Team-forming exploration method and related device
By providing information interaction interface and marking controls for non-task initiators in multiplayer games, the problem that task players cannot obtain task information is solved, the task completion efficiency and player participation are improved, and the communication cost and system burden are reduced.
Patent Information
- Application Number
- CN202510704717.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-28
- Publication Date
- 2025-07-11
AI Technical Summary
In multiplayer games, the task players who team up to explore the task cannot directly obtain task information, resulting in inefficient task completion and waste of resources.
Provides information interaction interface and marking controls for non-task initiators player characters in the team, displays the position information of the target props, and allows position marking to be set in the game scene.
It improves task completion efficiency, reduces communication costs and game system response burden, and improves player character participation and experience.
Smart Images

Figure CN120285555A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field, and in particular to a team exploration method and related devices. Background Art
[0002] In multiplayer games, there are some tasks that require teaming up to complete, such as prop exploration tasks. After multiple player characters team up, they need to cooperate to explore the virtual props involved in the task.
[0003] However, currently only the task leader who starts the prop exploration task can obtain the explanatory information required to complete the task. Other player characters who are task members can only wait for the task leader to find it by themselves or obtain the content written by the task leader through the chat channel in order to understand the prop exploration task.
[0004] This makes it difficult to achieve the cooperative purpose of such prop exploration tasks. Task members may perform operations that are irrelevant or even contrary to the task during the task completion process, which not only reduces the completion efficiency of the prop exploration task but also wastes the response resources of the game system. Summary of the Invention
[0005] In order to solve the above technical problems, the present application provides a team exploration method and related devices, which effectively improve the participation in such prop exploration tasks, reduce the communication cost and the response burden of the game system, and improve the interaction response efficiency.
[0006] The embodiments of the present application disclose the following technical solutions:
[0007] On the one hand, the embodiments of the present application provide a team exploration method, and the method includes:
[0008] In response to a first player character starting a first prop exploration task for a first player team, an information interaction interface of the first prop exploration task is displayed in the game screen corresponding to a second player character. The first player character and the second player character belong to the first player team, and the information interaction interface includes the position information of the target prop involved in the first prop exploration task;
[0009] In response to the second player character entering the interaction range of the target prop, a marking control is displayed in the game screen;
[0010] In response to a first trigger operation on the marking control, the second player character is controlled to set a position mark in the game scene, and the position mark is used to identify the position of the target prop in the game scene for the game characters of the first player team.
[0011] On the other hand, the embodiments of the present application provide a team exploration device, and the device includes a display unit and a setting unit:
[0012] The display unit is configured to, in response to a first player character starting a first item exploration task for a first player team, display an information interaction interface of the first item exploration task in a game screen corresponding to a second player character. The first player character and the second player character belong to the first player team, and the information interaction interface includes location information of a target item involved in the first item exploration task.
[0013] The display unit is further configured to, in response to the second player character entering an interaction range of the target item, display a marking control in the game screen.
[0014] The setting unit is configured to, in response to a first trigger operation on the marking control, control the second player character to set a location mark in a game scene, and the location mark is used to identify the location of the target item in the game scene for game characters of the first player team.
[0015] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory:
[0016] The memory is used to store a computer program;
[0017] The processor is configured to execute the method described in the above aspect according to the computer program.
[0018] On the other hand, an embodiment of the present application provides a computer-readable storage medium, which is used to store a computer program, and the computer program, when executed by a computer device, implements the method described in the above aspect.
[0019] On the other hand, an embodiment of the present application provides a computer program product including a computer program, which, when running on a computer device, causes the computer device to execute the method described in the above aspect.
[0020] As can be seen from the above technical solution, when the first player character belonging to the first player team starts the first prop exploration task that requires team exploration, in the game screens of other player characters belonging to the first player team, such as the second player character, an information interaction interface related to the first prop exploration task will be displayed. Since this information interaction interface will mark the location information of the target prop involved in this task, the user controlling the second player character can immediately learn the location involved in this team exploration prop and accurately reach the game map area where the first prop exploration task is completed under the guidance of this location information, without having to wait boringly for the first player character to provide information, nor having to communicate through voice or text in the game, effectively improving the participation rate of such prop exploration tasks and reducing the communication cost. Moreover, when the second player character enters the interaction range of the target prop, a marking control will also be displayed in the game screen of the second player character. By triggering this marking control, the actual location of the target prop can be visually marked for other player characters in the team in the game scene, thus saving the time for other player characters to search for the target prop and enabling the second player character to make substantial cooperative work in completing the prop exploration task, further improving the participation rate of the player character. For the task of prop exploration that requires team exploration, providing an information interaction interface and a marking control for the second player character who is not the initiator greatly improves the participation rate and experience of the second player character and effectively improves the task completion efficiency.
[0021] Moreover, during the task completion process, it can prevent the user from controlling the second player character to perform operations that are meaningless or even affect the task completion, and reduce the cost of additional typing or voice communication during this period, thus effectively reducing the response burden of the game system and improving the interaction response efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for the description of the embodiments or the prior art. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0023] Figure 1 The block diagram of an electronic device provided by an embodiment of the present application;
[0024] Figure 2 The schematic diagram of a team exploration scenario provided by an embodiment of the present application;
[0025] Figure 3 The flowchart of a team exploration method provided by an embodiment of the present application;
[0026] Figure 4A schematic diagram of an information interaction interface provided by an embodiment of the present application;
[0027] Figure 5 One of the schematic diagrams of a position marking scenario provided by an embodiment of the present application;
[0028] Figure 6 Another schematic diagram of a position marking scenario provided by an embodiment of the present application;
[0029] Figure 7 A schematic diagram of a team interaction channel provided by an embodiment of the present application;
[0030] Figure 8 A schematic diagram of opening an information interaction interface based on a team interaction channel provided by an embodiment of the present application;
[0031] Figure 9 A display schematic diagram of a distance identification control provided by an embodiment of the present application;
[0032] Figure 10 A schematic diagram of a scenario for task team leader transfer provided by an embodiment of the present application;
[0033] Figure 11 A schematic diagram of a scenario from the perspective of a task team leader provided by an embodiment of the present application;
[0034] Figure 12 A method schematic diagram of a team exploration method provided by an embodiment of the present application;
[0035] Figure 13 A device structure diagram of a team exploration device provided by an embodiment of the present application;
[0036] Figure 14 A structure diagram of a terminal device provided by an embodiment of the present application;
[0037] Figure 15 A structure diagram of a server provided by an embodiment of the present application. Detailed implementation manners
[0038] The embodiments of the present application will be described below with reference to the accompanying drawings.
[0039] In a terminal game that allows multiple players to participate, in order to enhance the cooperation experience, item exploration tasks that require multiple players to form a team to complete will be provided. For example, after multiple player characters form a team, they use the virtual item "treasure map" to obtain clues about the location of the hidden treasure chest, and then go to that location to search the corresponding game map area for treasure chest exploration.
[0040] In the related art, although such prop exploration tasks require multiple player characters to form a team to start, after player character a in the team starts a prop exploration task, only the user controlling player character a can view the relevant information of the prop exploration task, such as task description, prop location, completion conditions, etc. Other player characters in the team can only understand the relevant information of the task by waiting for player character a to convey it through communication methods such as voice and text. The communication cost is not only high, but it is also difficult for other player characters to contribute to the prop exploration task. This leads to the situation that in many cases, the main player character who completes such prop exploration tasks is only player character a who starts the task, and other player characters in the team are all busy with their own things or even afk during the task completion process.
[0041] This effect obviously violates the original design intention of setting such team exploration tasks and cannot improve the cooperation and participation of player characters in the team.
[0042] Therefore, the embodiment of the present application provides a team exploration method, enabling the second player character who does not start the prop exploration task in the player team to directly obtain the location information of the target prop to be explored through the information interaction interface displayed on the game screen when the task starts, without boringly waiting for the first player character to provide information, nor through voice and text communication in the game, effectively improving the participation in such prop exploration tasks and reducing the communication cost. Moreover, when such a player character approaches the target prop, they can mark the prop location in the game scene to provide an intuitive guide for other player characters in the team, greatly improving the participation and experience of the second player character and effectively improving the task completion efficiency. Also, during the task completion process, it can prevent the user from controlling the second player character to make manipulations that are meaningless or even affect the task completion, and reduce the cost of additional typing or voice communication during this period, thereby effectively reducing the response burden of the game system and improving the interaction response efficiency.
