Game interaction method, game interaction device, program product and electronic device
By setting up independent game character pools for different camps of competitive games and disabling camp-specific roles, the problem of too many characters in character disabling mode is solved, reducing development costs and improving player experience.
Patent Information
- Application Number
- CN202510600623.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-09
- Publication Date
- 2025-07-01
AI Technical Summary
The character disable mode in existing competitive games leads to too many disabled characters, and the actual number of characters available to players is small, which increases the cost of game development and has poor experience for new players.
Set up game character pools for different factions in the game game, and control character disabling through faction-specific disabling commands to ensure that the character pools of each faction are disabled independently, improving the diversity and flexibility of the character pool.
Effectively control the number of disabled characters, reduce game development costs, improve player experience and game character pool, and reduce the possibility that new players choose familiar characters to be disabled.
Smart Images

Figure CN120227653A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to game interaction methods, game interaction devices, computer program products, and electronic devices. Background Art
[0002] Most competitive games support the character ban (BAN) mode. In this mode, both players can ban some game characters before the start of the battle, and the banned characters cannot be used in the current game session. However, in the current character ban mode, there are too many banned characters, so the actual number of game characters that players can choose is too small. Game developers need to create more game characters to ensure the experience of the character ban mode, resulting in a relatively high game development cost. Summary of the Invention
[0003] The present disclosure provides a game interaction method, a game interaction device, a computer program product, and an electronic device to at least to some extent solve the problem of relatively high game development cost in related technologies.
[0004] According to a first aspect of the present disclosure, there is provided a game interaction method. In a game session of the game, there are a first camp account and a second camp account. The method includes: in response to entering the character ban phase of the game session, displaying a second game character pool corresponding to the second camp account on a first terminal corresponding to the first camp account, and displaying a first game character pool corresponding to the first camp account on a second terminal corresponding to the second camp account; in response to a first character ban instruction triggered through the first terminal, banning the characters in the second game character pool, and generating a third game character pool corresponding to the second camp account based on the second game character pool after the characters are banned; in response to a second character ban instruction triggered through the second terminal, banning the characters in the first game character pool, and generating a fourth game character pool corresponding to the first camp account based on the first game character pool after the characters are banned; controlling to configure the third game character pool as the candidate character pool corresponding to the second camp account, and configure the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game in the battle phase of the game session, and the second camp account uses the characters in the third game character pool to play the game in the battle phase of the game session.
[0005] According to a second aspect of the present disclosure, there is provided a game interaction device. In the game session of the game, there are a first camp account and a second camp account. The device includes: a game character pool display control module configured to, in response to entering the character disabling stage of the game session, display the second game character pool corresponding to the second camp account in the first terminal corresponding to the first camp account, and display the first game character pool corresponding to the first camp account in the second terminal corresponding to the second camp account; a first disabling control module configured to, in response to a first character disabling instruction triggered through the first terminal, disable the characters in the second game character pool, and generate a third game character pool corresponding to the second camp account based on the second game character pool after the characters are disabled; a second disabling control module configured to, in response to a second character disabling instruction triggered through the second terminal, disable the characters in the first game character pool, and generate a fourth game character pool corresponding to the first camp account based on the first game character pool after the characters are disabled; a candidate character pool configuration module configured to control configuring the third game character pool as the candidate character pool corresponding to the second camp account, and configuring the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game in the battle stage of the game session, and the second camp account uses the characters in the third game character pool to play the game in the battle stage of the game session.
[0006] According to a third aspect of the present disclosure, there is provided a computer program product including a computer program, which when executed by a processor implements the method according to the first aspect and its possible implementations.
[0007] According to a fourth aspect of the present disclosure, there is provided an electronic device including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method according to the first aspect and its possible implementations by executing the executable instructions.
[0008] The technical solution of the present disclosure has the following beneficial effects:
[0009] A role disabling mode for a single camp is provided. The first game role pool and the second game role pool are set for the first camp and the second camp in the game match respectively. The account of the first camp can disable roles in the second game role pool through the first role disabling instruction, and the first role disabling instruction has no disabling effect on the first game role pool. The account of the second camp can disable roles in the first game role pool through the second role disabling instruction, and the second role disabling instruction has no disabling effect on the second game role pool. On the one hand, the number of disabled roles in the game match is effectively controlled, improving the problem that the number of disabled roles is too large and the actual number of selectable roles for players is small. Game developers do not need to create a large number of game roles, which is beneficial to reducing game development costs and can ensure the experience of the role disabling mode. On the other hand, by setting game role pools for different camps and disabling roles respectively, the diversity and flexibility of the game role pools of different camps are improved, enhancing the player experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Figure 1 Shows a system architecture diagram in an embodiment of the present disclosure;
[0011] Figure 2 Shows a flowchart of a game interaction method in an embodiment of the present disclosure;
[0012] Figure 3 Shows a schematic diagram of a role disabling interface in an embodiment of the present disclosure;
[0013] Figure 4 Shows a schematic diagram of a locked role in an embodiment of the present disclosure;
[0014] Figure 5 Shows a flowchart of locking a role in an embodiment of the present disclosure;
[0015] Figure 6 Shows a schematic diagram of a disabled role in an embodiment of the present disclosure;
[0016] Figure 7 Shows a schematic diagram of displaying a role icon in an embodiment of the present disclosure;
[0017] Figure 8 Shows a schematic diagram of a role selection stage in an embodiment of the present disclosure;
[0018] Figure 9 Shows a schematic diagram of the structure of a game interaction device in an embodiment of the present disclosure;
[0019] Figure 10 Shows a schematic diagram of the structure of an electronic device in an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0020] The exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0021] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. The embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in the present disclosure can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of the embodiments of the present disclosure. However, those skilled in the art will realize that one or more of the specific details may be omitted in implementing the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0022] In competitive games, in order to enhance the game strategy and gaming nature, most support the character banning mode. In this mode, both players can ban some game characters before the start of the battle, and the banned characters cannot be used in the current game. The inventor of the present disclosure found that in the related character banning mode, the characters banned by either party cannot be used by both parties, resulting in too many banned characters and too few actually selectable characters for players. For example, if there are a total of 30 game characters in the game, and in a game, both players ban 5 characters respectively, a total of 10 characters are banned, then both players can only choose from the remaining 20 characters, and the selection range is very small. Game developers need to create more game characters to ensure the experience of the character banning mode, resulting in a relatively high game development cost. Moreover, both players ban and select characters from the same game character pool, there is a problem of a single game character pool. In addition, new players generally know fewer characters, and these characters are easily banned in the above mode, resulting in new players being unable to select familiar characters to play the game, and the experience is poor.
[0023] In view of the above one or more problems, the exemplary embodiments of the present disclosure provide a game interaction method, aiming to reduce the game development cost and ensure the experience of the character banning mode.
[0024] Figure 1The system architecture diagram of the operating environment of the embodiment of the present disclosure is shown. The system architecture may include a first terminal 110, a second terminal 120, and a server 130. Among them, the first terminal 110 and the second terminal 120 may be devices such as mobile phones, tablet computers, personal computers, smart wearable devices, game consoles, etc., which have a display function and can display a graphical user interface. The graphical user interface may include an interface of an operating system or an interface of an application program, etc. A game program, such as a client program of an online game, is installed on the first terminal 110 and the second terminal 120. When the first terminal 110 and the second terminal 120 run the game program, the game interface, game scene and other contents may be displayed in the graphical user interface. The server 130 generally refers to a background system that provides game services in the embodiment of the present disclosure, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 130 for executing game data processing on the server side. The first terminal 110 and the second terminal 120 may form a connection with the server 130 through a wired or wireless communication link to perform data transmission. In addition, the first terminal 110 and the second terminal 120 may also be directly connected and communicated with each other.
[0025] In one embodiment, the above method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above server 130), and the cloud game client (such as the above first terminal 110 and the second terminal 120) includes the reception and transmission of data and the presentation of the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing the game, the player operates the cloud game client to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0026] The embodiments of the present disclosure can be applied to competitive games, but are not limited thereto. In a game session, a first camp and a second camp can be set up, usually in an adversarial relationship with each other. The first camp includes one or more first camp accounts, that is, the game accounts used by the players participating in the first camp, and the second camp includes one or more second camp accounts, that is, the game accounts used by the players participating in the second camp. The first camp account corresponds to the first terminal 110, that is, the first camp account is logged in on the first terminal 110. It can be understood that the players in the first camp use the first terminal 110 to play the game. The first terminal 110 can be the terminal corresponding to a specific one or more first camp accounts (such as the first camp account with the "captain" permission), or the terminal corresponding to any first camp account. The second camp account corresponds to the second terminal 120, that is, the second camp account is logged in on the second terminal 120. It can be understood that the players in the second camp use the second terminal 120 to play the game. The second terminal 120 can be the terminal corresponding to a specific one or more second camp accounts (such as the second camp account with the "captain" permission), or the terminal corresponding to any second camp account.
