as the first in-game state when entering the virtual game, where the first in-game state is used to indicate that the second pet character takes struggling behavior as an in-game action based on the trapped state during the trapped duration that the trapped state persists in the virtual game; or,
[0462] When the second pet character is in a fatigued state outside the virtual game, display the second pet character that enters the virtual game while maintaining the fatigued state as the first in-game state, where the first in-game state is used to indicate that within the fatigue duration during which the fatigued state of the second pet character persists in the virtual game, the second pet character takes recovery actions as in-game actions based on the fatigued state; or,
[0463] When the second pet character is in an excited state outside the virtual game, display the second pet character that enters the virtual game while maintaining the excited state as the first in-game state, where the first in-game state is used to indicate that the second pet character obtains a buff effect in the virtual game, and the duration of the buff effect corresponds to the excitation duration during which the excited state persists in the virtual game.
[0464] In some embodiments, the first in-game display unit 1522 is further configured to:
[0465] When the second pet character is in an offensive state or a sneak attack state outside the virtual game, display that the second pet character initiates an attack by releasing in-game skills in a previous round after entering the virtual game; or,
[0466] When the second pet character is in a buffed state outside the virtual game, display that the second pet character conducts virtual battles with the buffed attack ability or defense ability after entering the virtual game.
[0467] In some embodiments, the virtual game includes a turn-based game, and the turn-based game includes multiple rounds; the first in-game display unit 1522 is further configured to:
[0468] Determine the second duration of the first in-game state based on the first duration of the out-of-game state;
[0469] Based on the second duration, display the second pet character in the first in-game state within at least one round of the turn-based game.
[0470] In some embodiments, the display module 1520 further includes a second in-game display unit 1523, configured to:
[0471] When the second pet character remains in a sleeping state in at least one round, in response to the second pet character meeting the first end condition, display that the second pet character wakes up from the sleeping state during the action turn of the second pet character in the turn-based game.
[0472] Wherein, the first end condition includes at least one of the following conditions:
[0473] The master virtual character or the first pet character uses an attack skill on the second pet character;
[0474] The moving speed at which the master virtual character or the first pet character moves towards the second pet character reaches a preset speed threshold;
[0475] The audio volume generated by the master virtual character or the first pet character reaches a preset volume threshold.
[0476] In some embodiments, the second in-game display unit 1523 is further configured to:
[0477] In the case where the second pet character remains in a back-facing state in at least one round, in response to the second pet character meeting the second end condition, the second pet character is displayed as turning from facing away from the master virtual character to facing the master virtual character in the action round of the second pet character in the turn-based game;
[0478] Wherein, the second end condition includes at least one of the following conditions:
[0479] The master virtual character or the first pet character uses an attack skill on the second pet character;
[0480] The master virtual character or the first pet character moves to within a preset viewing angle range corresponding to the second pet character;
[0481] The distance between the master virtual character or the first pet character and the second pet character is less than a preset distance threshold;
[0482] The moving speed at which the master virtual character or the first pet character moves towards the second pet character reaches a preset speed threshold;
[0483] The audio volume generated by the master virtual character or the first pet character reaches a preset volume threshold.
[0484] In some embodiments, the receiving module 1510 is further configured to receive, in the virtual game, a capture operation of the master virtual character on the second pet character, where the capture operation is used to capture the second pet character as a servant of the master virtual character;
[0485] Wherein, when the second pet character is in at least one of the first in-game states of sleeping, back-facing, behavior-restricted, trapped, and exhausted in the virtual game based on the out-of-game state, the capture success rate corresponding to the capture operation is higher than the capture success rate when the second pet character is in other states.
[0486] In some embodiments, the device further includes a processing module 1530, configured to:
[0487] In response to an attack event occurring between the master virtual character and the second pet character, enter the virtual game; or,
[0488] In response to the master virtual character summoning the first pet character in the direction of the second pet character, enter the virtual game; or,
[0489] In response to an attack event occurring between the first pet character and the second pet character, enter the virtual game; or,
[0490] In response to at least one of the master virtual character and the first pet character entering the territory range of the second pet character, enter the virtual game.
[0491] In some embodiments, the off-game display unit 1521 is further configured to, when the master virtual character summons the first pet character, display the first pet character in an off-game state in the virtual open world, where the off-game state is the state of the first pet character based on events in the virtual open world when outside the virtual game;
[0492] The first in-game display unit 1522 is further configured to, in response to the first pet character and the second pet character entering the virtual game, starting from the start moment of the virtual game, display the first pet character in a first in-game state in the virtual game, where the first in-game state is an in-game state determined based on the off-game state of the first pet character;
[0493] The second in-game display unit 1523 is further configured to, when the first in-game state meets the end condition, display the first pet character in a second in-game state in the virtual game.