[0043] The team exploration method provided by the embodiment of the present application can be implemented by a computer device, which can be a terminal device or a server. Among them, the server can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud computing services.
[0044] The terminal device includes but is not limited to desktop computers, laptop computers, mobile phones, tablet computers, intelligent voice interaction devices, intelligent home appliances, vehicle terminals, aircraft, etc. The terminal device and the server can be directly or indirectly connected through wired or wireless communication methods, which are not limited in this application.
[0045] The terminal device installs and runs an application that supports game scenarios, such as an application that supports 3D virtual scenarios. The application can be any one of a virtual reality application, a 3D map program, a Massive Multiplayer Online Role-Playing Game (MMORPG), a Simulation Game (SLG), a Third-Person Shooter (TPS) game, a First-Person Shooter (FPS) game, a Multiplayer Online Battle Arena Games (MOBA), a party casual game, a tower defense game, and a community game. Optionally, the application can be a network online version of the application.
[0046] The embodiments of the present application can be applied to scenarios such as virtual humans, digital humans, games, and extended reality.
[0047] Next, the proprietary terms that the embodiments of the present application may involve will be described.
[0048] MMORPG: MMORPG is a type of massive multiplayer online role-playing game where users play fictional player characters in the game and control various activities of the player characters. The main features of this game type are multiplayer online interaction, role-playing, open world, and rich social elements.
[0049] Treasure hunting: Treasure hunting is a casual gameplay for exploring target items. Players search for target items such as treasure chests based on the locations marked on the treasure map. The target item is a virtual item to be explored in the item exploration task.
[0050] Treasure map: A virtual consumable in the game that records the location of the target item, such as a treasure chest.
[0051] Treasure map interpretation: When a player character starts treasure hunting, it needs to first use and interpret the treasure map. After interpretation, the location mark of the treasure chest on the treasure map can be seen. By using and interpreting the treasure map, an item exploration task for teaming up to explore the target item can be initiated.
[0052] Treasure map UI: The user interface (UI) that displays the location mark of the treasure chest on the treasure map.
[0053] Treasure map UI sharing: All player characters in the team can see the treasure map UI.
[0054] Scene Marking: After the team members find the corresponding position of the target item in the scene according to the UI of the treasure map, they can mark that position, and all player characters in the team can see this mark after it is made.
[0055] Player Character: It refers to the active object that can be controlled by the user in the virtual scene. This active object can be a virtual object, virtual animal, anime character, etc. For example: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual scene. Optionally, the virtual object is a three-dimensional solid model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.
[0056] Game Scene: It is the virtual scene displayed (or provided) when the application runs on the terminal. This virtual scene can be a simulation of a real scene, a semi-simulation and semi-fictional scene, or a purely fictional scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene, and this application does not limit this.
[0057] In response to: It is used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations to be executed can be real-time or have a set delay; without special instructions, there is no limit on the execution order of multiple operations to be executed.
[0058] Figure 1 The block diagram of the electronic device provided by an exemplary embodiment of the present application is shown. The electronic device 100 includes: an operating system 110 and an application program 111.
[0059] The operating system 110 is the basic software that provides secure access to the computer hardware for the application program 111.
[0060] The application program 111 is an application program that supports the virtual scene. Optionally, the application program 111 is an application program that supports a three-dimensional virtual scene. This application program 111 can be any one of a virtual reality application program, a three-dimensional map program, an MMORPG game, an SLG game, a TPS game, an FPS game, a MOBA game, a party casual game, a tower defense game, and a community game. This application program 111 can be a network online version of the application program.
[0061] In some virtual-scene-based games, users control player characters to play games or conduct virtual matches in the game scene. During the game, multiple player characters can form a team to complete a prop exploration task to obtain the target prop corresponding to the prop exploration task. The target prop can be a consumable used in the game scene, a virtual exchange item, an equipable virtual equipment, decoration, etc., or a game title, interaction special effect material, etc., or a time-limited single or group buff, etc. This application does not make any limitations in this regard.
[0062] Figure 2 FIG. is a schematic diagram of a team exploration scene provided by an embodiment of this application. In this schematic scene, the first player character can be Xiaoming, and the second player character can be Xiaohua. Figure 2 Shown is the game screen of the second player character Xiaohua. Exemplarily, the first player team composed of the two game characters Xiaoming and Xiaohua is used for illustration. Among them, the user controlling Xiaoming uses the terminal device 10, and the user controlling Xiaohua uses the terminal device 20. In this embodiment, the terminal device 20 is used as the execution subject for illustration.
[0063] After the first player team is formed, Xiaoming starts the first prop exploration task by using the prop "old lizard skin map". At this time, the information interaction interface 101 of the first prop exploration task is displayed in the game screen 100 of Xiaohua. In the information interaction interface 101, a part of the game map and the region names involved in this part of the game map are shown, such as "Village A", and through the highlighted X-shaped icon 102, the position of the target prop involved in this task in this part of the game map is marked. The above-mentioned game map, region name, and X-shaped icon 102 can all be regarded as the position information related to the target prop marked by the game interaction control 101.
[0064] Thus, the user controlling the second player character can, through this position information, immediately understand the position involved in the current team exploration prop, and accurately reach the game map area for completing the first prop exploration task under the guidance of this position information, without having to wait boringly for the first player character to provide information, nor having to communicate through voice and text in the game, effectively improving the participation rate of such prop exploration tasks and reducing the communication cost.
[0065] Moreover, when Xiaohua enters the interaction range of the target prop, a marking control 201 will also be displayed in the game screen 200 of Xiaohua. Through the first trigger operation on the marking control 201, the actual position 202 of the target prop can be visually marked for other player characters in the team in the game scene. This visual marking can be reflected in at least one of the following two marking dimensions:
[0066] The first identification dimension: Identify the actual position 202 through a display position marker in the game scene;
[0067] The second identification dimension: Display the actual position 202 on the mini - map of the game screen (e.g., the upper - right corner of the game screen 200).
[0068] Thus, it saves the time for other player characters to search for the target item, enables the second player character to make substantial cooperative work in the item exploration task, and further improves the participation of the player characters.
[0069] For tasks that require team exploration of items, provide an information interaction interface and a marking control for the second player character who is not the initiator, greatly improving the participation and experience of the second player character, and effectively improving the task completion efficiency.
[0070] Moreover, during the task completion process, it can prevent the user from controlling the second player character to perform operations that are meaningless or even affect the task completion, and reduces the cost of additional typing or voice communication during this period, thus effectively reducing the response burden of the game system and improving the interaction response efficiency.
[0071] Figure 3 FIG. is a flowchart of a team exploration method provided by an embodiment of the present application. This method can be executed by a computer device. In this embodiment, taking the computer device as a terminal device as an example for illustration, the method includes:
[0072] S301: In response to the first player character starting the first item exploration task for the first player team, display the information interaction interface of the first item exploration task in the game screen corresponding to the second player character.
[0073] Both the first item exploration task and the second item exploration task mentioned later belong to item exploration tasks that require team completion. The item exploration task can be started by using a specified virtual consumable provided by the game scene (such as a treasure map) or a specified task entry, etc. The present application does not make any limitations on this. As Figure 4 shown, at the lower - left corner of the information interaction interface, the number of team members required to complete the first item exploration task is displayed. For example Figure 4 shown in is that 8 game characters are required to form a team to complete. This number requirement can be a hard - and - fast rule or a recommended number.
[0074] The item exploration task needs to be started by one player character in the player team when in a team. There should be at least two player characters in the player team. The actual number of player characters in the player team can be limited by the task requirements of the item exploration task or determined by the user based on the game ability intensity of the player characters.
[0075] In this step, the first player team includes at least a first player character and a second player character. After the first player team is formed, the first player character starts the first item exploration task. That is to say, for the first item exploration task, the first player character is the task initiator, which can also be understood as the task leader, and other player characters in the first player team, such as the second player character, are task cooperation parties, which can also be understood as task team members. In the item exploration task, the task leader has the exploration permission to explore at the location of the target item to obtain the target item, while the task team members do not have this exploration permission.
[0076] In the related art, after the first player character starts the first item exploration task, only the game screen of the first player character (task leader) can display exploration information related to the first item exploration task, such as the item location of the target item, etc. Other player characters (task team members), such as the second player character, cannot directly obtain this information and can only obtain it through the first player character's communication methods such as voice and text.
[0077] However, in the present application, when the first item exploration task is started, an information interaction interface will be displayed on the game screen of the second player character who is a task team member. The information interaction interface includes the location information of the target item involved in the first item exploration task.
