Game interaction control method and device and electronic equipment

By providing a graphical user interface in competitive games, players control game characters to release skills to activate objects and display unactivated objects, solving the problem of single game skills and improving the playability and experience of the game.

CN120242479APending Publication Date: 2025-07-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510414046.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2025-07-04

AI Technical Summary

Technical Problem

In existing competitive games, the game skills that player characters can use are relatively single, resulting in lower interest in the game.

Method used

Through the terminal device, the graphical user interface is provided, including the game scene and multiple objects to be activated. The player controls the first game character to release the target game skills to increase the activation progress. When the progress reaches the threshold, the object is activated, the object is displayed, and the virtual object state is adjusted to improve the game interactivity.

Benefits of technology

It enhances the playability and player experience of the game, shortens the discovery and activation time of the objects to be activated, and improves the fun and operation efficiency of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120242479A_ABST
    Figure CN120242479A_ABST
Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment, and the method comprises the steps: responding to a first game role to release a target game skill for a first to-be-activated object, increasing an activation progress corresponding to the first to-be-activated object, and when the activation progress corresponding to the first to-be-activated object reaches a preset progress threshold value, starting the first to-be-activated object; determining that the first to-be-activated object is activated; determining a second to-be-activated object in a non-activated state from the game scene, and displaying the second to-be-activated object in a visual state; and in response to activation of the specified number of to-be-activated objects in the game scene, adjusting the target virtual object in the game scene to be in a target state. According to the method, after a first game role controlled by a player activates a certain to-be-activated object in a game scene, other to-be-activated objects in a to-be-activated state in the game scene are displayed in a visual state, so that the player can control the first game role to quickly go to the positions where the other to-be-activated objects are located; therefore, the time for finding and activating the to-be-activated object is shortened.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of game design, and in particular, to a game interaction control method, apparatus, and electronic device. Background Art

[0002] In competitive games, a player character can use game skills to attack an enemy character. However, currently, the game skills available to the player character are relatively single, resulting in a low level of player interest in the game. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a game interaction control method, apparatus, and electronic device to improve the playability and game experience of the game.

[0004] In a first aspect, the present disclosure provides a game interaction control method, which includes: providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene corresponding to a target game session, the game scene includes a plurality of objects to be activated and a first game character controlled by the terminal device; in response to the first game character releasing a target game skill on a first object to be activated, controlling to increase the activation progress corresponding to the first object to be activated, and when the activation progress corresponding to the first object to be activated reaches a preset progress threshold, determining that the first object to be activated is activated; where the first object to be activated is an object to be activated among the plurality of objects to be activated; determining a second object to be activated from the plurality of objects to be activated and displaying the second object to be activated in a visible state; where the second object to be activated is an object to be activated among the plurality of objects to be activated that is in an unactivated state; in response to a specified number of objects to be activated among the plurality of objects to be activated being activated, controlling to adjust a target virtual object in the game scene to a target state.

[0005] In a second aspect, the present disclosure provides a game interaction control apparatus, which includes: an interface display module for providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene corresponding to a target game session, the game scene includes a plurality of objects to be activated and a first game character controlled by the terminal device; an object activation module for, in response to the first game character releasing a target game skill on a first object to be activated, controlling to increase the activation progress corresponding to the first object to be activated, and when the activation progress corresponding to the first object to be activated reaches a preset progress threshold, determining that the first object to be activated is activated; where the first object to be activated is an object to be activated among the plurality of objects to be activated; a display adjustment module for determining a second object to be activated from the plurality of objects to be activated and displaying the second object to be activated in a visible state; where the second object to be activated is an object to be activated among the plurality of objects to be activated that is in an unactivated state; a state adjustment module for, in response to a specified number of objects to be activated among the plurality of objects to be activated being activated, controlling to adjust a target virtual object in the game scene to a target state.

[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned game interaction control method.

[0008] The embodiments of the present disclosure bring the following beneficial effects:

[0009] A game interaction control method, device and electronic device provided by the present disclosure first provide a graphical user interface through a terminal device. The graphical user interface includes a game scene corresponding to a target game session. The game scene includes a plurality of to-be-activated objects and a first game character controlled by the terminal device. Then, in response to the first game character releasing a target game skill on a first to-be-activated object, control is performed to increase the activation progress corresponding to the first to-be-activated object, and when the activation progress corresponding to the first to-be-activated object reaches a preset progress threshold, it is determined that the first to-be-activated object is activated. Wherein, the first to-be-activated object is a to-be-activated object among the plurality of to-be-activated objects. Determine a second to-be-activated object from the plurality of to-be-activated objects and display the second to-be-activated object in a visible state. Wherein, the second to-be-activated object is a to-be-activated object in an unactivated state among the plurality of to-be-activated objects. Then, in response to a specified number of to-be-activated objects among the plurality of to-be-activated objects being activated, control is performed to adjust a target virtual object in the game scene to a target state. In this way, after a first game character controlled by a player activates a certain to-be-activated object in the game scene, other to-be-activated objects in the to-be-activated state in the game scene can be displayed in a visible state, so that the player can control the first game character to quickly go to the location of other to-be-activated objects to activate the to-be-activated objects, thereby shortening the time for the to-be-activated objects to be discovered and activated, and helping to improve the player's game experience.

[0010] Other features and advantages of the present disclosure will be described in the subsequent description, or some features and advantages can be inferred from the description or determined without doubt, or can be learned by implementing the above technologies of the present disclosure.

[0011] To make the above objects, features and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given below, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the accompanying drawings required for the description of the specific embodiments or the prior art. Obviously, the accompanying drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0013] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram showing a second to-be-activated object in a visible state provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram showing a second game character in a visible state provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic structural diagram of a game interaction control device provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Specific Embodiments

[0018] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present disclosure with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. Usually, the components of the embodiments of the present disclosure described and shown in the accompanying drawings here can be arranged and designed in various different configurations.