[0494] In summary, the device provided in the embodiments of the present application determines the first in-game state of the second pet character in the virtual game based on the off-game state of the second pet character before entering the virtual game, so that the off-game state of the second pet character generated by events in the virtual open world can affect the first in-game state when entering the virtual game, extends the off-game state to the in-game state, keeps the in-game state associated with the off-game state, improves the linkage between events in the virtual open world and the virtual game, uses the first in-game state as an intermediate state between the off-game state and the second in-game state, provides a transition between the off-game and the in-game, reduces the sense of disconnection between the in-game and the off-game, improves the immersion of the player experience, and improves the playability of the open world game.
[0495] It should be noted that: the interactive device for the game based on the virtual open world provided in the above embodiments is only illustrated by dividing the above functional modules. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
[0496] Figure 17 The block diagram of the terminal 1700 provided by an exemplary embodiment of the present application is shown. The terminal 1700 may be: a smart phone, a tablet computer, an MP3 player, an MP4 player, a laptop computer or a desktop computer. The terminal 1700 may also be referred to by other names such as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, etc.
[0497] Generally, the terminal 1700 includes: a processor 1701 and a memory 1702.
[0498] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), or programmable logic array (PLA). The processor 1701 may also include a main processor and a co-processor. The main processor is a processor for processing data in the wake state, also known as the central processing unit (CPU); the co-processor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may further include an artificial intelligence (AI) processor, and the AI processor is used to process the computational operations related to machine learning.
[0499] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may further include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 is used to store at least one instruction for being executed by the processor 1701 to implement the method for interaction in a virtual open world provided in the method embodiments of the present application.
[0500] In some embodiments, the terminal 1700 further includes some other components 1703, and the types and quantities of the other components 1703 may be selected based on the functional requirements of the terminal 1700. Those skilled in the art can understand that Figure 17 the structure shown in does not constitute a limitation on the terminal 1700, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0501] Embodiments of the present application further provide a computer device, which may be implemented as a Figure 1 terminal or a server as shown. The computer device includes a processor and a memory, and at least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, at least one program, the code set or the instruction set is loaded and executed by the processor to implement the method for interaction in a virtual open world provided in the above method embodiments.
[0502] Embodiments of the present application further provide a computer-readable storage medium, on which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, at least one program, the code set or the instruction set is loaded and executed by the processor to implement the method for interaction in a virtual open world provided in the above method embodiments.
[0503] Embodiments of the present application further provide a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for interaction in a virtual open world provided in the above method embodiments.
[0504] Optionally, the computer-readable storage medium may include: Read Only Memory (ROM), Random Access Memory (RAM), Solid State Drives (SSD), or optical discs, etc. Among them, the random access memory may include Resistance Random Access Memory (ReRAM) and Dynamic Random Access Memory (DRAM). The serial numbers of the embodiments of the present application above are only for description and do not represent the superiority or inferiority of the embodiments.
[0505] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by instructing relevant hardware through a program. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, or an optical disc, etc.
[0506] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A game interaction method based on a virtual open world, characterized in that: The method comprises: Receiving a control operation on a master virtual character in the virtual open world, wherein the control operation is used to control an action of the master virtual character, and the master virtual character has the ability to summon a first pet character; In the case where the main control virtual character summons the first pet character, displaying the first pet character in an out-of-game state in the virtual open world, wherein the out-of-game state is a state of the first pet character based on an event in the virtual open world when the first pet character is out of the virtual game; In response to the first pet character and the second pet character entering the virtual game, starting from the start time of the virtual game, displaying the first pet character in a first in-game state in the virtual game, wherein the first in-game state is an in-game state determined based on the out-of-game state, and the second pet character is an object controlled by the system; When the first in-game state meets the end condition, the first pet character in the second in-game state in the virtual game is displayed.
2. The method according to claim 1, characterized in that The first pet character displayed in the virtual open world and being in an out-of-game state includes: Based on an event in the virtual open world, the first pet character in the out-of-game state is displayed in the virtual open world.
3. The method according to claim 2, characterized in that The first pet character displayed in the virtual open world and being in an out-of-game state includes: Based on a first event generated by the main control virtual character in the virtual open world, displaying a first pet character in a first out-of-game state in the virtual open world; or, Based on a second event generated by the second pet character in the virtual open world, displaying the first pet character in a second out-of-game state in the virtual open world; or, Based on a first interactive event generated by the main virtual character and the second pet character in the virtual open world, displaying the first pet character in a third out-of-game state in the virtual open world; or Based on at least two of the first event, the second event and the first interactive event, displaying the first pet character in a fourth out-of-game state in the virtual open world; or, Based on a third event generated by the first pet character in the virtual open world, displaying the first pet character in a fifth out-of-game state in the virtual open world; or Based on a fourth event generated by the cooperation between the first pet character and the main control virtual character in the virtual open world, displaying the first pet character in a sixth out-of-game state in the virtual open world; or Based on a second interactive event generated by the first pet character and the second pet character in the virtual open world, the first pet character is displayed in a seventh out-of-game state in the virtual open world.