[0027] The game interaction method in the embodiments of the present disclosure can be executed by any one or more of the first terminal 110, the second terminal 120, and the server 130.
[0028] Figure 2 A schematic flow of the game interaction method is shown, which can include the following steps S210 to S240:
[0029] Step S210, in response to entering the character banning stage of the game session, display the second game character pool corresponding to the second camp account in the first terminal corresponding to the first camp account, and display the first game character pool corresponding to the first camp account in the second terminal corresponding to the second camp account;
[0030] Step S220, in response to the first character banning instruction triggered by the first terminal, ban the characters in the second game character pool, and generate a third game character pool corresponding to the second camp account based on the second game character pool after the characters are banned;
[0031] Step S230, in response to the second character banning instruction triggered by the second terminal, ban the characters in the first game character pool, and generate a fourth game character pool corresponding to the first camp account based on the first game character pool after the characters are banned;
[0032] Step S240: Control to configure the third game character pool as the candidate character pool corresponding to the second camp account, and configure the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game during the battle stage of the game match, and the second camp account uses the characters in the third game character pool to play the game during the battle stage of the game match.
[0033] Based on Figure 2 The method shown provides a character disabling mode for a single camp, sets the first game character pool and the second game character pool for the first camp and the second camp in the game match respectively. The first camp account can disable characters in the second game character pool through the first character disabling instruction, and the first character disabling instruction has no disabling effect on the first game character pool. The second camp account can disable characters in the first game character pool through the second character disabling instruction, and the second character disabling instruction has no disabling effect on the second game character pool. On the one hand, it effectively controls the number of disabled characters in the game match, improves the problem of too many disabled characters and too few actually selectable characters for players. Game developers do not need to create a large number of game characters, which is beneficial to reducing game development costs and can ensure the experience of the character disabling mode. On the other hand, by setting game character pools for different camps and disabling characters separately, it improves the diversity and flexibility of the game character pools of different camps and enhances the player experience.
[0034] Next, a specific description will be given for Figure 2 each step.
[0035] Referring to Figure 2 , in step S210, in response to entering the character disabling stage of the game match, the second game character pool corresponding to the second camp account is displayed on the first terminal corresponding to the first camp account, and the first game character pool corresponding to the first camp account is displayed on the second terminal corresponding to the second camp account.
[0036] The character disabling stage is used to select the game characters to be disabled to prevent the opponent camp from using these game characters in the game match. Generally, the character disabling stage can be located before the battle stage of the game match. For example, in a 6V6 (i.e., 6 players against 6 players) game mode, after all 12 players enter the game, the game match starts, and first, the character disabling stage can be entered.
[0037] The first game character pool is a game character pool configured for the first camp. In the game session, operations such as character banning, character selection, and character locking for the characters of the first camp are all restricted within the scope of the first game character pool. The second game character pool is a game character pool configured for the second camp. In the game session, operations such as character banning, character selection, and character locking for the characters of the second camp are all restricted within the scope of the second game character pool. The first game character pool and the second game character pool can be the same or different. For example, both the first game character pool and the second game character pool are character pools that include all game characters. Or, in an asymmetric confrontation game (such as different numbers of players in both camps, different game tasks, etc.), the first camp is the attacking side, the first game character pool includes attacking characters, the second camp is the defending side, and the second game character pool includes defending characters, and the two game character pools are different.
[0038] In the embodiments of the present disclosure, the first camp can ban characters of the second camp. Therefore, the second game character pool is displayed in the first terminal 110 so that players of the first terminal 110 can select which character to ban from the second game character pool. The second camp can ban characters of the first camp. Therefore, the first game character pool is displayed in the second terminal 120 so that players of the second terminal 120 can select which character to ban from the first game character pool.
[0039] The second game character pool can be displayed in the first terminal 110, and the first game character pool can be displayed in the second terminal 120 throughout the character banning phase. Or, the second game character pool can be displayed in the first terminal 110, and the first game character pool can be displayed in the second terminal 120 during a partial time period of the character banning phase. For example, when the first camp bans characters of the second camp, the second game character pool is displayed in the first terminal 110 and the second terminal 120. When the second camp bans characters of the first camp, the first game character pool is displayed in the first terminal 110 and the second terminal 120.
[0040] Figure 3 A schematic diagram showing the character banning interface that can be displayed in the first terminal 110 (or the second terminal 120) is shown. The second game character pool 310 is displayed in the character banning interface, which includes icons (such as avatars, character names, etc.) of each character.
[0041] Continue to refer to Figure 2 , in step S220, in response to the first character banning instruction triggered by the first terminal, the characters in the second game character pool are banned, and a third game character pool corresponding to the second camp account is generated based on the second game character pool after the characters are banned.
[0042] Among them, the first character disabling instruction is a character disabling instruction triggered by the first terminal 110 and is used to disable the characters of the second camp. For example, a second game character pool is displayed on the first terminal 110, and the player of the first terminal 110 can click to select and confirm a character in the second game character pool to trigger the first character disabling instruction and disable the selected character.
[0043] In one implementation, the first character disabling instruction includes one or more of the following:
[0044] A character disabling instruction triggered by a first target account among one or more first camp accounts. For example, the first target account can be the "captain" of the first camp, who can perform a character disabling operation to trigger the first character disabling instruction, and other first camp accounts cannot trigger the first character disabling instruction.
[0045] A character disabling instruction determined based on the character disabling operations of all first camp accounts. Among them, each first camp account can perform a character disabling operation, and the character disabling operations of all first camp accounts can be summarized, and the first character disabling instruction can be determined and triggered by means of voting, etc.
[0046] A character disabling instruction automatically triggered when the first camp account does not perform a character disabling operation. Among them, when the first camp account performs a character disabling operation, a countdown of a certain duration is usually set. If the first camp account does not perform a character disabling operation when the countdown ends, the first character disabling instruction is automatically triggered, which can be an instruction not to disable any character, or an instruction to disable a random character, etc.
[0047] After disabling the characters in the second game character pool, a third game character pool is generated. In one implementation, the character disabling phase includes multiple character disabling rounds. The first terminal 110 can sequentially disable the characters in the second game character pool in multiple character disabling rounds. Then, after the multiple character disabling rounds end, a third game character pool is generated based on the second game character pool after the characters are disabled. The third game character pool can be the final game character pool of the second camp.
[0048] Continue to refer to Figure 2 , in step S230, in response to a second character disabling instruction triggered by the second terminal, the characters in the first game character pool are disabled, and a fourth game character pool corresponding to the first camp account is generated based on the first game character pool after the characters are disabled.
[0049] Among them, the second character disabling instruction is a character disabling instruction triggered by the second terminal 120, which is used to disable the characters of the first camp. For example, the first game character pool is displayed in the second terminal 120, and the player of the second terminal 120 can click to select and confirm the characters in the first game character pool to trigger the second character disabling instruction and disable the selected characters.
[0050] In one implementation, the second character disabling instruction includes one or more of the following:
[0051] A character disabling instruction triggered by a second target account among one or more second camp accounts. For example, the second target account can be the "captain" of the second camp, who can perform a character disabling operation to trigger the second character disabling instruction, and other second camp accounts cannot trigger the second character disabling instruction.
[0052] A character disabling instruction determined based on the character disabling operations of all second camp accounts. Among them, each second camp account can perform a character disabling operation, and the character disabling operations of all second camp accounts can be summarized, and the second character disabling instruction can be determined and triggered by means of voting, etc.
[0053] A character disabling instruction automatically triggered when the second camp account does not perform a character disabling operation. Among them, when the second camp account performs a character disabling operation, a countdown of a certain duration is usually set. If the second camp account does not perform a character disabling operation when the countdown ends, the second character disabling instruction is automatically triggered, which can be an instruction not to disable any characters, or an instruction to disable random characters, etc.
[0054] After disabling characters in the first game character pool, a fourth game character pool is generated. In one implementation, the character disabling phase includes multiple character disabling rounds. The second terminal 120 can sequentially disable the characters in the first game character pool in multiple character disabling rounds. After the multiple character disabling rounds end, the fourth game character pool is generated based on the first game character pool after the characters are disabled. The fourth game character pool can be the final game character pool of the first camp.