[0019] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of the present disclosure.

[0020] The game interaction control method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game interaction control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0021] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the game interaction control method are completed on the cloud game server, and the function of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0022] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to the player can include various ways. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0023] In a possible embodiment, the embodiments of the present disclosure provide a game interaction control method, as Figure 1 shown, the method includes the following specific steps:

[0024] Step S102, provide a graphical user interface through a terminal device. The graphical user interface includes a game scene corresponding to a target game session. The game scene includes a plurality of objects to be activated and a first game character controlled by the terminal device.

[0025] The above terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. Specifically, the above terminal device can be a mobile phone, a tablet computer, or a personal computer, etc. The terminal device can provide the graphical user interface corresponding to the target game by running the game program corresponding to the target game. The graphical user interface can be the game interface corresponding to the target game session. The game scene corresponding to the target game session can include a plurality of objects to be activated and a first game character controlled by the terminal device.

[0026] In a specific implementation, the game scene may include other game characters in addition to the first game character. The other game characters may include game characters belonging to the same game camp as the first game character, or may include game characters belonging to different game camps than the first game character.

[0027] The display style and display position corresponding to the above-mentioned objects to be activated can be determined according to the game rules. For example, multiple objects to be activated are distributed in different positions in the game scene, and the display position corresponding to each of the multiple objects to be activated in the game scene can be determined according to research and development needs; the objects to be activated can be a virtual steam boiler, a virtual door, or an interactive target virtual object in the game scene. Specifically, the game scene screen currently displayed by the graphical user interface may not display the objects to be activated, or may display one or more objects to be activated. Usually, the object to be activated will only be displayed in the scene lake currently displayed by the graphical user interface if the object to be activated is included in the game perspective.

[0028] Step S104, in response to the first game character releasing the target game skill to the first object to be activated, controlling the increase of the activation progress corresponding to the first object to be activated, and determining that the first object to be activated is activated when the activation progress corresponding to the first object to be activated reaches a preset progress threshold; wherein the first object to be activated is an object to be activated among multiple objects to be activated.

[0029] In specific implementation, at the beginning of the target game match, multiple objects to be activated in the game scene are in an inactive state. The game characters in the game scene release the target game skills to the objects to be activated, which can increase the activation progress corresponding to the objects to be activated. When the activation progress reaches the preset progress threshold, the object to be activated is activated, that is, the object to be activated is adjusted from an inactive state to an activated state. Among them, the specific value corresponding to the preset progress threshold can be determined according to research and development needs. For example, the preset progress threshold can be when the activation progress reaches 100% or 95%.

[0030] The first object to be activated may be any object to be activated that is in an inactive state in the game scene. The first game character may release a target game skill to the object to be activated that is in an inactive state in the game scene, and the target game skill may increase the activation progress corresponding to the object to be activated. Generally, the longer the target game skill lasts, the more activation progress the object to be activated increases.

[0031] In a specific embodiment, when the first game character moves to the position where the first object to be activated is located, a target control will be displayed in the graphical user interface. The player can trigger the target control to control the first game character to release a target game skill on the first object to be activated. When the player finishes triggering the target control, the skill release duration of the target game skill reaches a preset duration, or the first game character triggers a specified game event, the first game character will stop releasing the target game skill on the first object to be activated.

[0032] Step S106: Determine a second object to be activated from multiple objects to be activated, and display the second object to be activated in a visible state; wherein, the second object to be activated is an object to be activated in an unactivated state among the multiple objects to be activated.

[0033] When the first game character releases a target game skill on the first object to be activated, if the activation progress of the first object to be activated reaches a preset progress threshold, the first object to be activated is activated. At this time, one or more second objects to be activated will be determined from the objects to be activated in the unactivated state in the game scene, so as to display the second objects to be activated in a visible state. Among them, the second object to be activated can be all the objects to be activated in the unactivated state in the game scene, or the object to be activated that is closest to the first game character and in the unactivated state in the game scene, or the object to be activated that meets the preset conditions and is in the unactivated state in the game scene. The preset conditions can be determined according to the R & D requirements. For example, the preset conditions can be the object to be activated with an activation progress greater than a preset progress value, or a preset number of objects to be activated with a higher activation progress ranking, etc.

[0034] In specific implementation, the specific state corresponding to the visible state can be determined according to the R & D requirements. The visible state is a state of perspective display in the graphical user interface, that is, the second object to be activated can be displayed in the graphical user interface through the occlusion in the game scene in the visible state. Specifically, the visible state can be a green perspective state, a red perspective state, or a perspective stroke display, etc.

[0035] As Figure 2 shown is a schematic diagram of displaying a second object to be activated in a visible state provided by an embodiment of the present disclosure. Figure 2 The character model in Figure 2 is the first game character, and the gray model beside the first game character is the first object to be activated activated by the first game character. Figure 2 The left image in Figure 2In the right image, the three smaller objects to be activated are the second objects to be activated shown in a visible state. When the second objects to be activated are normally displayed, they do not appear in the current graphical user interface. Only the objects to be activated within the game's field of view are displayed in the current graphical user interface, and currently only the first object to be activated is within the game's field of view. After the second objects to be activated are displayed in a visible state, a virtual image or an outline of the second objects to be activated will be visually displayed according to their positions in the game scene.

[0036] Step S108: In response to a specified number of the objects to be activated among the multiple objects to be activated being activated, control is performed to adjust the target virtual object in the game scene to a target state.

[0037] In specific implementation, the specific number corresponding to the above-mentioned specified number can be determined according to the game rules. For example, the specified number can be 5 or 7, etc. Specifically, the multiple objects to be activated in the game scene can be sequentially activated by a target game skill released by a game character. When the number of activated objects among the objects to be activated in the game scene reaches the specified number, the state of the target virtual object in the game scene will be adjusted to the target state. Among them, what the target virtual object specifically is in the game scene can be determined according to the game rules, and what the target state specifically is can also be determined according to the R & D requirements.