[0078] The location information of the target item is displayed for the user controlling the second player character through this information interaction interface. The present application does not limit the expression method of the location information, which can be one-dimensional or a combination of multiple different dimensions, as long as it can play a role in identifying the location of the target item.
[0079] As Figure 4 shown, an exemplary schematic diagram of an information interaction interface is shown. The information interaction interface is displayed in the form of a map fragment, which includes a part of the game map (map dimension), the name of the area "Village A" involved in this part of the game map (text dimension), and the location of the target item involved in this task in Village A is marked through a prominent X-shaped icon (icon dimension).
[0080] It can be seen that since the information interaction interface will mark the location information of the target item involved in this task, the user controlling the second player character can immediately understand the location involved in the team exploration of this item, and accurately reach the game map area to complete the first item exploration task under the guidance of this location information, without waiting boringly for the first player character to provide information, nor through voice and text communication in the game, effectively improving the participation rate of such item exploration tasks and reducing the communication cost.
[0081] It should be noted that the game mentioned in the embodiments of this application may be a game application running on the mobile terminal side. In order to clearly show the improvement points of this application, the mobile control control (usually in the lower left area of the game screen) and the skill control control (usually in the lower right area of the game screen) in the mobile terminal game screen are not shown in the attached drawings.
[0082] Since any player character in the first player team has the ability to start a prop exploration task after becoming the task leader, in order to better clarify which player character starts the prop exploration task corresponding to the information interaction interface, in a possible implementation manner, the information interaction interface further includes the character identifier of the first player character.
[0083] Through the character identifier displayed on the information interaction interface, other player objects in the first player team can clarify which player character starts the prop exploration task corresponding to the information interaction interface. As Figure 4 shown, the character identifier "Xiaoming" is displayed in the upper area of the information interaction interface, indicating that the first prop exploration task corresponding to this information interaction interface is started by the first player character Xiaoming.
[0084] Moreover, in some game modes, it is possible that different player characters in the first player team start different prop exploration tasks at the same time period, which will result in multiple information interaction interfaces being displayed in the game screen of a player character, and different information interaction interfaces correspond to different prop exploration tasks. In this scenario, the character identifier of the information interaction interface can play a more important role in distinguishing different prop exploration tasks.
[0085] S302: In response to the second player character entering the interaction range of the target prop, display a marking control in the game screen.
[0086] Since the goal of the prop exploration task is to find the target prop, although the position information of the target prop is marked in the information interaction interface, generally speaking, this kind of position information is relatively coarse-grained (considering the size of the display area), that is, the marked area may be relatively large.
[0087] In order to improve the completion efficiency of the prop exploration task, this application uses the display or non-display of the marking control as an effective prompt for the second player character to approach the target prop.
[0088] This interaction range is the range within which the player character can interact with the target prop in the game. The specific range size depends on the scene interaction requirements or game design. In order to make the interaction more realistic, when the player character enters the interaction range of the target prop, the distance between the player character and the target prop is relatively close.
[0089] In order to prompt that the second player character is approaching the target item, when the second player character enters the interaction range of the target item, a marking control will be displayed in the game screen of the second player character.
[0090] The game screen of the second player character can be understood as the part of the game scene that the user controlling the second player character sees when controlling the second player character. The content of this part of the game scene is determined by the position, perspective, person mode, etc. of the second player character, and the present application does not make any limitations in this regard.
[0091] As Figure 5 shown, when the second player character enters the interaction range of the target item, a marking control 201 is displayed in the game screen of the second player character. The display of this marking control 201 is only when the second player character enters the interaction range of the target item. When the second player character moves out of the interaction range after entering it, at this time the marking control 201 will cancel the display.
[0092] Thus, when the user controlling the second player character moves the second player character, they can determine the actual position of the target item according to the display or cancellation of the marking control.
[0093] S303: In response to a first trigger operation on the marking control, control the second player character to set a position mark in the game scene.
[0094] This position mark is used to identify the position of the target item in the game scene for the game characters of the first player team.
[0095] When the marking control is displayed in the game screen of the second player character, the user can perform a first trigger operation on this marking control, such as control forms like clicking, long-pressing, swiping, etc. If the marking control is cancelled due to the movement of the second player character after being displayed, then even if a first trigger operation is performed on the position where the marking control was originally displayed, a position mark will not be set in the game scene.
[0096] The position mark is set in the game scene where the second player character is located, and the position of the target item is identified through the position mark. The position mark is generally more prominent than the original content (scene materials, various game models, etc.) in the game scene and has distinctiveness, enabling the user controlling the player character to quickly identify the position mark in the game scene.
[0097] The target item may be directly displayed or hidden in the game scene, and the present application does not make any limitations in this regard. For the sake of convenience in description, in the present application, the situation where the target item is hidden and not displayed before being explored is mainly described.
[0098] Combined with Figure 5 andFigure 6 Description: In response to the triggering operation on the marked control 201 in Figure 5 , the terminal device will display that the second player character makes a marking action on the position of the target item, and set a position mark 202 in the game scene. As shown in Figure 6 , a position mark in a display form similar to a flagpole.
[0099] Since the position mark is set in the game scene, the position mark can be displayed in the game screen of the player character close to the game scene. Or rather, at least when the player characters in the first player team approach the game scene, the position mark will be displayed in their game screens. Thus, other player characters (such as the first player character) in the first player team do not need to try to explore the target item by themselves, but can directly reach the position where the target item is located based on the significant identification of the position mark.
[0100] After the position mark is set, the marked control can continue to be displayed in the game screen of the second player character, or the display of the marked control can be cancelled (even if the second player character is still within the interaction range of the target item). This application does not make any limitations on this. For example, in Figure 6 , after the position mark is set, the marked control no longer appears in the game screen of the second player character.
[0101] It can be seen that through the triggering operation on the marked control, the actual position of the target item can be visually identified for other player characters in the team in the game scene, thus saving the time for other player characters to search for the target item, enabling the second player character to make substantial cooperative work in completing the item exploration task, and further enhancing the participation of the player characters. For the task of team exploration of items, providing an information interaction interface and a marked control for the second player character who is not the initiator greatly improves the participation and experience of the second player character, and effectively improves the task completion efficiency.
[0102] Moreover, during the task completion process, it can prevent the user from controlling the second player character to make manipulations that are meaningless or even affect the task completion, and reduce the cost of additional typing or voice communication during this period, thus effectively reducing the response burden of the game system and enhancing the interaction response efficiency.
[0103] In some games, the game scene is grand with a large number of different game maps. Some or all of the player characters in the first player team may not be in the game map where the target item is located. In order to complete the first item exploration task, the player characters in the first player team need to move to the game map where the target item is located. To improve the moving efficiency, in one possible implementation manner, the method further includes:
[0104] In response to a second trigger operation on the information interaction interface, transfer the second player character to the game map area where the target item is located.
[0105] In this embodiment, in addition to displaying the position information of the target item, the information interaction interface also has the function of responding to the second trigger operation to control the player character to quickly move to the specified game map area (i.e., the game map area where the target item is located).
[0106] By performing a second trigger operation on the information interaction interface, such as control forms like clicking, long-pressing, or swiping, the terminal device can control the second player character to transfer from the map area a where the trigger operation is performed to the game map area b where the target item is located.
[0107] It should be noted that if map area a is within map area b or is map area b, the trigger operation on the information interaction interface may not be responded to, or the position of the second player character may not be transferred. For example, a prompt such as "The player is already in map area b" may be given.
[0108] Or, in a possible implementation manner, the method further includes:
[0109] In response to the second trigger operation on the information interaction interface, display the game map of the game. In the game map, the area identifier corresponding to the game map area is highlighted. In response to a third trigger operation on the area identifier, transfer the second player character to the game map area where the target item is located.
[0110] In this implementation manner, to make the transfer of the second player character clearer, the transfer is divided into two stages. First, when the user performs a second trigger operation on the information interaction interface, the game map is displayed, and the area identifier of the game map area where the target item is located is highlighted on the game map. At this time, the second player character is not directly transferred. Thus, the user can more clearly understand where or in which direction the area to be explored in the first item exploration task is, and can better plan the task. After the user has planned and prepared, a third trigger operation can be performed on the area identifier. At this time, the game system will control the player character to quickly move to the specified game map area (i.e., the game map area where the target item is located).
[0111] Regarding transferring the second player character to the game map area where the target item is located, the embodiments of the present application can adopt various ways to transfer the second player character to the game map area where the target item is located, such as the way of automatic pathfinding movement, the way of direct teleportation between maps, etc. The present application does not make any limitations in this regard.