[0055] Continue to refer to Figure 2 In step S240, control is performed to configure the third game character pool as the candidate character pool corresponding to the second camp account, and configure the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game in the battle phase of the game match, and the second camp account uses the characters in the third game character pool to play the game in the battle phase of the game match.
[0056] Among them, the first camp accounts can select characters to use within the scope of the fourth game character pool. For example, when the first camp accounts select characters, the characters in the fourth game character pool are shown to the players as candidate characters, and the players cannot select characters other than the candidate characters. Similarly, the second camp accounts can select characters to use within the scope of the third game character pool.
[0057] The embodiments of the present disclosure can effectively control the number of characters disabled in the game session, and improve the problem that the number of disabled characters is too large and the actual number of selectable characters for players is small. For example, the first game character pool and the second game character pool initially include 30 game characters each. During the character disabling phase, each of the two camps disables 5 characters. Then, there are 25 characters remaining in both the first game character pool and the second game character pool, forming the fourth game character pool and the third game character pool respectively, which serve as the candidate character pools corresponding to the first camp accounts and the second camp accounts respectively. In this way, the first camp accounts and the second camp accounts have a relatively large range of characters to choose from. Moreover, a strategic game process between the two camps is realized, ensuring the experience of the character disabling mode. The fourth game character pool and the third game character pool finally used by the two camps can be different, improving the diversity and flexibility of the game character pools.
[0058] In one embodiment, the game interaction method further includes the following steps:
[0059] When disabling the characters in the second game character pool, the icons of the first designated game characters to be disabled are displayed in the first interface area of the first terminal and / or the second terminal.
[0060] When disabling the characters in the first game character pool, the icons of the second designated game characters to be disabled are displayed in the first interface area of the first terminal and / or the second terminal.
[0061] Among them, the first interface area is the area in the graphical user interface for displaying disabling information, or further, the area for displaying the remaining disabling (or locking) information. For example, in the game session, each of the first camp and the second camp can disable 5 characters. Then, the first interface area can include 10 disabling boxes, which are respectively used to display the icons of the 5 characters disabled by the first camp and the icons of the 5 characters disabled by the second camp.
[0062] The first designated game character refers to the character selected by the first terminal 110 for banning when triggering the first character banning instruction. When the first terminal 110 bans the first designated game character in the second game character pool, the icon of the first designated game character is displayed in the first interface area of the first terminal 110, or the icon of the first designated game character is displayed in the first interface area of the second terminal 120, or the icon of the first designated game character is displayed in the first interface areas of both the first terminal 110 and the second terminal 120. The second designated game character refers to the character selected by the second terminal 120 for banning when triggering the second character banning instruction. When the second terminal 120 bans the second designated game character in the first game character pool, the icon of the second designated game character is displayed in the first interface area of the first terminal 110, or the icon of the second designated game character is displayed in the first interface area of the second terminal 120, or the icon of the second designated game character is displayed in the first interface areas of both the first terminal 110 and the second terminal 120. This facilitates players to view the banning information in real time.
[0063] In one implementation, the character banning phase includes multiple character banning rounds, and each character banning round is used for the first terminal and / or the second terminal to ban a specified number of characters. Among them, in each character banning round, only one camp may be allowed to ban, or both camps may be allowed to ban. For example, the character banning phase includes 10 character banning rounds, and each character banning round allows one camp to ban 1 character. For example, in the first character banning round, the first terminal 110 bans 1 character, in the second character banning round, the second terminal 120 bans 1 character, in the third character banning round, the first terminal 110 bans 1 character again, in the fourth character banning round, the second terminal 120 bans 1 character again, and so on.
[0064] In one implementation, the game interaction method further includes the following steps:
[0065] In response to the end of the current character banning round, move the icons of the first designated game character and / or the second designated game character banned in the current character banning round from the first interface area to the second interface area.
[0066] Among them, the first interface area can be an area for displaying remaining disabled (or locked) information, and the second interface area can be an area for displaying disabled (or locked) information. In the current character disabling round, after the first terminal 110 disables the first designated game character, the icon of the first designated game character is displayed in the first interface area, or after the second terminal 120 disables the second designated game character, the icon of the second designated game character is displayed in the first interface area. This enables the player to see the current disabling situation. At the end of the current character disabling round, the above-mentioned icon displayed in the first interface area is moved to the second interface area to uniformly list the information of the disabled characters in the second interface area, facilitating the player to view all the disabled information.
[0067] In one implementation, referring to Figure 3 As shown, the first interface area includes the first interface area 3201 corresponding to the first camp account and the first interface area 3202 corresponding to the second camp account; the second interface area includes the second interface area 3301 corresponding to the first camp account and the second interface area 3302 corresponding to the second camp account. The above-mentioned moving the icon of the first designated game character and / or the second designated game character disabled in the current character disabling round from the first interface area to the second interface area includes the following steps:
[0068] Moving the icon of the first designated game character disabled in the current character disabling round from the first interface area corresponding to the first camp account to the second interface area corresponding to the second camp account; and / or moving the icon of the second designated game character disabled in the current character disabling round from the first interface area corresponding to the second camp account to the second interface area corresponding to the first camp account.
[0069] That is, in the current character disabling round, for the first designated game character disabled by the first terminal 110, its icon is displayed in the first interface area 3201 corresponding to the first camp account, indicating that the first camp has disabled the first designated game character. For the second designated game character disabled by the second terminal 120, its icon is displayed in the first interface area 3202 corresponding to the second camp account, indicating that the second camp has disabled the second designated game character. At the end of the current character disabling round, the icon of the first designated game character is moved from the first interface area 3201 corresponding to the first camp account to the second interface area 3302 corresponding to the second camp account, indicating that the disabling of the first designated game character takes effect for the second camp. The icon of the second designated game character is moved from the first interface area 3202 corresponding to the second camp account to the second interface area 3301 corresponding to the first camp account, indicating that the disabling of the second designated game character takes effect for the first camp. Figure 4A schematic diagram showing the movement of icons to the second interface areas 3301 and 3302 is shown. Among them, in the second interface area 3301 corresponding to the first camp account, the disabled character icons in the first game character pool 340 are displayed. In the second interface area 3302 corresponding to the second camp account, the disabled character icons in the second game character pool 310 are displayed. Players can clearly see the disabling situations of different camps and are not easily confused.
[0070] In one implementation, referring to Figure 5 as shown, the game interaction method further includes the following steps S510 and S520:
[0071] Step S510, in response to a first character locking instruction triggered by the first terminal, lock the characters in the first game character pool, so that the locked characters in the first game character pool cannot be disabled by the second character disabling instruction;
[0072] Step S520, in response to a second character locking instruction triggered by the second terminal, lock the characters in the second game character pool, so that the locked characters in the second game character pool cannot be disabled by the first character disabling instruction.
[0073] Among them, locking is a disabling exemption mechanism. Players of any camp can lock some of the characters in their own game character pool, and players of the other camp are not allowed to disable the locked characters. Exemplarily, a character locking round can be set in the character disabling phase. In the character locking round, the first terminal 110 can trigger a first character locking instruction. As shown in the reference Figure 4 as shown, characters can be selected and confirmed to be locked in the first game character pool 340, so that the character cannot be disabled by the second character disabling instruction subsequently. Or the second terminal 120 can trigger a second character locking instruction. For example, characters can be selected and confirmed to be locked in the second game character pool, so that the character cannot be disabled by the first character disabling instruction subsequently.
[0074] This increases the diversity of the game character pool and gameplay, enhances the game strategy and the game between the two camps. For example, if there is a novice player in the first camp who is only familiar with a small number of game characters, the first terminal 110 can lock the game characters familiar to the novice player to avoid the situation where the novice player has no characters to choose because the familiar characters are disabled, and improve the game experience.
[0075] In one implementation, the first character locking instruction includes one or more of the following: a character locking instruction triggered by a first target account in one or more first camp accounts; a character locking instruction determined according to the character locking operations of all first camp accounts; a character locking instruction automatically triggered when the first camp accounts do not perform character locking operations.
[0076] In one embodiment, the second character locking instruction includes one or more of the following: a character locking instruction triggered by a second target account among one or more second camp accounts; a character locking instruction determined according to the character locking operations of all second camp accounts; a character locking instruction automatically triggered when the second camp accounts do not perform character locking operations.