[0038] For example, the target virtual object can be an escape door in the game scene, and the target state can be the state of the escape door being opened. Based on this, after the escape door is opened, the first game character can escape from the current game scene through the escape door, so that the first game character escapes successfully, and the successful escape of the first game character can increase the probability of the game camp where the first game character is located winning the battle. The target virtual object can also be a virtual cellar in the game scene, and the target state is the state of the virtual cellar being opened. Based on this, after the virtual cellar is opened, the first game character can escape from the current game scene through the virtual cellar, so that the first game character escapes successfully.

[0039] A game interaction control method provided by an embodiment of the present disclosure can display other objects to be activated in a game scene that are in a to-be-activated state in a visible state after a first game character controlled by a player activates a certain object to be activated in the game scene, so that the player can control the first game character to quickly go to the positions of other objects to be activated to activate them, thereby shortening the time for the objects to be activated to be discovered and activated, and helping to improve the player's game experience.

[0040] The following embodiments are used to describe the determination method of the second objects to be activated.

[0041] Specifically, the specific process of determining the second object to be activated from multiple objects to be activated may include: determining, as the second object to be activated, the object to be activated among the multiple objects to be activated whose activation progress meets a preset condition.

[0042] In specific implementation, the specific condition corresponding to the above preset condition may be determined according to R & D requirements. In a specific embodiment, the above preset condition includes one of the following: the activation progress is less than a preset progress threshold and greater than a specified progress value; and, the activation progress is less than the preset progress threshold, and the activation progress is at a preset sorting position when sorted from high to low.

[0043] The specific progress value corresponding to the above specified progress value may be determined according to R & D requirements. For example, the specified progress value may be 90%, 80%, or 50%, etc. The above preset sorting position may be: when sorted in descending order of activation progress, the first few sorting positions with a relatively high sorting of the activation progress. For example, the objects to be activated corresponding to the first three or the first two activation progress with a relatively high sorting may be determined as the second object to be activated.

[0044] The above method may select the object to be activated in the game scene that is in an unactivated state and has a relatively large activation progress as the second object to be activated, and display the second object to be activated in a visible state. The player can determine the position of the second object to be activated through the visible state, so as to control the first game character to quickly go to the position where the second object to be activated is located to activate the second object to be activated.

[0045] The following embodiments are used to describe the method of visible display of game characters.

[0046] Specifically, when displaying the second object to be activated in a visible state, determine the second game character in the game scene whose distance from the second object to be activated is less than or equal to a preset distance value, and display the second game character in a visible state.

[0047] In specific implementation, the specific distance value corresponding to the above preset distance value may be determined according to R & D requirements. For example, the preset distance value may be 10 meters or 15 meters, etc. The above display of the second game character in a visible state means displaying the second game character in a state that the player can see in the graphical user interface. For example, the visible display of the second game character may be to display the second game character in a perspective state.

[0048] The above second game character may include only the game characters belonging to the same game camp as the first game character, or only the game characters belonging to a different game camp from the first game character, or may include both the game characters belonging to the same game camp as the first game character and the game characters belonging to a different game camp from the first game character.

[0049] When the second object to be activated is displayed in a visible state, the second game character whose distance from the second object to be activated is less than or equal to a preset distance value can help the player determine which location of the second object to be activated the first game character should be controlled to move to, so as to activate more second objects to be activated in the game scene faster. For example, if there is one or more teammate characters (the teammate characters are also game characters belonging to the same game camp as the first game character) near a certain second object to be activated, it means that the second object to be activated can be activated by the teammate characters in the nearby location, and the first game character can move to the locations of other second objects to be activated; if there are enemy characters (the enemy characters are also game characters belonging to a different game camp from the first game character) near a certain second object to be activated, in order to avoid being attacked by the enemy characters, the first game character can choose not to move to the location of the second object to be activated.

[0050] Further, in response to the display duration of the second object to be activated in the visible state reaching a first preset duration threshold, cancel the display of the second object to be activated in the visible state and / or cancel the display of the second game character in the visible state in the graphical user interface. Specifically, the specific duration corresponding to the first preset duration threshold can be determined according to the R & D requirements. For example, the first preset duration threshold can be 3 seconds or 5 seconds, etc.

[0051] As Figure 3 shown in the schematic diagram of a second game character displayed in a visible state provided by an embodiment of the present disclosure, Figure 3 among the three second objects to be activated displayed in a visible state in , the two character icons displayed near the first second object to be activated from left to right are second game characters displayed in a visible state, and the one character icon displayed near the third second object to be activated is a second game character displayed in a visible state.

[0052] The following embodiments are used to describe the way to increase the speed of the first game character after activating the object to be activated.

[0053] Specifically, in response to the second object to be activated being displayed in a visible state, control to increase the moving speed of the first game character; in response to the duration of increasing the moving speed of the first game character reaching a second preset duration threshold, control to restore the moving speed of the first game character.

[0054] In specific implementation, the specific duration corresponding to the above-mentioned second preset duration threshold can be determined according to R & D requirements. For example, the second preset duration threshold can be 2 seconds, 2.5 seconds, 3 seconds, etc. In this way, after the first game character activates a to-be-activated object in the game scene, not only can the second to-be-activated object in the unactivated state in the game scene be displayed in a visible state, but also the moving speed of the first game character can be increased, and the duration of the increase in the moving speed is the second preset duration threshold. After the moving speed of the first game character is increased, the first game character can quickly avoid the attacks of enemy characters or quickly move to the position where the second to-be-activated object is located, thereby helping to improve the player's gaming experience.