[0112] Transferring the second player character to the game map area where the target item is located through the information interaction interface can substantially accelerate the completion efficiency of the first item exploration task, reduce the operation cost of the user finding the arrival method by themselves, and effectively improve the resource utilization rate of the game system.
[0113] After the first player character starts the first item exploration task, although the corresponding information interaction interface can be displayed in the game screen of the second player character, it is possible that the user controlling the second player character may not notice the information interaction interface, resulting in failure to participate in the first item exploration task in a timely manner.
[0114] For this reason, in a possible implementation manner, the method further includes:
[0115] S11: In response to the first player character starting the first item exploration task for the first player team, display the task start information of the first item exploration task in the interaction channel of the first player team.
[0116] After the player characters form a team, in order to facilitate communication among the player characters in the player team, the game will provide an interaction channel dedicated to the player team for the player team. The player characters in the player team can communicate in real time such as text and voice in this interaction channel, improving the information synchronization efficiency and cohesion of the player team.
[0117] In order to enable the player characters in the player team to notice as soon as possible that the first item exploration task has been started, when the first item exploration task is started, the task start information of the first item exploration task can be automatically displayed in the interaction channel of the player team.
[0118] As Figure 7 shown, when the first player character starts the first item exploration task by using the consumable item "Old Lizard Skin Map", any player character in the first player team can view the corresponding task start information in the team channel of the first player team. As Figure 7 in "I used the Old Lizard Skin Map, everyone come and help find the treasure chest quickly!"
[0119] Thus, when any player character in the first player team opens the interaction channel corresponding to the first player team, they can view the task start information, improving the communication efficiency. Moreover, the task start information does not need to be edited and sent by the first player character, that is, the opener of the first item exploration task. It is automatically displayed in the interaction channel when the first item exploration task is started, which can also effectively reduce the interaction cost of the first player character.
[0120] After the corresponding information interaction interface is displayed in the game screen of the second player character, it is possible that due to misoperation or other reasons (such as during a game battle or when other tasks are completed), the user controlling the second player character cancels the display of the information interaction interface. When the user later wants to participate in the first item exploration task through the second player character again, how to display the information interaction interface again is an issue that needs attention. Otherwise, it will affect the completion efficiency of the first item exploration task.
[0121] In a possible implementation manner, the task start information includes an interface display control. Before the first item exploration task is completed, when the information interaction interface is cancelled from being displayed in the game screen, the method further includes:
[0122] In response to a fourth trigger operation on the interface display control in the interaction channel, the information interaction interface is displayed in the game screen.
[0123] Since the task start information clearly identifies which item exploration task is started, the user controlling the player character can accurately find the task start information in the interaction channel. The task start information includes an interface display control that can respond to user operations. In this way, after the user locates the task start information, they can conveniently perform a fourth trigger operation on the interface display control to achieve redisplaying the information interaction interface in the game screen, improving the completion efficiency of the item exploration task and reducing communication and operation costs.
[0124] Such as Figure 8 shown, taking the game screen of the second player character Xiaohua as an example, and in the order from top to bottom, three game screens of the second player character are described.
[0125] In the first game screen, the first player character Xiaoming used an old lizard skin map to start the first item exploration task. However, for some reason, user a who controls the second player character cancelled the display of the information interaction interface originally shown in the game screen of the second player character.
[0126] In the second game screen, user a checked the task start information and the interface display control "[Open Map]" included in the task start information by opening the team communication channel of the first player's team. User a can perform a trigger operation on this interface display control.
[0127] In the third game screen, through the trigger operation performed by user a on this interface display control, the information interaction interface for the first item exploration task is redisplayed in the game screen of the second player.
[0128] In order to better indicate the function of the target item through the information interaction interface, in a possible implementation, the information interaction interface further includes a distance identification control, and the distance identification control is used to display the distance relationship between the second player character and the target item.
[0129] This distance relationship can identify the distance relationship between the current position of the second player character and the position of the target item in real time, so that the user can more accurately control the movement of the second player character with the assistance and guidance of the distance identification control.
[0130] Such as Figure 4 As shown, the distance identification control is displayed in the lower right corner of the information interaction interface. Exemplarily, the distance identification control includes a text part and a pattern part. Among them, the text part is used to explain the distance relationship, and the pattern part can assist in explaining the distance relationship in ways such as color, flashing, and special effects. For example, when the distance is far, the color is dull, without flashing or special effects; when the distance is close, the color is bright, with flashing and special effects, etc. The present application does not make a limitation on this.
[0131] In order to better play the role of auxiliary guidance through the distance identification control, the embodiments of the present application provide various display methods of the distance identification control, so that when the distance between the second player character and the target item is in different distance ranges, the distance identification control is displayed in different display methods.
[0132] In a possible implementation, the method further includes:
[0133] When the real-time distance between the second player character and the target item is within the first distance range, display the distance identification control through the first display method;
[0134] When the real-time distance between the second player character and the target item is within the second distance range, display the distance identification control through the second display method, and the second display method is used to display the real-time distance between the second player character and the target item;
[0135] When the real-time distance between the second player character and the target item is within the third distance range, display the distance identification control through the third display method, and the third display method is used to display that the second player character enters a predetermined range of the position where the target item is located;
[0136] Among them, the distance values involved in the distance ranges are, from large to small in sequence, the first distance range, the second distance range, and the third distance range.
[0137] The distance values involved in the distance range are used to identify the numerical values of the distances covered by the distance range. When the distance ranges are adjacent, the distance values at the range boundaries can be used for comparison to determine the size relationship.
[0138] For example, the distance range a is greater than 1000m, the distance range b is greater than 500m and less than or equal to 1000m, and the distance range c is less than 500m. Then, when comparing the distance values involved in the distance range a and the distance range b, the distance value at the range boundary of the distance range a can be "1001m", and the distance value at the range boundary of the distance range b can be "1000m". The distance value involved in the distance range a is greater than the distance value involved in the distance range b. When comparing the distance values involved in the distance range b and the distance range c, the distance value at the range boundary of the distance range b can be "501m", and the distance value at the range boundary of the distance range c can be "500m". The distance value involved in the distance range b is greater than the distance value involved in the distance range c. Thus, it can be clarified that the distance values involved in the three distance ranges, from largest to smallest, are the distance range a (such as the first distance range), the distance range b (such as the second distance range), and the distance range c (such as the third distance range).
[0139] That is to say, when the current distance between the second player character and the target item is very far, it can be in the first distance range. Since the distance is very far at this time, there is no need to display the real-time distance in the same way as the second display method. As Figure 9 shown in part a of, the text part of the distance identification control is "not nearby" at this time, and the pattern part is in an inactive dark color.
[0140] When the current distance between the second player character and the target item is not that far, in order to effectively assist the user in understanding the real-time distance between the current second player character and the target item, the distance identification control can be displayed through the second display method. During the movement of the second player character, the distance identification control displayed through the second display method can update the distance between the current second player character and the target item in real time, achieving a better auxiliary indication effect. As Figure 9 shown in part b of, the text part of the distance identification control is "237m" at this time, that is, the real-time distance between the current second player character and the target item is 237m (which can be the distance unit in the game). As the second player character continues to move, the distance value displayed in the text part can change accordingly. The pattern part is in an active color, which can be a bright color such as yellow. Further, the pattern part can flash rhythmically (such as once every 2.33 seconds), or display special effects such as a radar scanning type.
[0141] When the current distance between the second player character and the target item is very close, to enhance the user's exploration experience, the distance identification control can be displayed in a third display mode to indicate that the second player character has entered the predetermined range of the location where the target item is located. As Figure 9 shown in part c of Figure 9 , at this time, the text part of the distance identification control is "nearby", and the pattern part is in an activated color, such as a brighter green than in the second display mode. Further, the pattern part can flash rhythmically, or display special effects such as a radar scan type, where the flashing rhythm can be faster than in the second display mode, such as 1.33 seconds per flash.
[0142] When the distance between the second player character and the target item is in different ranges, the distance identification control is displayed in different display modes, providing a richer auxiliary guidance effect for the user, enhancing the user's experience of completing the item exploration task, reducing the possibility of the user mismoving the second player character, and reducing the processing burden of the game system.
[0143] By having the second player character, who is a task team member, mark the target item, other player characters in the first player team can directly view the actual location of the target item in the game scene, eliminating the process of exploration and search.
[0144] It can be seen that as long as one task team member completes setting a position mark in the game scene, the function of marking the target item has been achieved.