[0077] In one embodiment, the character disabling phase includes one or more character disabling rounds and one or more character locking rounds. The character disabling rounds and the character locking rounds can be carried out in an order such as rounds. For example, in the character disabling phase, the first round includes a character disabling round of the first camp and a character disabling round of the second camp, and the two camps disable one character in turn. The second round includes a character locking round of the first camp and a character locking round of the second camp, and the two camps lock one character in turn. The third round includes a character disabling round of the first camp and a character disabling round of the second camp, and the two camps disable one character in turn. The fourth round includes a character locking round of the first camp and a character locking round of the second camp, and the two camps lock one character in turn. The fifth round includes a character disabling round of the first camp and a character disabling round of the second camp, and the two camps disable one character in turn. The sixth round includes a character disabling round of the first camp and a character disabling round of the second camp, and the two camps disable one character in turn. The seventh round includes a character disabling round of the first camp and a character disabling round of the second camp, and the two camps disable one character in turn.
[0078] In one embodiment, the disabling of the characters in the second game character pool in response to the first character disabling instruction triggered through the first terminal includes the following steps:
[0079] In response to the first character disabling instruction triggered through the first terminal, disable the characters in the second game character pool that are not disabled and not locked.
[0080] Correspondingly, the disabling of the characters in the first game character pool in response to the second character disabling instruction triggered through the second terminal includes the following steps:
[0081] In response to the second character disabling instruction triggered through the second terminal, disable the characters in the first game character pool that are not disabled and not locked.
[0082] Wherein, when triggering the first character disabling instruction, the first terminal 110 can select from the characters in the second game character pool that are not disabled and not locked. For example, refer to Figure 6As shown, during the turn when a role in the first camp is disabled, the second game character pool 310 is displayed. Among them, the disabled roles are marked with a disable sign (such as a slash sign) or shown as empty icons, and the locked roles are marked with a lock sign (such as a shield-shaped sign). These roles are not selectable, so the selectable range for players includes the roles that are not disabled and not locked. Similarly, when the second terminal 120 triggers the second role disable instruction, the selectable range includes the roles in the first game character pool that are not disabled and not locked.
[0083] In one implementation, the game interaction method further includes the following steps:
[0084] When locking a role in the first game character pool, an icon of the third designated game character that is locked is displayed in the first interface area of the first terminal and / or the second terminal;
[0085] When locking a role in the second game character pool, an icon of the fourth designated game character that is locked is displayed in the first interface area of the first terminal and / or the second terminal.
[0086] Among them, the third designated game character refers to the role selected by the first terminal 110 to be locked when triggering the first role lock instruction. When the first terminal 110 locks the third designated game character for disabling, the icon of the third designated game character is displayed in the first interface area of the first terminal 110, or the icon of the third designated game character is displayed in the first interface area of the second terminal 120, or the icon of the third designated game character is displayed in the first interface areas of both the first terminal 110 and the second terminal 120. The fourth designated game character refers to the role selected by the second terminal 120 to be locked when triggering the second role lock instruction. When the second terminal 120 locks the fourth designated game character, the icon of the fourth designated game character is displayed in the first interface area of the first terminal 110, or the icon of the fourth designated game character is displayed in the first interface area of the second terminal 120, or the icon of the fourth designated game character is displayed in the first interface areas of both the first terminal 110 and the second terminal 120. This makes it convenient for players to see the lock information in real time.
[0087] In one implementation, the character disabling phase includes multiple character locking rounds, and each character locking round is used for the first terminal and / or the second terminal to lock a specified number of characters. Among them, in each character locking round, only one side's camp may be allowed to lock, or both sides' camps may be allowed to lock. For example, the character disabling phase includes 4 character locking rounds, and each character locking round allows one side's camp to lock 1 character. For example, in the first character locking round, the first terminal 110 locks 1 character, in the second character locking round, the second terminal 120 locks 1 character, in the third character locking round, the first terminal 110 locks 1 character again, and in the fourth character locking round, the second terminal 120 locks 1 character again. Of course, the character locking rounds and the character disabling rounds may be interspersed, such as in the order of the first round to the seventh round as described above.
[0088] In one implementation, the game interaction method further includes the following steps:
[0089] In response to the end of the current character locking round, move the icons of the third specified game character and / or the fourth specified game character locked in the current character locking round from the first interface area to the second interface area.
[0090] Among them, in the current character locking round, after the first terminal 110 locks the third specified game character, the icon of the third specified game character is displayed in the first interface area, or after the second terminal 120 locks the fourth specified game character, the icon of the fourth specified game character is displayed in the first interface area. This enables the player to see the current locking situation. At the end of the current character locking round, move the above-mentioned icons displayed in the first interface area to the second interface area to uniformly list the information of the locked characters in the second interface area, facilitating the player to view all the locked information.
[0091] In one implementation, as shown in Figure 3 the first interface area includes the first interface area 3201 corresponding to the first camp account and the first interface area 3202 corresponding to the second camp account; the second interface area includes the second interface area 3301 corresponding to the first camp account and the second interface area 3302 corresponding to the second camp account. The above-mentioned moving the icons of the third specified game character and / or the fourth specified game character locked in the current character locking round from the first interface area to the second interface area includes the following steps:
[0092] Move the icon of the third designated game character locked in the current character lock round from the first interface area corresponding to the first camp account to the second interface area corresponding to the first camp account; and / or move the icon of the fourth designated game character locked in the current character lock round from the first interface area corresponding to the second camp account to the second interface area corresponding to the second camp account.
[0093] That is, in the current character lock round, for the third designated game character locked by the first terminal 110, its icon is displayed in the first interface area 3201 corresponding to the first camp account, indicating that the third designated game character is locked by the first camp. For the fourth designated game character locked by the second terminal 120, its icon is displayed in the first interface area 3202 corresponding to the second camp account, indicating that the fourth designated game character is locked by the second camp. At the end of the current character lock round, move the icon of the third designated game character from the first interface area 3201 corresponding to the first camp account to the second interface area 3301 corresponding to the first camp account, indicating that the lock on the third designated game character takes effect for the first camp. Move the icon of the fourth designated game character from the first interface area 3202 corresponding to the second camp account to the second interface area 3302 corresponding to the second camp account, indicating that the lock on the fourth designated game character takes effect for the second camp. The icons of the locked characters in the first game character pool are displayed in the second interface area 3301 corresponding to the first camp account, and the icons of the locked characters in the second game character pool are displayed in the second interface area 3302 corresponding to the second camp account. Players can clearly see the lock status of different camps and are not easily confused.
[0094] Reference Figure 3 、 Figure 4 And Figure 6 An exemplary description is given. Figure 3 Shows the character disabling round of the first camp. At this time, the first terminal 110 disables the character in the second game character pool 310 through the first character disabling instruction. After confirmation of the disabling, the icon of the first designated game character to be disabled can be displayed in the first interface area 3201. When this character disabling round ends, that is, when entering the character disabling round of the first camp, move the icon displayed in the first interface area 3201 to the second interface area 3302. Figure 4 Shows the character lock round of the first camp. At this time, the first terminal 110 locks the character in the first game character pool 340 through the first character lock instruction. After confirmation of the lock, the icon of the third designated game character to be locked can be displayed in the first interface area 3201. In Figure 4Since the lock is not confirmed at this time, no icon is displayed in the first interface area 3201. When the lock turn of this character ends, that is, when it enters the lock turn of the character in the second camp, the icon displayed in the first interface area 3201 is moved to the second interface area 3301. Figure 6 It shows the character disabling turn of the first camp. At this time, both sides have completed two rounds of disabling and two rounds of locking. The icons of the disabled and locked characters in the first game character pool 340 are displayed in the second interface area 3301, and the icons of the disabled and locked characters in the first game character pool 340 are displayed in the second interface area 3302. Moreover, as the character disabling turn and the character locking turn progress, the number of disabling boxes or locking boxes in the first interface areas 3201 and 3202 gradually decreases, indicating that there are fewer and fewer characters to be disabled or locked currently. As Figure 6 shown in , there are 3 disabling boxes remaining in the first interface areas 3201 and 3202 respectively, indicating that each side still needs to disable 3 characters. In this way, players can always clearly see which characters have been disabled and locked currently and understand the current disabling progress.
[0095] In one implementation, the game interaction method further includes the following steps:
[0096] Display the first game character pool on the first terminal, so that the first terminal triggers the first character lock instruction by operating in the first game character pool;
[0097] Display the second game character pool on the second terminal, so that the second terminal triggers the second character lock instruction by operating in the second game character pool.
[0098] For example, in the character lock turn of the first camp, the first game character pool can be displayed on the first terminal 110, facilitating the players in the first camp to select the locked characters from it. Of course, in the character lock turn of the first camp, the first game character pool can also be displayed on the second terminal 120, so that the players in the second camp can see the character disabling and locking situations of the first camp. In the character lock turn of the second camp, the second game character pool can be displayed on the second terminal 120, facilitating the players in the second camp to select the locked characters from it. Of course, in the character lock turn of the second camp, the second game character pool can also be displayed on the first terminal 110, so that the players in the first camp can see the character disabling and locking situations of the second camp.