[0055] In an alternative embodiment, the specific process of controlling the increase in the moving speed of the first game character includes at least one of the following: obtaining the moving direction of the first game character, and controlling the increase in the moving speed of the first game character in response to the moving direction and the second to-be-activated object satisfying a preset angle range; and obtaining the current position of the first game character, and controlling the increase in the moving speed of the first game character in response to the current position and the second to-be-activated object satisfying a preset distance range.

[0056] In specific implementation, the specific angle range corresponding to the above-mentioned preset angle range can be determined according to R & D requirements. For example, the preset angle range can be from 0 degrees to 10 degrees, or from 0 degrees to 30 degrees, etc. The specific distance range corresponding to the above-mentioned preset distance range can be determined according to R & D requirements. For example, the preset distance range can be a range less than a certain preset distance value, or a certain fixed distance range, etc.

[0057] In an alternative embodiment, after determining that the first to-be-activated object is activated, it is necessary to determine whether the first game character is wearing a first piece of equipment; if wearing the first piece of equipment, perform the steps of determining the second to-be-activated object from multiple to-be-activated objects and displaying the second to-be-activated object in a visible state.

[0058] In specific implementation, when the first game character is wearing the first piece of equipment, when the first game character activates a to-be-activated object in the game scene, the second to-be-activated object in the game scene will be displayed in a visible state in the graphical user interface corresponding to the first game character, and the moving speed of the first game character can also be increased, etc. Moreover, the duration of the increase in the moving speed of the first game character is related to the equipment level of the first piece of equipment worn by the first game character. Generally, the higher the equipment level of the first piece of equipment, the longer the duration of the increase in the moving speed. The wearing position of the first piece of equipment on the first game character can be determined according to the game rules.

[0059] The following embodiments are used to describe the method for increasing the character level of the first game character.

[0060] Specifically, in response to the duration of the target game session reaching the third preset duration threshold, determine whether the character level of the first game character reaches the preset level; wherein, the character level of the first game character is positively correlated with the character attributes of the first game character; if the character level of the first game character does not reach the preset level, control to increase the character level of the first game character to the preset level.

[0061] In specific implementation, the specific duration corresponding to the above-mentioned third preset duration threshold can be determined according to R & D requirements. For example, the third preset duration threshold can be 80 seconds, 70 seconds or 60 seconds, etc. The specific level corresponding to the above-mentioned preset level can also be determined according to R & D requirements. For example, the preset level can be level 2 or level 3, etc. Generally, the higher the character level of the first game character, the higher the character ability, character attack power, etc. of the first game character will be.

[0062] In a specific embodiment, after the third preset duration threshold of the target game session starts, if it is detected that the character level of the first game character does not reach the preset level, the first game character automatically obtains experience points to automatically increase the character level of the first game character to the preset level.

[0063] In an alternative embodiment, in response to the character level of the first game character being increased to the preset level, control to increase the experience points required for the first game character to upgrade from the preset level to the next character level. Specifically, although the system automatically increases the character level of the first game character, the experience points required for the first game character to upgrade from the current character level to the next character level will correspondingly increase, thereby increasing the difficulty for the first game character to upgrade to the next character level, which helps to improve the game playability and excitability.

[0064] In an alternative embodiment, the specific process of determining whether the character level of the first game character reaches the preset level in response to the duration of the target game session reaching the third preset duration threshold may include: in response to the duration of the target game session reaching the third preset duration threshold, determine whether the first game character is equipped with a second piece of equipment; if the first game character is equipped with a second piece of equipment, determine whether the character level of the first game character reaches the preset level.

[0065] In specific implementation, only when the first game character is equipped with a second piece of equipment, after the third preset duration threshold of the target game session starts, if it is detected that the character level of the first game character does not reach the preset level, the character level of the first game character will be automatically increased to the preset level. The wearing position of the above-mentioned second piece of equipment on the first game character can be determined according to the game rules.

[0066] Further, the duration corresponding to the third preset duration threshold is related to the equipment level of the second piece of equipment worn by the first game character. For example, the higher the equipment level of the second piece of equipment worn by the first game character, the shorter the duration corresponding to the third preset duration threshold.

[0067] The following embodiments are used to describe the equipment that game characters can wear.

[0068] Specifically, the first game character can wear at least one piece of equipment, and the equipment that the first game character can wear is the equipment among multiple preset equipments; among them, the multiple preset equipments include multiple equipment types, and the preset equipments of different equipment types are respectively configured with different equipment functions.

[0069] In specific implementation, the equipment functions corresponding to the preset equipments of different equipment types can be determined according to R & D requirements. For example, the equipment types can include rescue type, vision type, acceleration type, special type, pursuit type, defense type, and field control type; among them, the preset equipment of the rescue type can more effectively rescue oneself or teammates; the preset equipment of the vision type can more comprehensively master the position information of both sides in the game; the preset equipment of the acceleration type can increase the movement speed or other interaction speeds; the preset equipment of the special type can gain advantages by using special gameplay mechanisms; the preset equipment of the pursuit type can strengthen the attack and displacement capabilities and hit / knock down the enemy character faster; the preset equipment of the defense type can resist the attacks of the enemy character and slow down the controlled effect; the preset equipment of the field control type can prevent the game character from releasing the target game character or escaping from the target virtual object, etc., and gain time for knocking down the game character.

[0070] In an alternative embodiment, the above-mentioned preset equipment can also be called a badge. The overall design of the badge system is divided into large badges and small badges, and the shapes and colors of the large badges and small badges are different. The large badge is equivalent to adding a new game skill to the game character, while the small badge is equivalent to strengthening the original game skill of the game character. For example, the small badge may only be able to increase the movement speed of the game character, while the large badge may enable the game character that could not be invisible originally to become invisible, etc.