[0145] Therefore, in a possible implementation manner, the first player team further includes a third player character. When the third player character sets a position mark indicating the location of the target item in the game scene, the method further includes:
[0146] In response to a fifth trigger operation on the mark control, do not control the second player character to set a position mark in the game scene, and display a prompt message indicating that the marking has been completed.
[0147] That is to say, setting multiple position marks and setting one position mark for the target item have basically the same prompting effect on the player characters in the first player team, and it will not better prompt the item location just because multiple position marks are set.
[0148] Therefore, in this embodiment, taking the first player team including multiple mission members, such as the second player character and the third player character as an example, since the speeds at which different player characters explore the target item vary, in this embodiment, it is assumed that the third player character first reaches the location of the target item and sets a location mark in the game scene by triggering the mark control displayed in the game screen of the third player character. At this time, even if the second player character reaches the location of the target item and performs a fifth trigger operation on the mark control, a second location mark for the target item will not be set in the game scene. Moreover, to avoid the user controlling the second player character from misunderstanding, a prompt message, such as the prompt text "Marking completed", will also be displayed in the game screen of the second player character to prevent the user from repeatedly triggering the mark control, reducing the response burden of the game system.
[0149] The foregoing embodiment mainly explains the technical solution from the perspective of the second player character, that is, for the item exploration task that needs to be completed in a team, it is explained from the side of the mission members. When completing the item exploration task, the player character can play the role of not only a mission member but also a mission leader.
[0150] As mentioned above, the mission leader has the function of exploring the target item at the location of the target item, and the mission member has the function of setting a location mark for the target item at the location of the target item, but does not have the function of exploring the target item. Among them, the mission leader is generally defaulted to be the game character that starts the item exploration task, such as the first player character using the treasure map in the foregoing example.
[0151] In the embodiment of the present application, the identity of the mission leader in the item exploration task can be transferred, so that the player characters in the player team can try different identities and improve the exploration experience.
[0152] In one possible implementation manner, the method further includes:
[0153] In response to a first transfer operation for the second player character, replacing the mission leader of the first player team with the second player character, where the first transfer operation is used to transfer the mission leader of the first player team from the first player character to the second player character, and the mission leader is used to explore the virtual item involved in the item exploration task of the first player team.
[0154] In the foregoing embodiments, the first player character is taken as an example for opening the first item exploration task. Before the identity of the task leader is transferred, the task leader of the first item exploration task is defaulted to the first player character. The first player character can transfer the task leader within the first player's team so that other player characters can try the identity of the task leader and implement the function of marking the position of the target item at the location where the target item is located.
[0155] Next, the triggering timing of the first transfer operation will be described in detail.
[0156] In a possible implementation manner, the first transfer operation is triggered during the execution of the first item exploration task, or,
[0157] the first transfer operation is triggered after the first item exploration task is completed.
[0158] That is to say, the triggering timing of the first transfer operation includes at least two types:
[0159] The first transfer timing: Transfer during the task completion process
[0160] The first player character can transfer the task leader during the execution of the first item exploration task. After the transfer, the second player character becomes the task leader of the first item exploration task. Or, the first player character can transfer the task leader after the execution of the first item exploration task is completed. After the transfer, since there is no item exploration task to be completed at this time, the second player character becomes the task leader of the first player's team. At this time, only the second player character can open a new item exploration task, and other player characters with non-task leader identities cannot open a new item exploration task.
[0161] Transferring the task leader during the execution of the first item exploration task, the applicable scenario can be a game situation where a high-level player character (big number) leads a low-level player character (small number). When exploring the target item at the location where the target item is located in the item exploration task, it may trigger a game battle with hostile game objects. If the first player character, a low-level player character, goes to conduct the exploration, it is very easy for the first player character to die prematurely in the triggered game battle. In this game situation, after opening the first item exploration task, the first player character can transfer the task leader to a high-level player character: the second player character, and the second player character can lead the first player character to safely complete the first item exploration task.
[0162] Of course, the above is only an example and does not serve to limit the triggering of the first transfer operation during the execution of the first item exploration task.
[0163] For example Figure 10As shown in part a), among the three player characters in the first player team, the current task leader is the first player character Xiaoming, and the task members are the second player character Xiaohua and the third player character Dazhuang. During the process of completing the first item exploration task, Xiaoming can transfer the task leadership. Then, he can select a task member in the transfer leader interface as the subsequent task leader. For example, after selecting the second player character Xiaohua and clicking confirm, the first transfer operation for the second player character is initiated.
[0164] The second transfer timing: Transfer after task completion
[0165] After the first item exploration task is completed, the transfer of the task leader can involve some game situations. For example, if the consumption item used by the first player character to start the item exploration task is used up, the task leader can be transferred to the second player character, and the second player character can use their own consumption item to start a new item exploration task, thus achieving a win-win situation.
[0166] For example Figure 10 As shown in part b), when the current task leader in the first player team is the first player character Xiaoming, after the first item exploration task initiated by Xiaoming is completed, the game system can automatically pop up the interface shown in part b), or user b who controls Xiaoming can open this interface through other control entrances.
[0167] Of course, this interface is only an example and is the interface shown when Xiaoming himself still has other consumption items for starting item exploration tasks.
[0168] At this time, user b can choose to continue to start a new item exploration task, such as clicking "confirm" in this interface, or user b can initiate the first transfer operation by clicking "transfer leader". Of course, when there are multiple player characters as task members in the first player team, after clicking "transfer leader", the interface in part a) may also be displayed Figure 10 to determine which player character to select as the new task leader.
[0169] Next, the technical solution related to the first transfer timing will be described:
[0170] In a possible implementation manner, after the second player character becomes the task leader of the first player team, the method further includes:
[0171] S21: In response to the second player character entering the interaction range of the target item, display an exploration control in the game screen;
[0172] S22: In response to the sixth trigger operation for the exploration control, control the second player character to explore the target item in the game scene.
[0173] When a player character in the first player team obtains the identity of the mission leader during the completion of the first item exploration mission, this player character has the function of the mission leader, that is, the function of exploring the target item at the location where the target item is located.
[0174] As Figure 11 shown in part a of [], when the first player character Xiaoming enters the interaction range of the target item before transferring the mission leader, the exploration control 203 will be displayed in Xiaoming's game screen.
[0175] As Figure 11 shown in part b of [], after Xiaoming transfers the mission leader to the second player character Xiaohua, when Xiaohua enters the interaction range of the target item, the exploration control 203 will be displayed in Xiaohua's game screen, and the marking control will not be displayed. Correspondingly, at this time, if Xiaoming enters the interaction range of the target item, the marking control will be displayed in Xiaoming's game screen, and the exploration control will not be displayed.
[0176] It should be noted that Figure 11 only for exemplary illustration, not limited to that the exploration control must be displayed only after the position mark is set. For example, when the mission leader first arrives at the interaction range of the target item, although no task member has set a position mark at this location through the triggering operation of the marking control at this time, the exploration control can still be displayed in the game screen of the mission leader, and the exploration of the target item can be realized in response to the triggering operation of this exploration control.
[0177] The interaction range for determining whether to display the exploration control and the interaction range for determining whether to display the marking control can be the same interaction range or slightly different. This application does not make a limitation on this.
[0178] Of course, the above implementation manner can also be a technical solution related to the second transfer timing, and this application will not elaborate on this anymore.
[0179] It can be seen that by transferring the mission leader during the completion of the first item exploration mission, the first item exploration mission can be completed more flexibly, and a richer mission completion experience can be provided. Moreover, transferring the mission leader does not require additional communication costs, reducing the response burden of the game system.
[0180] Next, the technical solution related to the second transfer timing will be described:
[0181] In a possible implementation manner, when the first transfer operation is triggered when the first item exploration mission is completed, the method further includes:
[0182] Control the second player character to use the task consumption item;
[0183] In response to the successful use of the task consumption item, start a second item exploration task for the first player team.
[0184] In this case, since the first item exploration task has been completed and the first player team currently has no item exploration task to complete, the second player character, as the new task leader, has the permission to start a new item exploration task.
[0185] The user can start a new item exploration task, such as the second item exploration task, by using the task consumption item held by the second player character. The specific form and usage method of the task consumption item can be related to the settings of the game itself, and this application does not make any limitations. For example, the task consumption item can be a treasure map in the form of a scroll.
[0186] After the task consumption item is successfully used, it can disappear from the item backpack of the second player character, or it can be retained but the available number of times is deducted. This application does not make any limitations on this.