[0099] In one implementation, the game interaction method further includes the following steps:
[0100] In the first game character pool and / or the second game character pool displayed on the first terminal and / or the second terminal, a disabling identifier is displayed for the disabled characters, and a locking identifier is displayed for the locked characters.
[0101] Reference Figure 4 Or Figure 6 As shown, in the first game character pool 340 or the second game character pool 310 displayed on the first terminal 110, a disable mark (i.e., a slash mark) is displayed for the disabled characters, and a lock mark (i.e., a shield mark) is displayed for the locked characters. In this way, players can clearly see which characters are disabled and which characters are locked.
[0102] In one implementation, during the character disable turn of the first camp, the second game character pool is displayed on the first terminal 110, and the second game character pool can also be displayed on the second terminal 120. During the character lock turn of the first camp, the first game character pool is displayed on the first terminal 110, and the first game character pool can also be displayed on the second terminal 120. During the character disable turn of the second terminal 120, the first game character pool is displayed on the second terminal 120, and the first game character pool can also be displayed on the first terminal 110. During the character lock turn of the second terminal 120, the second game character pool is displayed on the second terminal 120, and the second game character pool can also be displayed on the first terminal 110.
[0103] In one implementation, the game interaction method further includes the following steps:
[0104] In response to entering the character selection stage of the game match, the fourth game character pool is displayed on the first terminal, and the third game character pool is displayed on the second terminal;
[0105] In response to the first character selection instruction triggered by the first terminal, determine the character to be used by the first camp account in the battle stage of the game match in the fourth game character pool;
[0106] In response to the second character selection instruction triggered by the second terminal, determine the character to be used by the second camp account in the battle stage of the game match in the third game character pool.
[0107] Among them, the character selection phase can be located after the character disabling phase. After both camps complete all disabling operations, the fourth game character pool corresponding to the first camp and the third game character pool corresponding to the second camp are determined. In the character selection phase, the fourth game character pool can be displayed in the first terminal 110, and the first terminal 110 can select the characters to be used in the battle phase through the first character selection instruction. The first character selection instruction can be triggered by the first terminal 110 corresponding to the first target account (such as the first camp account with captain authority), that is, the captain selects characters for all team members, or the first character selection instruction can be triggered by the first terminal 110 corresponding to each first camp account, that is, each team member selects characters for themselves. The third game character pool can be displayed in the second terminal 120, and the second terminal 120 can select the characters to be used in the battle phase through the second character selection instruction. The second character selection instruction can be triggered by the second terminal 120 corresponding to the second target account (such as the second camp account with captain authority), that is, the captain selects characters for all team members, or the first character selection instruction can be triggered by the second terminal 120 corresponding to each second camp account, that is, each team member selects characters for themselves.
[0108] In one implementation, the game interaction method further includes the following steps:
[0109] In response to entering the character selection phase, move the icons of the disabled characters displayed in the second interface area of the first terminal and / or the second terminal to the third interface area, and remove the icons of the locked characters displayed in the second interface area.
[0110] Reference Figure 7 As shown, after completing the entire character disabling process (i.e., completing all character disabling rounds and character locking rounds), the second interface areas 3301 and 3302 display the icons of all disabled and locked characters. When entering the character selection phase, for the convenience of players' perception, as shown in Figure 8 As shown, the icons of the disabled characters displayed in the second interface areas 3301 and 3302 can be moved to the third interface areas 3501 and 3502. Specifically, the icons of the disabled characters in the first game character pool can be moved from the second interface area 3301 to the third interface area 3501 (i.e., the third interface area corresponding to the first camp), and the icons of the disabled characters in the second game character pool can be moved from the second interface area 3302 to the third interface area 3502 (i.e., the third interface area corresponding to the second camp). For the locked characters, since the purpose of locking (i.e., not being able to be disabled) has been achieved in the character disabling phase, there is no need to specifically display the icons of the locked characters at this time, and they can be removed from the graphical user interface. This makes the graphical user interface more concise, and through the dynamic changes in the interface, it indicates that the character disabling phase has ended and character selection begins at this time, enhancing the players' perception.
[0111] In one embodiment, in response to entering the character selection phase, the first game character pool 340 displayed on the first terminal 110 can be dynamically processed, such as removing the icons of the disabled characters therein and removing the previously displayed locked icons. Similarly, the second game character pool 310 displayed on the second terminal 120 can be dynamically processed, such as removing the icons of the disabled characters therein and removing the previously displayed locked icons. This reduces the irrelevant information in the first game character pool 340 and the second game character pool 310 during the character selection phase, facilitating the player's selection.
[0112] In one embodiment, the game interaction method further includes the following steps:
[0113] During the battle phase of the game match, in response to the first character replacement instruction triggered through the first terminal, a character selection interface corresponding to the first camp account generated based on the fourth game character pool is displayed on the first terminal, and the character currently used by the first camp account is replaced with the specified character in the fourth game character pool according to the first character replacement instruction;
[0114] During the battle phase of the game match, in response to the second character replacement instruction triggered through the second terminal, a character selection interface corresponding to the second camp account generated based on the third game character pool is displayed on the second terminal, and the character currently used by the second camp account is replaced with the specified character in the third game character pool according to the second character replacement instruction.
[0115] Among them, the first character replacement instruction is an instruction for the first camp account to replace the character, and the second character replacement instruction is an instruction for the second camp account to replace the character. During the battle phase of the game match, the player can be allowed to replace the used character by triggering the first character replacement instruction or the second character replacement instruction under any circumstances, or when the preset conditions are met (such as being in the waiting for resurrection state or in a specific character replacement area), the player can be allowed to replace the used character by triggering the first character replacement instruction or the second character replacement instruction.
[0116] Taking the first character replacement instruction as an example, it may include two operation processes: a replacement trigger operation and a character selection operation. In response to the replacement trigger operation, a character selection interface is displayed on the first terminal 110 that executes the replacement trigger operation. The interface includes characters in the fourth game character pool for players to select which character to replace with. In response to the character selection operation, the character currently used by the first camp account is replaced with the designated character selected by the player. The implementation process of the second character replacement instruction is similar and will not be elaborated here. By replacing characters, the diversity of the game process is increased. Moreover, the character replacement during the battle phase is still restricted within the candidate character pools of each camp, that is, the first camp selects a character to replace within the range of the fourth game character pool, and the second camp selects a character to replace within the range of the third game character pool, which increases the game strategy.
[0117] In one implementation, the game interaction method further includes the following steps:
[0118] Display one or more pieces of recommended disabling information or recommended locking information of first camp accounts on the first terminal;
[0119] Display one or more pieces of recommended disabling information or recommended locking information of second camp accounts on the second terminal.
[0120] As described above, only some players (such as the first target account) in the first camp may actually execute the first character disabling instruction and the first character locking instruction. Although other players do not directly perform disabling and locking operations, they can provide recommended disabling information or recommended locking information for the first target account to refer to. For example, first camp accounts can provide recommended disabling information or recommended locking information through chatting. Similarly, second camp accounts can also provide recommended disabling information or recommended locking information for the second target account to refer to.
[0121] In one implementation, icons of each first camp account are displayed on the first terminal 110, such as Figure 3 、 Figure 4 or Figure 6 display icons of player A1, player A2, player A3, etc.
[0122] In one implementation, the above-mentioned displaying one or more pieces of recommended disabling information or recommended locking information of first camp accounts on the first terminal includes the following steps:
[0123] Determine the characters recommended to be disabled or locked by one or more first camp accounts;
[0124] On the graphical user interface of the first terminal, display the icons of the characters recommended to be disabled or locked by the corresponding first camp accounts at the positions associated with the icons of the first camp accounts.
[0125] For example, during the character disabling turn of the first camp, the first camp accounts other than the first target account can click on the characters in the second game character pool 310 to indicate a suggestion to disable that character. Refer to Figure 3 or Figure 6 As shown, in the graphical user interface of the first terminal 110, the icons of the characters suggested to be disabled by player A2 are displayed above the icon of player A2, and the icons of the characters suggested to be disabled by player A3 are displayed above the icon of player A3. And the proportion of each character being suggested to be disabled can be counted. During the character locking turn of the first camp, the first camp accounts other than the first target account can click on the characters in the first game character pool 340 to indicate a suggestion to lock that character. Refer to Figure 4 As shown, in the graphical user interface of the first terminal 110, the icons of the characters suggested to be locked by player A2 are displayed above the icon of player A2, and the icons of the characters suggested to be locked by player A3 are displayed above the icon of player A3. And the proportion of each character being suggested to be locked can be counted. This facilitates the first target account to refer to the opinions of teammates during the character disabling turn and the character locking turn.