[0071] The preset equipment can be understood as the passive skill of the game character, and the packaging design is similar to the texture of a cloth armband. Players can obtain the passive skill effect corresponding to a certain preset equipment by wearing it. This passive skill effect is also the above-mentioned equipment function. For example, this passive skill effect can be that the crawling speed of the game character increases by 15% after falling to the ground, or the time when the game character is stunned by a baffle is reduced by 20%, etc.

[0072] Each preset equipment can be divided into multiple equipment levels. For example, each preset equipment can be divided into three equipment levels: level 1, level 2, and level 3, which can be marked with Roman numerals for distinction. There are only numerical differences, and the numerical strength accounts for about 10% of the model.

[0073] In a specific embodiment, after a game character wears a certain preset equipment, when the game character destroys the baffle in the game scene, it obtains a 20% acceleration for 3 seconds. The skill cooldown of the corresponding preset equipment is different at different equipment levels. For example, when the equipment level is 1, the cooldown time is 50 seconds; when the equipment level is 2, the cooldown time is 45 seconds; when the equipment level is 3, the cooldown time is 40 seconds, etc.

[0074] In an alternative embodiment, the first game character can wear a preset number of equipment, and the first game character cannot wear the same type of equipment repeatedly. The above preset number can be determined according to R & D requirements. For example, the preset number can be 5 or 6, etc. The same game character cannot wear the same type of equipment repeatedly.

[0075] In a specific embodiment, the preset equipment is a badge. Each game character has 5 badge assembly slots, and can respectively assemble 3 small badges and 1 large badge.

[0076] Furthermore, the preset equipment configured outside the game round will be displayed in the upper left corner of the game round, showing information such as skill descriptions, cooldown times, skill levels, etc. In addition, at the end of the game round, the equipment worn by other players in the current game round can be seen in the settlement interface.

[0077] In an alternative embodiment, the above first game character obtains the preset equipment in the following manner: in response to an equipment extraction instruction, randomly obtains a target preset equipment of a target level based on the equipment extraction instruction; wherein, the target preset equipment is any one of the multiple preset equipments, the target preset equipment includes multiple levels, and the target level is any one of the multiple levels.

[0078] In specific implementation, the instruction trigger method corresponding to the above equipment extraction instruction can be determined according to R & D requirements. For example, the equipment extraction instruction can be triggered by the player clicking or long-pressing the lottery control outside or inside the game round. This method obtains new equipment through lottery and assembles it according to different character class positions, which can strengthen or enrich the game combat experience.

[0079] In an alternative embodiment, when a player draws a certain number of low-level preset equipments, they can be automatically synthesized into high-level preset equipments. For example, when drawing target equipments, three level 1 target equipments are automatically synthesized into 1 level 2 target equipment, and three level 2 target equipments are automatically synthesized into one level 3 target equipment.

[0080] Corresponding to the above method embodiments, embodiments of the present disclosure further provide a game interaction control device, as Figure 4 shown, the device includes:

[0081] An interface display module 40, configured to provide a graphical user interface through a terminal device. The graphical user interface includes a game scene corresponding to a target game session. The game scene includes a plurality of to-be-activated objects and a first game character controlled by the terminal device.

[0082] An object activation module 41, configured to respond to the first game character releasing a target game skill on a first to-be-activated object, control to increase the activation progress corresponding to the first to-be-activated object, and determine that the first to-be-activated object is activated when the activation progress corresponding to the first to-be-activated object reaches a preset progress threshold; wherein, the first to-be-activated object is a to-be-activated object among the plurality of to-be-activated objects.

[0083] A display adjustment module 42, configured to determine a second to-be-activated object from the plurality of to-be-activated objects and display the second to-be-activated object in a visible state; wherein, the second to-be-activated object is a to-be-activated object among the plurality of to-be-activated objects that is in an unactivated state.

[0084] A state adjustment module 43, configured to respond to a specified number of to-be-activated objects among the plurality of to-be-activated objects being activated, and control to adjust a target virtual object in the game scene to a target state.

[0085] In the above game interaction control device, after a first game character controlled by a player activates a certain to-be-activated object in the game scene, other to-be-activated objects in the game scene in a to-be-activated state can be displayed in a visible state, so that the player can control the first game character to quickly go to the location of other to-be-activated objects to activate the to-be-activated objects, thereby shortening the time for the to-be-activated objects to be discovered and activated, and helping to improve the player's game experience.

[0086] Further, the above display adjustment module 42 is configured to: determine, as the second to-be-activated object, a to-be-activated object among the plurality of to-be-activated objects whose activation progress meets a preset condition.

[0087] Further, the above preset condition includes one of the following: the activation progress is less than the preset progress threshold and greater than a specified progress value; and, the activation progress is less than the preset progress threshold, and the activation progress is at a preset sorting position when sorted from high to low.

[0088] Further, the above device further includes a character visualization module, configured to: when displaying the second to-be-activated object in a visible state, determine a second game character in the game scene whose distance from the second to-be-activated object is less than or equal to a preset distance value, and display the second game character in a visible state.

[0089] Furthermore, the above device further includes a visualization cancellation module, which is used to: in response to the display duration of the second object to be activated in a visible state reaching a first preset duration threshold, cancel the display of the second object to be activated in a visible state and / or cancel the display of the second game character in a visible state in the graphical user interface.

[0090] Furthermore, the above device further includes a speed adjustment module, which is used to: in response to the display of the second object to be activated in a visible state, control to increase the moving speed of the first game character; in response to the duration of increasing the moving speed of the first game character reaching a second preset duration threshold, control to restore the moving speed of the first game character.

[0091] Furthermore, the above speed adjustment module is implemented by at least one of the following methods: obtaining the moving direction of the first game character, and in response to the moving direction and the second object to be activated satisfying a preset angle range, controlling to increase the moving speed of the first game character; and obtaining the current position of the first game character, and in response to the current position and the second object to be activated satisfying a preset distance range, controlling to increase the moving speed of the first game character.