4. The method according to claim 3, characterized in that The first event includes at least one of the following events: The main control virtual character releases a behavior restriction skill to the second pet character in the virtual open world; The main control virtual character moves to the area behind the second pet character in the virtual open world; The main control virtual character triggers a hidden state in the virtual open world, and enters a preset area around the second pet character in the hidden state.
5. The method according to claim 4, characterized in that The behavior restriction skill meets the validity conditions, and the validity conditions include at least one of the following conditions: The charging time reaches the preset charging time; The behavior restriction skill hits the second pet character; The character attributes of the second pet character and the behavior restriction skills meet the restriction conditions.
6. The method according to claim 3, characterized in that: The second event includes at least one of the following events: The second pet character falls asleep in the virtual open world; The second pet character triggers a gain skill in the virtual open world; The second pet character triggers an attack skill towards the main control virtual character in the virtual open world; The second pet character enters a virtual trap in the virtual open world.
7. The method according to claim 3, characterized in that The first interactive event includes at least one of the following events: The second pet character is disguised as a first virtual element in the virtual open world, and the main control virtual character triggers a first interactive operation to the second pet character disguised as the first virtual element; The main control virtual character chases the second pet character in the virtual open world, and the second pet character avoids the pursuit of the main control virtual character for a first preset time period; The second pet character chases the main virtual character in the virtual open world, and the main virtual character avoids the pursuit of the second pet character for a second preset time period.
8. The method according to claim 3, characterized in that The third event includes: The first pet character triggers an attack skill toward the second pet character, causing the second pet character to be in an injured state.
9. The method according to claim 3, characterized in that: The fourth event includes: The main control virtual character approaches the second pet character from the front of the second pet character, and the first pet character approaches the second pet character from behind the second pet character.
10. The method according to claim 3, characterized in that: The second interactive event includes: The first pet character is disguised as a second virtual element in the virtual open world, and the second pet character triggers a second interactive operation to the first pet character disguised as the second virtual element.
11. The method according to any one of claims 1 to 10, characterized in that: The first pet character is a pet character owned by the main virtual character; or, The first pet character is a pet character owned by an account associated with the first account, and the first account is a master account corresponding to the master virtual character; or The first pet character is a pet character corresponding to a preset event; the preset event includes at least one of the following: the master virtual character triggering a preset task node, or the master virtual character entering a summoning range of the first pet character.
12. The method according to any one of claims 1 to 10, characterized in that: The second pet character displayed in the virtual game in the first game state includes: Displaying the first pet character that maintains the out-of-game state as the first in-game state in the virtual game; or A first pet character is displayed in the virtual game, which obtains a first in-game state based on the out-game state conversion, and releases a game skill based on the first in-game state.
13. The method according to claim 12, characterized in that The first pet character displayed in the virtual game obtains a first in-game state based on the conversion of the out-game state, and releases a game skill based on the first in-game state, comprises: When the first pet character is in an attacking state or a sneak attacking state outside the virtual game, the first pet character is displayed to launch an attack by releasing the game skills in the previous round after entering the virtual game; or When the first pet character is in a buffed state outside the virtual game, the first pet character is displayed to perform a virtual battle with the buffed attack or defense capability after entering the virtual game.
14. A game interaction device based on a virtual open world, characterized in that: The device comprises: A receiving module, used for receiving a control operation on a master virtual character in the virtual open world, wherein the control operation is used for controlling the action of the master virtual character, and the master virtual character has the ability to summon the first pet character; A display module, configured to display the first pet character in an out-of-game state in the virtual open world when the master virtual character summons the first pet character, wherein the out-of-game state is a state of the first pet character based on an event in the virtual open world when the first pet character is out of the virtual game; The display module is further configured to, in response to the first pet character and the second pet character entering the virtual game, display the first pet character in a first in-game state in the virtual game starting from the start time of the virtual game, wherein the first in-game state is an in-game state determined based on the out-of-game state, and the second pet character is an object controlled by the system; The display module is further configured to display the first pet character in the second in-game state in the virtual game when the first in-game state meets the end condition.
15. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the game interaction method based on a virtual open world as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The storage medium stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the game interaction method based on a virtual open world as described in any one of claims 1 to 13.
17. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the game interaction method based on a virtual open world as described in any one of claims 1 to 13.