[0126] In one implementation, the icons of each second camp account are displayed in the second terminal 120. The steps for displaying the suggestion disabling information or suggestion locking information of one or more second camp accounts in the second terminal include:
[0127] Determine the characters suggested to be disabled or suggested to be locked by one or more second camp accounts;
[0128] In the graphical user interface of the second terminal, display the icons of the characters suggested to be disabled or suggested to be locked by the corresponding second camp accounts at the position associated with the icons of the second camp accounts.
[0129] In one implementation, the game interaction method further includes the following steps:
[0130] During the character disabling phase, display the expected game characters of one or more first camp accounts in the first terminal, and display the expected game characters of one or more second camp accounts in the second terminal.
[0131] Among them, the expected game character is the game character that the player expects to select or has initially determined to select, and it is not necessarily the same as the game character finally selected by the player.
[0132] In one implementation, the game interaction method further includes the following steps:
[0133] In response to the first character preselection instruction triggered through the first terminal, determine the expected game characters of one or more first camp accounts in the first game character pool;
[0134] In response to a second character preselection instruction triggered by a second terminal, determine one or more expected game characters of second camp accounts in a second game character pool.
[0135] For example, a character preselection stage can be set in a game match, which can be before the character banning stage. Or a character preselection round can be set in the character banning stage, which can be before the character banning round and the character locking round. In the character preselection stage or the character preselection round, each first camp account can trigger a first character preselection instruction to determine its expected game character. Each second camp account can trigger a second character preselection instruction to determine its expected game character. Of course, if a first camp account does not trigger the first character preselection instruction, its expected game character is empty. If a second camp account does not trigger the second character preselection instruction, its expected game character is empty.
[0136] In the character banning stage, or more specifically, in one or more rounds of the character banning round and the character locking round, display one or more expected game characters of first camp accounts in the first terminal 110, such as can be displayed in the icon of the first camp account (i.e., Figure 3 , Figure 4 or Figure 6 in the boxes of player A1, player A2, player A3, etc. shown), and display one or more expected game characters of second camp accounts in the second terminal 120, such as can be displayed in the icon of the second camp account. In this way, when a first camp account or a second camp account bans or locks a character, it can refer to the expected game characters of its teammates on the same side to make a more appropriate decision.
[0137] The above ways of displaying recommended banning information, recommended locking information, and expected game characters enable different players on the same side of the camp to communicate information through simple operations, improving communication convenience and reducing communication costs. And it is beneficial for the players making decisions to make banning and locking decisions that are more beneficial to the entire team, enhancing the game experience.
[0138] An exemplary embodiment of the present disclosure also provides a game interaction device. The game match includes first camp accounts and second camp accounts. Referring to Figure 9 shown, the game interaction device 900 includes the following modules:
[0139] A game character pool display control module 910, configured to, in response to entering the character banning stage of the game match, display a second game character pool corresponding to the second camp accounts in the first terminal corresponding to the first camp accounts, and display a first game character pool corresponding to the first camp accounts in the second terminal corresponding to the second camp accounts;
[0140] The first disabling control module 920 is configured to disable the characters in the second game character pool in response to a first character disabling instruction triggered by the first terminal, and generate a third game character pool corresponding to the second camp account based on the second game character pool after the characters are disabled;
[0141] The second disabling control module 930 is configured to disable the characters in the first game character pool in response to a second character disabling instruction triggered by the second terminal, and generate a fourth game character pool corresponding to the first camp account based on the first game character pool after the characters are disabled;
[0142] The candidate character pool configuration module 940 is configured to control configuring the third game character pool as the candidate character pool corresponding to the second camp account, and configuring the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game during the battle stage of the game match, and the second camp account uses the characters in the third game character pool to play the game during the battle stage of the game match.
[0143] In one implementation, the game character pool display control module 910 is further configured to: when disabling the characters in the second game character pool, display the icon of the first designated game character that is disabled in the first interface area of the first terminal and / or the second terminal; when disabling the characters in the first game character pool, display the icon of the second designated game character that is disabled in the first interface area of the first terminal and / or the second terminal.
[0144] In one implementation, the character disabling stage includes multiple character disabling rounds, and each character disabling round is used for the first terminal and / or the second terminal to disable a specified number of characters; the game character pool display control module 910 is further configured to: in response to the end of the current character disabling round, move the icon of the first designated game character and / or the second designated game character that is disabled in the current character disabling round from the first interface area to the second interface area.
[0145] In one embodiment, the first interface area includes a first interface area corresponding to the first camp account and a first interface area corresponding to the second camp account; the second interface area includes a second interface area corresponding to the first camp account and a second interface area corresponding to the second camp account; moving the icons of the first designated game character and / or the second designated game character to be disabled in the current character disabling turn from the first interface area to the second interface area includes: moving the icon of the first designated game character to be disabled in the current character disabling turn from the first interface area corresponding to the first camp account to the second interface area corresponding to the second camp account; and / or moving the icon of the second designated game character to be disabled in the current character disabling turn from the first interface area corresponding to the second camp account to the second interface area corresponding to the first camp account.
[0146] In one embodiment, the device further includes a character locking control module configured to: in response to a first character locking instruction triggered by the first terminal, lock the characters in the first game character pool, so that the locked characters in the first game character pool cannot be disabled by the second character disabling instruction; in response to a second character locking instruction triggered by the second terminal, lock the characters in the second game character pool, so that the locked characters in the second game character pool cannot be disabled by the first character disabling instruction.
[0147] In one embodiment, disabling the characters in the second game character pool in response to a first character disabling instruction triggered by the first terminal includes: disabling the characters in the second game character pool that are not disabled and not locked in response to a first character disabling instruction triggered by the first terminal; disabling the characters in the first game character pool in response to a second character disabling instruction triggered by the second terminal includes: disabling the characters in the first game character pool that are not disabled and not locked in response to a second character disabling instruction triggered by the second terminal.
[0148] In one embodiment, the game character pool display control module 910 is further configured to: when locking the characters in the first game character pool, display the icon of the third designated game character locked in the first interface area of the first terminal and / or the second terminal; when locking the characters in the second game character pool, display the icon of the fourth designated game character locked in the first interface area of the first terminal and / or the second terminal.
[0149] In one embodiment, the character disabling phase includes a plurality of character locking rounds, and each character locking round is used for the first terminal and / or the second terminal to lock a specified number of characters; the game character pool display control module 910 is further configured to: in response to the end of the current character locking round, move the icons of the third specified game character and / or the fourth specified game character locked in the current character locking round from the first interface area to the second interface area.
[0150] In one embodiment, the first interface area includes the first interface area corresponding to the first camp account and the first interface area corresponding to the second camp account; the second interface area includes the second interface area corresponding to the first camp account and the second interface area corresponding to the second camp account; the moving the icons of the third specified game character and / or the fourth specified game character locked in the current character locking round from the first interface area to the second interface area includes: moving the icon of the third specified game character locked in the current character locking round from the first interface area corresponding to the first camp account to the second interface area corresponding to the first camp account; and / or moving the icon of the fourth specified game character locked in the current character locking round from the first interface area corresponding to the second camp account to the second interface area corresponding to the second camp account.
[0151] In one embodiment, the game character pool display control module 910 is further configured to: display the first game character pool in the first terminal, so that the first terminal triggers the first character locking instruction by operating in the first game character pool; display the second game character pool in the second terminal, so that the second terminal triggers the second character locking instruction by operating in the second game character pool.
[0152] In one embodiment, the game character pool display control module 910 is further configured to: in the first game character pool and / or the second game character pool displayed in the first terminal and / or the second terminal, display a disabling identifier for the disabled characters and a locking identifier for the locked characters.
[0153] In one embodiment, the game character pool display control module 910 is further configured to: in response to entering the character selection phase of the game match, display the fourth game character pool in the first terminal and display the third game character pool in the second terminal; the device further includes a character selection control module configured to: in response to a first character selection instruction triggered through the first terminal, determine the character to be used by the first camp account in the battle phase of the game match from the fourth game character pool; in response to a second character selection instruction triggered through the second terminal, determine the character to be used by the second camp account in the battle phase of the game match from the third game character pool.
[0154] In one embodiment, the game character pool display control module 910 is further configured to: in response to entering the character selection phase, move the icons of the disabled characters displayed in the second interface area of the first terminal and / or the second terminal to the third interface area, and remove the icons of the locked characters displayed in the second interface area.