[0092] Furthermore, the above device further includes a first equipment wearing module, which is used to: after determining that the first object to be activated is activated, determine whether the first game character is wearing the first equipment; if the first game character is wearing the first equipment, perform the steps of determining the second object to be activated from multiple objects to be activated and displaying the second object to be activated in a visible state.

[0093] Furthermore, the above device further includes a level automatic increase module, which is used to: in response to the duration of the target game session reaching a third preset duration threshold, determine whether the character level of the first game character reaches a preset level; wherein, the character level of the first game character is positively correlated with the character attributes of the first game character; if the character level of the first game character does not reach the preset level, control to increase the character level of the first game character to the preset level.

[0094] Furthermore, the above method further includes an experience increase module, which is used to: in response to the character level of the first game character being increased to the preset level, control to increase the experience value required for the first game character to be increased from the preset level to the next character level.

[0095] Furthermore, the above experience increase module is further used to: in response to the duration of the target game session reaching a third preset duration threshold, determine whether the first game character is wearing the second equipment; if the first game character is wearing the second equipment, determine whether the character level of the first game character reaches the preset level.

[0096] Further, the above-mentioned first game character can wear at least one piece of equipment, and the equipment that the first game character can wear is one of multiple preset pieces of equipment; among them, the multiple preset pieces of equipment include multiple equipment types, and the preset pieces of equipment of different equipment types are respectively configured with different equipment functions.

[0097] Further, the above-mentioned first game character can wear a preset number of pieces of equipment, and the first game character cannot wear the equipment of the same equipment type repeatedly.

[0098] Further, the above-mentioned first game character obtains the preset equipment in the following manner: in response to an equipment extraction instruction, randomly obtain a target preset equipment of a target level based on the equipment extraction instruction; among them, the target preset equipment is any one of the multiple preset pieces of equipment, the target preset equipment includes multiple levels, and the target level is any one of the multiple levels.

[0099] The game interaction control device provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding content in the foregoing method embodiments.

[0100] The embodiments of the present disclosure also provide an electronic device, as Figure 5 shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.

[0101] Specifically, the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene corresponding to a target game session, the game scene includes multiple objects to be activated and a first game character controlled by the terminal device; in response to the first game character releasing a target game skill on a first object to be activated, controlling to increase the activation progress corresponding to the first object to be activated, and when the activation progress corresponding to the first object to be activated reaches a preset progress threshold, determining that the first object to be activated is activated; among them, the first object to be activated is an object to be activated among the multiple objects to be activated; determining a second object to be activated from the multiple objects to be activated and displaying the second object to be activated in a visible state; among them, the second object to be activated is an object to be activated in an unactivated state among the multiple objects to be activated; in response to a specified number of objects to be activated among the multiple objects to be activated being activated, controlling to adjust a target virtual object in the game scene to a target state.

[0102] In the above game interaction control method, after the first game character controlled by the player activates a certain object to be activated in the game scene, other objects to be activated in the game scene in the to-be-activated state can be displayed in a visible state, so that the player can control the first game character to quickly go to the location where other objects to be activated are located to activate the objects to be activated, thereby shortening the time for the objects to be activated to be discovered and activated, and helping to improve the player's game experience.

[0103] In an alternative embodiment, the step of determining the second object to be activated from multiple objects to be activated includes: determining, as the second object to be activated, the object to be activated among the multiple objects to be activated whose activation progress meets a preset condition.

[0104] In an alternative embodiment, the above preset condition includes one of the following: the activation progress is less than a preset progress threshold and greater than a specified progress value; and, the activation progress is less than the preset progress threshold, and the activation progress is at a preset sorting position when sorted from high to low.

[0105] In an alternative embodiment, the above method further includes: when the second object to be activated is displayed in a visible state, determining a second game character in the game scene whose distance from the second object to be activated is less than or equal to a preset distance value, and displaying the second game character in a visible state.

[0106] In an alternative embodiment, the above method further includes: in response to the display duration of the second object to be activated being displayed in a visible state reaching a first preset duration threshold, canceling the display of the second object to be activated and / or canceling the display of the second game character in a visible state in the graphical user interface.

[0107] In an alternative embodiment, the above method further includes: in response to the second object to be activated being displayed in a visible state, controlling to increase the moving speed of the first game character; in response to the duration of increasing the moving speed of the first game character reaching a second preset duration threshold, controlling to restore the moving speed of the first game character.

[0108] In an alternative embodiment, the step of controlling to increase the moving speed of the first game character includes at least one of the following: obtaining the moving direction of the first game character, and in response to the moving direction and the second object to be activated meeting a preset angle range, controlling to increase the moving speed of the first game character; and, obtaining the current position of the first game character, and in response to the current position and the second object to be activated meeting a preset distance range, controlling to increase the moving speed of the first game character.

[0109] In an alternative embodiment, after the step of determining that the first object to be activated is activated, the above method further includes: determining whether the first game character is wearing a first piece of equipment; if the first game character is wearing the first piece of equipment, performing the step of determining a second object to be activated from multiple objects to be activated and displaying the second object to be activated in a visible state.

[0110] In an alternative embodiment, the above method further includes: in response to the duration of the target game session reaching a third preset duration threshold, determining whether the character level of the first game character reaches a preset level; wherein, the character level of the first game character is positively correlated with the character attributes of the first game character; if the character level of the first game character does not reach the preset level, controlling to increase the character level of the first game character to the preset level.

[0111] In an alternative embodiment, the above method further includes: in response to the character level of the first game character being increased to the preset level, controlling to increase the experience value required for the first game character to upgrade from the preset level to the next character level after the preset level.

[0112] In an alternative embodiment, the step of determining whether the character level of the first game character reaches a preset level in response to the duration of the target game session reaching a third preset duration threshold includes: in response to the duration of the target game session reaching a third preset duration threshold, determining whether the first game character is wearing a second piece of equipment; if the first game character is wearing the second piece of equipment, determining whether the character level of the first game character reaches a preset level.