[0187] Of course, this application does not limit that the item exploration task must be started by using the task consumption item. For example, the item exploration task can also be started through the task activation entry related to the item exploration task, or other methods.
[0188] By means of the convenient transfer of the task leader, the first player team can complete the item exploration task in a more continuous and smooth manner, and can quickly complete the task consumption items held by each player character in the first player team, improving the continuous completion efficiency of the item exploration task.
[0189] As mentioned above, the item exploration task is a task that needs to be completed in a team, that is, a task that requires multiple player characters to cooperate in a team to complete. In order to strengthen the cooperative attribute of the item exploration task, when exploring the location of the target item, it should be ensured that all player characters in the first player team participate.
[0190] In a possible implementation manner, when controlling the second player character to explore the target item in the game scene in S22, the method further includes:
[0191] In response to all player characters in the first player team being located in the game map area where the target item is located, display the successful exploration of the target item;
[0192] In response to a player character in the first player team being located outside the game map area, display the failure of the exploration of the target item.
[0193] As described above, the task leader of the first prop exploration task has the function of exploring at the location where the target prop is located. This exploration can include changing the hidden target prop to be displayed and pickable, picking up the target prop, activating the battle before picking up the target prop, etc.
[0194] In the embodiment of the present application, it is a condition for successful exploration that all player characters in the first player team are located in the game map area where the target prop is located. Under different prop exploration tasks or different game designs, the position restrictions of all player characters in this condition can be different. For example, in some games where the requirement for team exploration is not strong, all player characters only need to be in this game map area, and even if they are actually far apart, the successful exploration of the target prop can be achieved. In some games where the requirement for team exploration is strong, all player characters not only need to be in this game map area, but also should be relatively close to the location where the target prop is located. For example, they are all within the interaction range or around the location where the target prop is located.
[0195] That is to say, the exploration of the target prop by the task leader is the key node for completing the prop exploration task. Since the prop exploration task is a task that requires multiple player characters to form a team to complete, at this key node, in order to strengthen the cooperative attribute of the prop exploration task, it should be ensured that all player characters in the first player team have the conditions to participate, that is, they should all be in the game map area where the target prop is located. If a player character is not in this game map area, it will be difficult to carry out substantial game cooperation with other player characters.
[0196] Therefore, when the second player character makes a prop exploration action in response to the trigger operation of the exploration control, the game system needs to determine whether all the player characters participating in the first prop exploration task (that is, all the player characters in the first player team) have the participation conditions corresponding to this exploration. For prop exploration tasks, "face-to-face" interaction is required in the game scene. Therefore, in this embodiment, the participation condition is defined as whether they are in the same game map area, that is, whether they have the geographical condition for cooperative interaction.
[0197] For the case of exploration failure, it means that when controlling the second player character to explore the target prop in the game scene, the target prop is not successfully explored. The present application does not limit the manifestation form of exploration failure. For example, the result of exploration failure can be prompted through special effects, text, etc. For example, "Exploration failed" or similar text is displayed on the game screens of all player characters in the first player team to prompt the result. It can also prompt the reason for exploration failure through special effects, text, etc. For example, "The exploration failed because player xx was not in the game map area" or similar text is displayed on the game screens of each player character to prompt the reason.
[0198] By identifying whether all player characters in the first player team are in the same game map area, the participation of mission members in the first player team is effectively improved, preventing some mission members from idling or completing other game tasks, and enhancing the cooperation and participation in the item exploration mission.
[0199] It should be noted that this embodiment is only an example of the processing flow after the first player character transfers the mission leader to the second player character, and does not limit that the judgment of whether all player characters are in the game map area where the target item is located must be implemented only after the mission leader transfer. Even if the first player team has never transferred the mission leader after forming a team, when reaching the above node in the item exploration mission, the judgment of whether all player characters are in the game map area where the target item is located can also be implemented.
[0200] During the process of completing the item exploration mission that requires teaming up, since multiple player characters need to cooperate, it may lead to situations where player characters in the player team leave the team or new player characters join the player team during the mission completion.
[0201] To enable the player characters newly joined the player team to quickly understand the item exploration mission currently being completed, this application provides multiple solutions. For example, when the second player character leaves the first player team and joins the second player team, if the second player team has already started and is in the process of completing the third item exploration mission at this time. Then in this case, the game system can display the information interaction interface corresponding to the third item exploration mission on the game screen when the second player character joins the second player team, or alternatively, the information interaction interface of the third item exploration mission can also be displayed through the team channel.
[0202] In a possible implementation manner, the method further includes:
[0203] When the second player character joins the second player team, if the second player team is executing the third item exploration mission, display the mission start information of the third item exploration mission in the interaction channel of the second player team;
[0204] In response to a trigger operation on the interface display control in the mission start information of the third item exploration mission, display the information interaction interface of the third item exploration mission on the game screen.
[0205] In this embodiment, when a player character newly joins a player team that is completing a prop exploration task, the task start information for the prop exploration task can be resent in the interaction channel of the team, and an interface display control is displayed in the task start information. Thus, the user controlling the second player character can quickly open the information interaction interface for the corresponding third prop exploration task by triggering the interface display control, so that the user can quickly understand the relevant information of the third prop exploration task and correspondingly control the second player character, effectively improving the cooperation progress of those joining midway.
[0206] In some game designs, some hostile virtual objects are set for the target prop, such as monsters in the game. After the target prop is explored, the player characters in the first player team cannot directly interact with the target prop, such as picking up the prop, triggering the plot, etc., but need to defeat these hostile virtual objects before they can interact with the target prop.
[0207] In a possible implementation manner, after controlling the second player character to explore the target prop in the game scene in S22, the method further includes:
[0208] S31: Refresh the hostile virtual objects associated with the first prop exploration task in the game scene, where the hostile virtual objects and the player objects in the first player team are in a hostile relationship in the game;
[0209] S32: In response to the hostile virtual objects being defeated under preset conditions, the explored target prop is converted from a non-interactable state to an interactable state.
[0210] Among them, the strength of the refreshed hostile virtual objects (such as level, quantity, etc.) can be related to the level and requirements of the first prop exploration task. For example, the rarer the prop exploration task, or the prop exploration task opened by consuming rarer props, the higher the strength of the associated hostile virtual objects. Another example is that the higher the number of people required to form a team for the prop exploration task, the higher the strength of the associated hostile virtual objects. The higher the strength of the hostile virtual objects, the higher the difficulty of defeating them.
[0211] To ensure the execution efficiency of the prop exploration task, generally, preset conditions for defeating the hostile virtual objects are set, and the preset conditions can be a specified duration, specific props, etc.
[0212] When the preset condition is a specified duration, it is required that the first player team eliminate the hostile virtual object within this specified duration after the hostile virtual object is refreshed to be recognized as the result of defeat. Suppose the specified duration is 1 minute. If the first player team eliminates all hostile virtual objects within 1 minute, it can be determined that the hostile virtual object is defeated under the preset condition. If all hostile virtual objects are eliminated at 1 minute and 10 seconds, it will be determined that the hostile virtual object is not defeated under the preset condition. This will cause the target item to be non-interactable and even disappear, resulting in the failure to complete the first item exploration task. Of course, in some cases, if the hostile virtual object is not eliminated after 1 minute, the hostile virtual object can also be removed from the game scene.
[0213] When the preset condition is a specific item, it may be required that the player characters in the first player team can only use the specific item to cause damage to the hostile virtual object, or need to hold the specific item to complete the elimination of the hostile virtual object, etc. This application will not elaborate one by one.
[0214] In the case where an associated hostile virtual object is set, the explored target item has two states, namely non-interactable state and interactable state. When the target item is in the non-interactable state, the player characters in the first player team cannot interact with the target item. When the target item is in the interactable state, all player characters or a certain player character (such as the player character with the identity of the task leader) in the first player team can interact with the target item. When the hostile virtual object is not defeated under the preset condition, the target item is in the non-interactable state.
[0215] By setting an associated hostile virtual object for the item exploration task and taking the defeat of the hostile virtual object under the preset condition as the interaction condition, the completion methods of the item exploration task are enriched, giving the user the possibility to specify different teaming strategies and improving the user experience.
[0216] Figure 12 A method schematic diagram of the team exploration method is shown.
[0217] In this embodiment, the item exploration task is a treasure hunt task, the target item is a treasure chest in the game, the item consumed to start the treasure hunt task is a treasure map, and the information interaction interface is the treasure map UI.