[0155] In one embodiment, the character selection control module is further configured to: in the battle phase of the game match, in response to a first character replacement instruction triggered through the first terminal, display in the first terminal the character selection interface corresponding to the first camp account generated based on the fourth game character pool, and replace the character currently used by the first camp account with the specified character in the fourth game character pool according to the first character replacement instruction; in the battle phase of the game match, in response to a second character replacement instruction triggered through the second terminal, display in the second terminal the character selection interface corresponding to the second camp account generated based on the third game character pool, and replace the character currently used by the second camp account with the specified character in the third game character pool according to the second character replacement instruction.
[0156] In one embodiment, the game character pool display control module 910 is further configured to: display in the first terminal the recommended disable information or recommended lock information of one or more of the first camp accounts; display in the second terminal the recommended disable information or recommended lock information of one or more of the second camp accounts.
[0157] In one embodiment, icons of each of the first camp accounts are displayed on the first terminal; displaying, on the first terminal, suggestion disabling information or suggestion locking information for one or more of the first camp accounts includes: determining one or more roles for which the first camp accounts are suggested to be disabled or locked; and on the graphical user interface of the first terminal, displaying icons of the corresponding roles for which the first camp accounts are suggested to be disabled or locked at positions associated with the icons of the first camp accounts.
[0158] In one embodiment, the game role pool display control module 910 is further configured to: in the role disabling phase, display one or more expected game roles of the first camp accounts on the first terminal, and display one or more expected game roles of the second camp accounts on the second terminal.
[0159] In one embodiment, the device further includes a role pre-selection control module, configured to: in response to a first role pre-selection instruction triggered through the first terminal, determine one or more expected game roles of the first camp accounts in the first game role pool; and in response to a second role pre-selection instruction triggered through the second terminal, determine one or more expected game roles of the second camp accounts in the second game role pool.
[0160] In one embodiment, the first role disabling instruction includes one or more of the following: a role disabling instruction triggered by a first target account among one or more of the first camp accounts; a role disabling instruction determined according to the role disabling operations of all the first camp accounts; and a role disabling instruction automatically triggered when the first camp accounts do not perform role disabling operations.
[0161] The specific details of each part in the above device have been described in detail in the embodiments of the method part. For the details not disclosed, reference may be made to the embodiments in the method part, and thus will not be elaborated here.
[0162] It should be noted that although several modules or units of a device for action execution are mentioned in the above detailed description, such a division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more of the above-described modules or units can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0163] The exemplary embodiments of the present disclosure further provide a computer program product. The computer program product includes a computer program, and when the computer program is executed by a processor, the above method is implemented.
[0164] In one embodiment, a computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on signals such as electricity, magnetism, light, electromagnetic, infrared, etc., including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, mechanical hard disk drive (HDD), solid state drive (SSD), and so on. Exemplarily, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0165] In one embodiment, a computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or an installation package containing a computer program.
[0166] The code of the computer program can be written in one or more programming languages. Programming languages such as C, Java, C++, etc. The program code can be executed entirely on the user's computing device, or partially on the user's computing device, or executed as an independent software package, or partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., through an Internet connection provided by an operator).
[0167] A computer program can be carried or transmitted by signals such as electricity, magnetism, light, electromagnetic, infrared, etc. An electronic device can convert the signal carrying the computer program into a digital signal and then run the computer program. When the computer program runs on the electronic device, its code is used to cause the electronic device to execute (more specifically, to cause the processor of the electronic device to execute) the method steps of various embodiments of the present disclosure. For example: Step S210, in response to entering the character disabling phase of the game session, display the second game character pool corresponding to the second camp account in the first terminal corresponding to the first camp account, and display the first game character pool corresponding to the first camp account in the second terminal corresponding to the second camp account; Step S220, in response to the first character disabling instruction triggered through the first terminal, disable the characters in the second game character pool, and generate a third game character pool corresponding to the second camp account based on the second game character pool after the characters are disabled; Step S230, in response to the second character disabling instruction triggered through the second terminal, disable the characters in the first game character pool, and generate a fourth game character pool corresponding to the first camp account based on the first game character pool after the characters are disabled; Step S240, control to configure the third game character pool as the candidate character pool corresponding to the second camp account, and configure the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game in the battle phase of the game session, and the second camp account uses the characters in the third game character pool to play the game in the battle phase of the game session.
[0168] Implementing the above method steps through a computer program provides a character disabling mode for a single camp. The first game character pool and the second game character pool are set for the first camp and the second camp in the game session respectively. The first camp account can disable characters in the second game character pool through the first character disabling instruction, and the first character disabling instruction has no disabling effect on the first game character pool. The second camp account can disable characters in the first game character pool through the second character disabling instruction, and the second character disabling instruction has no disabling effect on the second game character pool. On the one hand, it effectively controls the number of disabled characters in the game session, improves the problem of too many disabled characters and too few actually selectable characters for players. Game developers do not need to create many game characters, which is beneficial to reducing game development costs and can ensure the experience of the character disabling mode. On the other hand, by setting game character pools for different camps and disabling characters respectively, it improves the diversity and flexibility of the game character pools of different camps and enhances the player experience.
[0169] Exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions.
[0170] Reference is made below Figure 10 to an electronic device by way of example in the form of a general-purpose computing device. It should be understood that Figure 10 the electronic device 1000 shown is merely an example and should not impose limitations on the functions and scope of use of the embodiments of the present disclosure.
[0171] As Figure 10 shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, and a network adapter 1050.
[0172] The memory 1020 may include volatile memory, such as RAM 1021 and a cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024. Such program modules 1024 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program module 1024 may include the various modules in the above-mentioned device.
[0173] The processor 1010 may include one or more processing units. For example: the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit), etc.
[0174] The processor 1010 can be used to execute executable instructions stored in the memory 1020 to perform the method steps of various embodiments of the present disclosure. For example: Step S210, in response to entering the character disabling stage of the game session, display the second game character pool corresponding to the second camp account on the first terminal corresponding to the first camp account, and display the first game character pool corresponding to the first camp account on the second terminal corresponding to the second camp account; Step S220, in response to the first character disabling instruction triggered through the first terminal, disable the characters in the second game character pool, and generate a third game character pool corresponding to the second camp account based on the second game character pool after the characters are disabled; Step S230, in response to the second character disabling instruction triggered through the second terminal, disable the characters in the first game character pool, and generate a fourth game character pool corresponding to the first camp account based on the first game character pool after the characters are disabled; Step S240, control to configure the third game character pool as the candidate character pool corresponding to the second camp account, and configure the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game in the battle stage of the game session, and the second camp account uses the characters in the third game character pool to play the game in the battle stage of the game session.
[0175] By the processor 1010 executing the above method steps, a character disabling mode for a single camp is provided. The first game character pool and the second game character pool are set for the first camp and the second camp in the game session respectively. The first camp account can disable the characters in the second game character pool through the first character disabling instruction, and the first character disabling instruction has no disabling effect on the first game character pool. The second camp account can disable the characters in the first game character pool through the second character disabling instruction, and the second character disabling instruction has no disabling effect on the second game character pool. On the one hand, it effectively controls the number of disabled characters in the game session, improves the problem of too many disabled characters and too few actually selectable characters for players. Game developers do not need to create many game characters, which is beneficial to reducing game development costs and can ensure the experience of the character disabling mode. On the other hand, by setting game character pools for different camps and disabling characters respectively, it improves the diversity and flexibility of the game character pools of different camps and enhances the player experience.
[0176] The bus 1030 is used to realize the connection between different components of the electronic device 1000, and can include a data bus, an address bus and a control bus.
[0177] The electronic device 1000 can communicate with one or more external devices 1100 (such as a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040.
[0178] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless local area network, Bluetooth, and near field communication. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
[0179] Although Figure 10 not shown in the figure, other hardware and / or software modules can also be set in the electronic device 1000, including but not limited to: display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Arrays of Independent Disks) system, tape drive, and data backup storage system, etc.
[0180] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, device, system, computer program product, storage medium, electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be respectively referred to as "circuit", "module" or "system".
[0181] It should be understood that the present disclosure is not limited to the specific method steps or structures already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. Based on the specific implementation manners provided by the present disclosure, those skilled in the art will easily think of other implementation manners. Therefore, the specific implementation manners provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are pointed out by the claims, and should cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include the common general knowledge or conventional technical means in the technical field not disclosed by the present disclosure.