[0113] In an alternative embodiment, the first game character can wear at least one piece of equipment, and the equipment that the first game character can wear is one of multiple preset pieces of equipment; wherein, the multiple preset pieces of equipment include multiple equipment types, and the preset pieces of equipment of different equipment types are respectively configured with different equipment functions.

[0114] In an alternative embodiment, the first game character can wear a preset number of pieces of equipment, and the first game character cannot repeatedly wear equipment of the same equipment type.

[0115] In an alternative embodiment, the first game character obtains a preset piece of equipment in the following manner: in response to an equipment extraction instruction, randomly obtaining a target preset piece of equipment of a target level based on the equipment extraction instruction; wherein, the target preset piece of equipment is any one of the multiple preset pieces of equipment, the target preset piece of equipment includes multiple levels, and the target level is any one of the multiple levels.

[0116] Further, Figure 5 The illustrated electronic device further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0117] Among them, the memory 100 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 5 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0118] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 101 or the instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0119] An embodiment of the present disclosure also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above game interaction control method. For specific implementation, refer to the method embodiment and details are not described herein again.

[0120] Specifically, the above game interaction control method includes: providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene corresponding to a target game session, the game scene includes a plurality of to-be-activated objects and a first game character controlled by the terminal device; in response to the first game character releasing a target game skill on a first to-be-activated object, controlling to increase the activation progress corresponding to the first to-be-activated object, and when the activation progress corresponding to the first to-be-activated object reaches a preset progress threshold, determining that the first to-be-activated object is activated; where the first to-be-activated object is a to-be-activated object among the plurality of to-be-activated objects; determining a second to-be-activated object from the plurality of to-be-activated objects and displaying the second to-be-activated object in a visible state; where the second to-be-activated object is a to-be-activated object in an unactivated state among the plurality of to-be-activated objects; in response to a specified number of to-be-activated objects among the plurality of to-be-activated objects being activated, controlling to adjust a target virtual object in the game scene to a target state.

[0121] In the above game interaction control method, after a first game character controlled by a player activates a certain to-be-activated object in the game scene, other to-be-activated objects in the to-be-activated state in the game scene can be displayed in a visible state, so that the player can control the first game character to quickly go to the location of other to-be-activated objects to activate them, thereby shortening the time for the to-be-activated objects to be discovered and activated, which helps to improve the player's game experience.

[0122] In an alternative embodiment, the step of determining the second to-be-activated object from the plurality of to-be-activated objects includes: determining, as the second to-be-activated object, a to-be-activated object among the plurality of to-be-activated objects whose activation progress meets a preset condition.

[0123] In an alternative embodiment, the preset condition includes one of the following: the activation progress is less than the preset progress threshold and greater than a specified progress value; and, the activation progress is less than the preset progress threshold, and the activation progress is at a preset sorting position when sorted from high to low.

[0124] In an alternative embodiment, the above method further includes: when displaying the second to-be-activated object in a visible state, determining a second game character in the game scene whose distance from the second to-be-activated object is less than or equal to a preset distance value, and displaying the second game character in a visible state.

[0125] In an alternative embodiment, the above method further includes: in response to the display duration of the second object to be activated in a visible state reaching a first preset duration threshold, canceling the display of the second object to be activated in a visible state and / or canceling the display of the second game character in a visible state in the graphical user interface.

[0126] In an alternative embodiment, the above method further includes: in response to the second object to be activated being displayed in a visible state, controlling to increase the movement speed of the first game character; in response to the duration of increasing the movement speed of the first game character reaching a second preset duration threshold, controlling to restore the movement speed of the first game character.

[0127] In an alternative embodiment, the step of controlling to increase the movement speed of the first game character includes at least one of the following: obtaining the movement direction of the first game character, and in response to the movement direction and the second object to be activated satisfying a preset angle range, controlling to increase the movement speed of the first game character; and obtaining the current position of the first game character, and in response to the current position and the second object to be activated satisfying a preset distance range, controlling to increase the movement speed of the first game character.

[0128] In an alternative embodiment, after the step of determining that the first object to be activated is activated, the above method further includes: determining whether the first game character is equipped with a first piece of equipment; if equipped with the first piece of equipment, performing the step of determining a second object to be activated from multiple objects to be activated and displaying the second object to be activated in a visible state.

[0129] In an alternative embodiment, the above method further includes: in response to the duration of the target game session reaching a third preset duration threshold, determining whether the character level of the first game character reaches a preset level; wherein, the character level of the first game character is positively correlated with the character attributes of the first game character; if the character level of the first game character does not reach the preset level, controlling to increase the character level of the first game character to the preset level.

[0130] In an alternative embodiment, the above method further includes: in response to the character level of the first game character being increased to the preset level, controlling to increase the experience value required for the first game character to be upgraded from the preset level to the next character level.

[0131] In an alternative embodiment, the step of in response to the duration of the target game session reaching a third preset duration threshold, determining whether the character level of the first game character reaches a preset level includes: in response to the duration of the target game session reaching a third preset duration threshold, determining whether the first game character is equipped with a second piece of equipment; if the first game character is equipped with the second piece of equipment, determining whether the character level of the first game character reaches a preset level.

[0132] In an alternative embodiment, the above-mentioned first game character may wear at least one piece of equipment, and the equipment that the first game character can wear is one of a plurality of preset equipments; among them, the plurality of preset equipments include multiple equipment types, and the preset equipments of different equipment types are respectively configured with different equipment functions.

[0133] In an alternative embodiment, the above-mentioned first game character may wear a preset number of equipments, and the first game character may not wear the equipments of the same equipment type repeatedly.