[0218] When starting the treasure hunt, the user controls the player character to interpret the treasure map. The treasure map includes a single-player treasure map and a multi-player treasure map, corresponding to the treasure hunt tasks completed by a single person and the treasure hunt tasks completed by a multi-player team respectively.
[0219] If the game system determines that interpreting the treasure map meets the usage conditions, the treasure map UI will pop up in the game screen of the game character. For a multiplayer treasure map, the treasure map UI will pop up in the game screens of all player characters in the player team.
[0220] The user can, according to the map prompts on the treasure map UI, control the player character to go to the corresponding map and, according to the radar prompts (distance identification control) on the treasure map UI, search for the location of the treasure chest.
[0221] When approaching the location of the treasure chest, for example, when the player character reaches within a radius of 10m of the treasure chest location, a [Dig] button (exploration control) will be displayed in the game screen of the mission leader, and a [Mark] button (mark control) will be displayed in the game screen of the mission team members.
[0222] The mission team members click the [Mark] button to mark the treasure location, and the mission leader clicks the [Dig] button to dig out the treasure.
[0223] In some treasure hunting missions, the treasure chest will only appear for a certain period of time. The mission leader needs to interact with the treasure chest to open it within the time limit. If the time is exceeded, the treasure chest will disappear and the treasure hunting mission will end.
[0224] If it is a treasure hunting mission that requires multiple players to form a team to complete, the game system determines whether the mission team members are in the current map. If there are mission team members not in the current map, it will prompt that the mission team members are not in the current map. If all mission team members are in the current map, monsters will appear around the treasure chest, and the player characters of the player team will encounter a battle.
[0225] After the user controls the player character to clear the monsters and then opens the treasure chest, the game system will determine whether the monsters have been cleared. If not, it will prompt that the monsters need to be cleared before opening the treasure chest. If they have been cleared, the player characters of the player team can obtain the rewards in the treasure chest. After the rewards are distributed, the treasure hunting mission ends.
[0226] In the foregoing Figures 1 - 12 On the basis of the corresponding embodiments, Figure 13 This is a device structure diagram of a team exploration device provided by an embodiment of the present application. The team exploration device 1300 includes a display unit 1301 and a setting unit 1302:
[0227] The display unit 1301 is configured to, in response to a first player character starting a first item exploration mission for a first player team, display an information interaction interface for the first item exploration mission in the game screen corresponding to a second player character. The first player character and the second player character belong to the first player team, and the information interaction interface includes the location information of the target item involved in the first item exploration mission.
[0228] The display unit 1301 is further configured to display a marking control in the game screen in response to the second player character entering the interaction range of the target item;
[0229] The setting unit 1302 is configured to control the second player character to set a position mark in the game scene in response to a first trigger operation on the marking control, where the position mark is used to identify the position of the target item in the game scene for the game characters of the first player team.
[0230] In a possible implementation manner, the device further includes a transfer unit:
[0231] The transfer unit is configured to transfer the second player character to the game map area where the target item is located in response to a second trigger operation on the information interaction interface; or
[0232] In response to the second trigger operation on the information interaction interface, display the game map of the game, where the area identifier corresponding to the game map area is highlighted in the game map, and in response to a third trigger operation on the area identifier, transfer the second player character to the game map area where the target item is located.
[0233] In a possible implementation manner, the display unit is further configured to display task start information of the first item exploration task in the interaction channel of the first player team in response to the first player character starting the first item exploration task for the first player team.
[0234] In a possible implementation manner, the task start information includes an interface display control, and the display unit is further configured to, before the first item exploration task is completed, when the information interaction interface is cancelled from being displayed in the game screen, display the information interaction interface in the game screen in response to a fourth trigger operation on the interface display control in the interaction channel.
[0235] In a possible implementation manner, the information interaction interface further includes a distance identifier control, where the distance identifier control is used to display the distance relationship between the second player character and the target item.
[0236] In a possible implementation manner, the display unit is further configured to:
[0237] When the real-time distance between the second player character and the target item is within a first distance range, display the distance identifier control in a first display manner;
[0238] When the real-time distance between the second player character and the target item is within the second distance range, the distance identification control is displayed by a second display method, and the second display method is used to display the real-time distance between the second player character and the target item;
[0239] When the real-time distance between the second player character and the target item is within the third distance range, the distance identification control is displayed by a third display method, and the third display method is used to display that the second player character enters a predetermined range of the location where the target item is located;
[0240] Among them, the distance values involved in the distance ranges are, from largest to smallest, the first distance range, the second distance range, and the third distance range.
[0241] In a possible implementation manner, the first player team further includes a third player character, and the display unit is further configured to, when the third player character sets a position marker indicating the position of the target item in the game scene, in response to a fifth trigger operation on the marker control, not control the second player character to set a position marker in the game scene, and display a prompt message indicating that the marking has been completed.
[0242] In a possible implementation manner, the device further includes a transfer unit:
[0243] The transfer unit is configured to, in response to a first transfer operation on the second player character, replace the task leader of the first player team with the second player character. The first transfer operation is used to transfer the task leader of the first player team from the first player character to the second player character, and the task leader is used to explore the virtual items involved in the item exploration task of the first player team.
[0244] In a possible implementation manner, the first transfer operation is triggered during the execution of the first item exploration task, or,
[0245] The first transfer operation is triggered when the first item exploration task is completed.
[0246] In a possible implementation manner, the display unit is further configured to, after the second player character becomes the task leader of the first player team:
[0247] In response to the second player character entering the interaction range of the target item, display an exploration control in the game screen;
[0248] In response to a sixth trigger operation on the exploration control, control the second player character to explore the target item in the game scene.
[0249] In a possible implementation, the display unit is further configured to, when the first transfer operation is triggered when the first item exploration task is completed:
[0250] Control the second player character to use the task consumption item;
[0251] In response to the successful use of the task consumption item, initiate a second item exploration task for the first player team.
[0252] In a possible implementation, the display unit is further configured to, when controlling the second player character to explore the target item in the game scene:
[0253] In response to all player characters in the first player team being located in the game map area where the target item is located, display the successful exploration of the target item;
[0254] In response to a player character in the first player team being located outside the game map area, display the failed exploration of the target item.
[0255] In a possible implementation, the information interaction interface further includes the character identifier of the first player character.
[0256] In a possible implementation, the display unit is further configured to:
[0257] When the second player character joins the second player team, if the second player team is performing a third item exploration task, display the task start information of the third item exploration task in the interaction channel of the second player team;
[0258] In response to a trigger operation on the interface display control in the task start information for the third item exploration task, display the information interaction interface of the third item exploration task in the game screen.
[0259] In a possible implementation, the display unit is further configured to:
[0260] Refresh the hostile virtual object associated with the first item exploration task in the game scene, where the hostile virtual object is in a hostile relationship with the player objects in the first player team in the game;
[0261] In response to the hostile virtual object being defeated under preset conditions, the explored target item is converted from a non-interactable state to an interactable state.
[0262] It can be seen that when the first player character belonging to the first player team starts the first item exploration task that requires team exploration, in the game screens of other player characters belonging to the first player team, such as the second player character, an information interaction interface related to the first item exploration task will be displayed. Since this information interaction interface will identify the location information of the target item involved in this task, the user controlling the second player character can immediately learn the location involved in the team exploration of this item, and accurately reach the game map area to complete the first item exploration task under the guidance of this location information, without having to wait boringly for the first player character to provide information, nor having to communicate through voice or text in the game, effectively improving the participation rate of such item exploration tasks and reducing the communication cost. Moreover, when the second player character enters the interaction range of the target item, a marking control will also be displayed in the game screen of the second player character. By triggering this marking control, the actual location of the target item can be visually marked for other player characters in the team in the game scene, thus saving the time for other player characters to search for the target item, enabling the second player character to make substantial cooperative work in completing the item exploration task, and further improving the participation rate of the player character. For the task of item exploration that requires team exploration, providing an information interaction interface and a marking control for the second player character who is not the initiator greatly improves the participation rate and experience of the second player character, and effectively improves the task completion efficiency.
[0263] Moreover, during the task completion process, it can prevent the user from controlling the second player character to perform manipulations that are meaningless or even affect the task completion, and reduce the cost of additional typing or voice communication during this period, thereby effectively reducing the response burden of the game system and improving the interaction response efficiency.
[0264] The embodiment of the present application also provides a computer device, including a terminal device or a server, and the foregoing team exploration device can be configured in this computer device. The following introduces this computer device with reference to the accompanying drawings.