Claims
1. A game interaction method, characterized in that: The game match of the game includes a first camp account and a second camp account, and the method includes: In response to entering the character ban phase of the game match, displaying the second game character pool corresponding to the second camp account in the first terminal corresponding to the first camp account, and displaying the first game character pool corresponding to the first camp account in the second terminal corresponding to the second camp account; In response to a first character disabling instruction triggered by the first terminal, disabling characters in the second game character pool, and generating a third game character pool corresponding to the second camp account based on the second game character pool after the disabled characters; In response to a second character disabling instruction triggered by the second terminal, disabling characters in the first game character pool, and generating a fourth game character pool corresponding to the first camp account based on the first game character pool after the disabled characters; Control to configure the third game character pool as the candidate character pool corresponding to the second camp account, and configure the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game during the battle stage of the game match, and the second camp account uses the characters in the third game character pool to play the game during the battle stage of the game match.
2. The method according to claim 1, characterized in that: The method further comprises: When disabling the characters in the second game character pool, displaying an icon of the disabled first designated game character in the first interface area of the first terminal and / or the second terminal; When disabling the characters in the first game character pool, an icon of the disabled second designated game character is displayed in the first interface area of the first terminal and / or the second terminal.
3. The method according to claim 2, characterized in that The role disabling phase includes a plurality of role disabling rounds, each role disabling round being used for the first terminal and / or the second terminal to disable a specified number of roles; the method further includes: In response to the end of the current character disable round, the icons of the first designated game character and / or the second designated game character disabled in the current character disable round are moved from the first interface area to the second interface area.
4. The method according to claim 3, characterized in that: The first interface area includes a first interface area corresponding to the first camp account and a first interface area corresponding to the second camp account; the second interface area includes a second interface area corresponding to the first camp account and a second interface area corresponding to the second camp account; The step of moving the icon of the first designated game character and / or the second designated game character that is disabled in the current character disablement round from the first interface area to the second interface area comprises: The icon of the first designated game character that is disabled in the current character disable round is moved from the first interface area corresponding to the first camp account to the second interface area corresponding to the second camp account; and / or the icon of the second designated game character that is disabled in the current character disable round is moved from the first interface area corresponding to the second camp account to the second interface area corresponding to the first camp account.
5. The method according to claim 1, characterized in that The method further comprises: In response to a first role locking instruction triggered by the first terminal, locking the roles in the first game role pool so that the locked roles in the first game role pool cannot be disabled by the second role disabling instruction; In response to the second role locking instruction triggered by the second terminal, the roles in the second game role pool are locked so that the locked roles in the second game role pool cannot be disabled by the first role disabling instruction.
6. The method according to claim 5, characterized in that The disabling of the characters in the second game character pool in response to the first character disabling instruction triggered by the first terminal includes: In response to a first character disabling instruction triggered by the first terminal, disabling characters in the second game character pool that are not disabled and not locked; The disabling of the characters in the first game character pool in response to the second character disabling instruction triggered by the second terminal includes: In response to the second character disabling instruction triggered by the second terminal, the characters in the first game character pool that are not disabled and not locked are disabled.
7. The method according to claim 5, characterized in that The method further comprises: When the characters in the first game character pool are locked, an icon of the locked third designated game character is displayed in the first interface area of the first terminal and / or the second terminal; When the characters in the second game character pool are locked, an icon of the locked fourth designated game character is displayed in the first interface area of the first terminal and / or the second terminal.
8. The method according to claim 7, characterized in that The role disabling phase includes a plurality of role locking rounds, each role locking round being used for the first terminal and / or the second terminal to lock a specified number of roles; the method further includes: In response to the current character locking round ending, the icons of the third designated game character and / or the fourth designated game character locked in the current character locking round are moved from the first interface area to the second interface area.
9. The method according to claim 8, characterized in that The first interface area includes a first interface area corresponding to the first camp account and a first interface area corresponding to the second camp account; the second interface area includes a second interface area corresponding to the first camp account and a second interface area corresponding to the second camp account; The step of moving the icon of the third designated game character and / or the fourth designated game character locked in the current character locking round from the first interface area to the second interface area comprises: Moving the icon of the third designated game character locked in the current character lock round from the first interface area corresponding to the first camp account to the second interface area corresponding to the first camp account; And / or move the icon of the fourth designated game character locked in the current character lock round from the first interface area corresponding to the second camp account to the second interface area corresponding to the second camp account.
10. The method according to claim 5, characterized in that The method further comprises: Displaying the first game character pool in the first terminal so that the first terminal triggers the first character locking instruction by operating in the first game character pool; The second game character pool is displayed in the second terminal, so that the second terminal triggers the second character locking instruction by operating in the second game character pool.
11. The method according to claim 10, characterized in that The method further comprises: In the first game character pool and / or the second game character pool displayed in the first terminal and / or the second terminal, a disable mark is displayed for a disabled character, and a lock mark is displayed for a locked character.
12. The method according to claim 5, characterized in that The method further comprises: In response to entering the character selection phase of the game match, displaying the fourth game character pool in the first terminal and displaying the third game character pool in the second terminal; In response to a first character selection instruction triggered by the first terminal, determining, from the fourth game character pool, a character used by the first camp account in a battle phase of the game match; In response to a second character selection instruction triggered by the second terminal, a character used by the second camp account in the battle phase of the game game is determined in the third game character pool.
13. The method according to claim 12, characterized in that The method further comprises: In response to entering the role selection stage, the icon of the disabled role displayed in the second interface area of the first terminal and / or the second terminal is moved to the third interface area, and the icon of the locked role displayed in the second interface area is removed.
14. The method according to claim 12, characterized in that The method further comprises: During the battle phase of the game, in response to a first character change instruction triggered by the first terminal, a character selection interface corresponding to the first camp account generated based on the fourth game character pool is displayed in the first terminal, and the character currently used by the first camp account is changed to a designated character in the fourth game character pool according to the first character change instruction; During the battle stage of the game match, in response to a second character change instruction triggered by the second terminal, a character selection interface corresponding to the second camp account generated based on the third game character pool is displayed in the second terminal, and the character currently used by the second camp account is replaced with a specified character in the third game character pool according to the second character change instruction.
15. The method according to claim 5, characterized in that The method further comprises: Displaying, in the first terminal, information suggesting disabling or locking one or more accounts of the first camp; Displaying recommended disabling information or recommended locking information of one or more second-camp accounts in the second terminal.
16. The method according to claim 15, characterized in that The first terminal displays icons of the accounts of the first camp; The displaying, in the first terminal, the recommended disabling information or recommended locking information of one or more first-camp accounts includes: Determine one or more characters that are recommended to be disabled or locked for the accounts of the first camp; In the graphical user interface of the first terminal, an icon of a character that is recommended to be disabled or locked by the corresponding first camp account is displayed at a position associated with the icon of the first camp account.
17. The method according to claim 1, characterized in that The method further comprises: During the character disabling stage, one or more expected game characters of the first camp account are displayed in the first terminal, and one or more expected game characters of the second camp account are displayed in the second terminal.
18. The method according to claim 17, characterized in that The method further comprises: In response to a first character pre-selection instruction triggered by the first terminal, determining expected game characters of one or more first camp accounts in the first game character pool; In response to a second role pre-selection instruction triggered by the second terminal, one or more expected game roles of the second camp account are determined in the second game role pool.
19. The method according to any one of claims 1 to 18, characterized in that The first role disabling instruction includes one or more of the following: A character ban command triggered by a first target account in one or more of the first camp accounts; Character ban instructions determined based on character ban operations for all first-faction accounts; The character disabling instruction is automatically triggered when the first camp account does not perform any character disabling operation.
20. A game interaction device, characterized in that: The game match of the game includes a first camp account and a second camp account, and the device includes: a game character pool display control module, configured to, in response to entering a character disabled phase of the game match, display a second game character pool corresponding to the second camp account in a first terminal corresponding to the first camp account, and display a first game character pool corresponding to the first camp account in a second terminal corresponding to the second camp account; a first disabling control module configured to, in response to a first character disabling instruction triggered by the first terminal, disable characters in the second game character pool, and generate a third game character pool corresponding to the second camp account based on the second game character pool after the disabled characters; a second disabling control module configured to, in response to a second character disabling instruction triggered by the second terminal, disable characters in the first game character pool, and generate a fourth game character pool corresponding to the first camp account based on the first game character pool after the disabled characters; The candidate character pool configuration module is configured to control the configuration of the third game character pool as the candidate character pool corresponding to the second camp account, and the configuration of the fourth game character pool as the candidate character pool corresponding to the first camp account, so that the first camp account uses the characters in the fourth game character pool to play the game during the battle stage of the game match, and the second camp account uses the characters in the third game character pool to play the game during the battle stage of the game match.
21. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 19 is implemented.
22. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 19 by executing the executable instructions.