[0134] In an alternative embodiment, the above-mentioned first game character obtains the preset equipment in the following manner: in response to an equipment extraction instruction, randomly obtains a target preset equipment of a target level based on the equipment extraction instruction; wherein, the target preset equipment is any one of the plurality of preset equipments, the target preset equipment includes multiple levels, and the target level is any one of the multiple levels.

[0135] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The foregoing storage medium includes: various media such as a USB flash drive, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk, or an optical disc that can store program codes.

[0136] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0137] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting it. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the technical field of the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A game interaction control method, characterized in that, The method includes: Providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene corresponding to a target game session, the game scene includes a plurality of objects to be activated and a first game character controlled by the terminal device; In response to the first game character releasing a target game skill on a first object to be activated, controlling to increase the activation progress corresponding to the first object to be activated, and when the activation progress corresponding to the first object to be activated reaches a preset progress threshold, determining that the first object to be activated is activated; wherein, the first object to be activated is an object to be activated among the plurality of objects to be activated; Determining a second object to be activated from the plurality of objects to be activated, and displaying the second object to be activated in a visible state; wherein, the second object to be activated is an object to be activated among the plurality of objects to be activated that is in an unactivated state; In response to a specified number of objects to be activated among the plurality of objects to be activated being activated, controlling to adjust a target virtual object in the game scene to a target state.

2. The method according to claim 1, wherein The step of determining the second object to be activated from the plurality of objects to be activated includes: Determining, as the second object to be activated, an object to be activated among the plurality of objects to be activated whose activation progress meets a preset condition.

3. The method according to claim 2, wherein The preset condition includes one of the following: The activation progress is less than the preset progress threshold and greater than a specified progress value; and, The activation progress is less than the preset progress threshold, and the activation progress is at a preset sorting position when sorted from high to low.

4. The method according to claim 1, wherein The method further includes: When displaying the second object to be activated in a visible state, determining a second game character in the game scene whose distance from the second object to be activated is less than or equal to a preset distance value, and displaying the second game character in a visible state.

5. The method according to claim 4, characterized in that The method further includes: In response to the display duration of the second object to be activated being displayed in a visible state reaching a first preset duration threshold, canceling the display of the second object to be activated and / or canceling the display of the second game character in the graphical user interface.

6. The method according to claim 1, wherein The method further includes: In response to the second object to be activated being displayed in a visible state, controlling to increase the moving speed of the first game character; In response to the duration of increasing the moving speed of the first game character reaching a second preset duration threshold, controlling to restore the moving speed of the first game character.

7. The method according to claim 6, characterized in that, The step of controlling to increase the moving speed of the first game character includes at least one of the following: Obtaining the moving direction of the first game character, and in response to the moving direction and the second object to be activated meeting a preset angle range, controlling to increase the moving speed of the first game character; and, Obtaining the current position of the first game character, and in response to the current position and the second object to be activated meeting a preset distance range, controlling to increase the moving speed of the first game character.

8. The method according to claim 1, wherein After the step of determining that the first object to be activated is activated, the method further includes: Determining whether the first game character is equipped with a first piece of equipment; If the first equipment is worn, perform the step of determining a second object to be activated from the multiple objects to be activated and displaying the second object to be activated in a visible state.

9. The method according to claim 1, wherein The method further includes: In response to the duration of the target game session reaching a third preset duration threshold, determining whether the character level of the first game character reaches a preset level; wherein, the character level of the first game character is positively correlated with the character attributes of the first game character; If the character level of the first game character does not reach the preset level, control to increase the character level of the first game character to the preset level.

10. The method according to claim 9, wherein The method further includes: In response to the character level of the first game character being increased to the preset level, control to increase the experience value required for the first game character to be upgraded from the preset level to the next character level.

11. The method according to claim 9, wherein The step of, in response to the duration of the target game session reaching a third preset duration threshold, determining whether the character level of the first game character reaches a preset level includes: In response to the duration of the target game session reaching a third preset duration threshold, determining whether the first game character wears a second piece of equipment; If the first game character wears the second piece of equipment, determining whether the character level of the first game character reaches a preset level.

12. The method according to claim 1, wherein The first game character can wear at least one piece of equipment, and the equipment that the first game character can wear is the equipment among multiple preset equipments; wherein, the multiple preset equipments include multiple equipment types, and the preset equipments of different equipment types are respectively configured with different equipment functions.

13. The method according to claim 12, wherein The first game character can wear a preset number of equipments, and the first game character cannot wear the equipments of the same equipment type repeatedly.

14. The method according to claim 12, wherein The first game character obtains the preset equipment in the following manner: In response to an equipment extraction instruction, randomly obtain a target preset equipment of a target level based on the equipment extraction instruction; wherein, the target preset equipment is any one of the multiple preset equipments, the target preset equipment includes multiple levels, and the target level is any one of the multiple levels.

15. A game interaction control device, characterized in that, The device includes: An interface display module, configured to provide a graphical user interface through a terminal device, where the graphical user interface includes a game scene corresponding to a target game session, and the game scene includes multiple objects to be activated and a first game character controlled by the terminal device; An object activation module, configured to, in response to the first game character releasing a target game skill on a first object to be activated, control to increase the activation progress corresponding to the first object to be activated, and determine that the first object to be activated is activated when the activation progress corresponding to the first object to be activated reaches a preset progress threshold; wherein, the first object to be activated is an object to be activated among the multiple objects to be activated; A display adjustment module, configured to determine a second object to be activated from the multiple objects to be activated and display the second object to be activated in a visible state; wherein, the second object to be activated is an object to be activated in an unactivated state among the multiple objects to be activated. A status adjustment module, configured to control the adjustment of a target virtual object in the game scene to a target status in response to the activation of a specified number of to-be-activated objects among the multiple to-be-activated objects.

16. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the game interaction control method according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the game interaction control method according to any one of claims 1 to 14.