[0265] If this computer device is a terminal device, please refer to Figure 14 As shown, the embodiment of the present application provides a terminal device. Taking the terminal device as a mobile phone as an example:
[0266] Figure 14 Shown is a block diagram of a part of the structure of the mobile phone provided by the embodiment of the present application. Refer to Figure 14 , the mobile phone includes: a radio frequency (RF) circuit 1410, a memory 1420, an input unit 1430, a display unit 1440, a sensor 1450, an audio circuit 1460, a wireless fidelity (WiFi) module 1470, a processor 1480, and a power supply 1490, etc. Those skilled in the art can understand, Figure 14The mobile phone structure shown does not constitute a limitation on the mobile phone, and it may include more or fewer components than those shown, or combine certain components, or have different component arrangements.
[0267] The following will introduce the specific components of the mobile phone in conjunction with Figure 14 :
[0268] The RF circuit 1410 can be used for receiving and transmitting information or signals during a call. Specifically, after receiving the downlink information from the base station, it is sent to the processor 1480 for processing; in addition, the uplink data designed is sent to the base station.
[0269] The memory 1420 can be used to store software programs and modules. The processor 1480 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 1420. The memory 1420 mainly includes a program storage area and a data storage area. Among them, the program storage area can store the operating system, application programs required for at least one function (such as the sound playback function, image playback function, etc.); the data storage area can store the data created according to the use of the mobile phone (such as audio data, phone book, etc.). In addition, the memory 1420 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices.
[0270] The input unit 1430 can be used to receive input digital or character information, and generate key signal inputs related to the user settings and function controls of the mobile phone. Specifically, the input unit 1430 can include a touch panel 1431 and other input devices 1432.
[0271] The display unit 1440 can be used to display the information input by the user or the information provided to the user, as well as various menus of the mobile phone. The display unit 1440 can include a display panel 1441.
[0272] The mobile phone may further include at least one sensor 1450, such as a light sensor, a motion sensor, and other sensors.
[0273] The audio circuit 1460, the speaker 1461, and the microphone 1462 can provide an audio interface between the user and the mobile phone.
[0274] WiFi belongs to short-distance wireless transmission technology. The mobile phone can help users send and receive emails, browse the web, and access streaming media through the WiFi module 1470, which provides users with wireless broadband Internet access.
[0275] The processor 1480 is the control center of the mobile phone, connecting various parts of the entire mobile phone through various interfaces and circuits. By running or executing software programs and / or modules stored in the memory 1420, and by calling the data stored in the memory 1420, it performs various functions of the mobile phone and processes data.
[0276] The mobile phone also includes a power supply 1490 (such as a battery) for powering each component.
[0277] In this embodiment, the processor 1480 included in the terminal device is further configured to execute the steps in the methods of the embodiments of the present application.
[0278] If the computer device is a server, the embodiments of the present application further provide a server. Please refer to Figure 15 as shown in Figure 15 FIG. is the structural diagram of the server 1500 provided by the embodiment of the present application. The server 1500 may vary greatly due to different configurations or performances, and may include one or more central processing units (CPUs) 1522 (for example, one or more processors) and a memory 1532, and one or more storage media 1530 (for example, one or more mass storage devices) for storing application programs 1542 or data 1544. Among them, the memory 1532 and the storage media 1530 may be transient storage or persistent storage. The program stored in the storage media 1530 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server. Further, the central processing unit 1522 may be configured to communicate with the storage media 1530 and execute a series of instruction operations in the storage media 1530 on the server 1500.
[0279] The server 1500 may further include one or more power supplies 1526, one or more wired or wireless network interfaces 1550, one or more input / output interfaces 1558, and / or one or more operating systems 1541, such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM and so on.
[0280] The steps executed by the server in the above embodiments may be based on Figure 15 the server structure shown in
[0281] In addition, an embodiment of the present application further provides a storage medium for storing a computer program, and the computer program is used to execute the method provided in the above embodiment.
[0282] An embodiment of the present application further provides a computer program product including a computer program. When it runs on a computer device, it causes the computer device to execute the method provided in the above embodiment.
[0283] Those of ordinary skill in the art can understand that all or part of the steps for implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it executes the steps including the above method embodiments; and the foregoing storage medium can be at least one of the following media: read-only memory (abbreviation: ROM), RAM, magnetic disk, or optical disc, etc., which can store computer programs.
[0284] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit including the function of the module or unit.
[0285] It should be noted that the embodiments in this specification are all described in a progressive manner. The same or similar parts among the embodiments can be referred to each other, and the key point of each embodiment is to illustrate the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple. For the relevant parts, refer to the partial description of the method embodiments. The device and system embodiments described above are only illustrative. The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the solution of this embodiment. Those of ordinary skill in the art can understand and implement it without creative work.
[0286] As described above, it is only a specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed by the present application should be covered within the protection scope of the present application. Moreover, based on the implementation manners provided in the above aspects of the present application, further combinations can be made to provide more implementation manners. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A team exploration method, characterized in that, The method includes: In response to a first player character starting a first item exploration task for a first player team, an information interaction interface for the first item exploration task is displayed in the game screen corresponding to a second player character. The first player character and the second player character belong to the first player team. The information interaction interface includes the position information of the target item involved in the first item exploration task. In response to the second player character entering the interaction range of the target item, a marking control is displayed in the game screen. In response to a first trigger operation on the marking control, the second player character is controlled to set a position mark in the game scene. The position mark is used to identify the position of the target item in the game scene for the game characters of the first player team.
2. The method according to claim 1, wherein The method further includes: In response to a second trigger operation on the information interaction interface, the second player character is transferred to the game map area where the target item is located; or In response to the second trigger operation on the information interaction interface, the game map of the game is displayed. In the game map, the area identifier corresponding to the game map area is highlighted. In response to a third trigger operation on the area identifier, the second player character is transferred to the game map area where the target item is located.
3. The method according to claim 1, characterized in that The method further includes: In response to a first player character starting a first item exploration task for a first player team, the task start information of the first item exploration task is displayed in the interaction channel of the first player team.
4. The method according to claim 3, characterized in that, The task start information includes an interface display control. Before the first item exploration task is completed, after the information interaction interface is cancelled from being displayed in the game screen, the method further includes: In response to a fourth trigger operation on the interface display control in the interaction channel, the information interaction interface is displayed in the game screen.
5. The method according to claim 1, wherein The information interaction interface further includes a distance identifier control, and the distance identifier control is used to display the distance relationship between the second player character and the target item.
6. The method according to claim 6, wherein The method further includes: When the real-time distance between the second player character and the target item is within a first distance range, the distance identifier control is displayed in a first display manner. When the real-time distance between the second player character and the target item is within a second distance range, the distance identifier control is displayed in a second display manner. The second display manner is used to display the real-time distance between the second player character and the target item. When the real-time distance between the second player character and the target item is within a third distance range, the distance identifier control is displayed in a third display manner. The third display manner is used to display that the second player character enters a predetermined range of the location where the target item is located. Wherein, the distance values involved in the distance ranges are, from largest to smallest, the first distance range, the second distance range, and the third distance range.
7. The method according to claim 1, characterized in that The first player team further includes a third player character. When the third player character sets a position marker in the game scene to mark the position of the target item, the method further includes: In response to a fifth trigger operation on the marker control, do not control the second player character to set a position marker in the game scene, and display a prompt message indicating that the marking has been completed.
8. The method according to any one of claims 1-7, characterized in that, The method further includes: In response to a first transfer operation on the second player character, replace the task leader of the first player team with the second player character. The first transfer operation is used to transfer the task leader of the first player team from the first player character to the second player character. The task leader is used to explore the virtual items involved in the item exploration task of the first player team.
9. The method according to claim 8, characterized in that The first transfer operation is triggered during the execution of the first item exploration task, or The first transfer operation is triggered after the first item exploration task is completed.
10. The method according to claim 9, wherein, After the second player character becomes the task leader of the first player team, the method further includes: In response to the second player character entering the interaction range of the target item, display an exploration control in the game screen; In response to a sixth trigger operation on the exploration control, control the second player character to explore the target item in the game scene.
11. The method according to claim 9, wherein When the first transfer operation is triggered when the first item exploration task is completed, the method further includes: Control the second player character to use a task consumption item; In response to the successful use of the task consumption item, initiate a second item exploration task for the first player team.
12. The method according to claim 10, wherein When controlling the second player character to explore the target item in the game scene, the method further includes: In response to all player characters in the first player team being located in the game map area where the target item is located, display that the exploration of the target item is successful; In response to a player character in the first player team being located outside the game map area, display that the exploration of the target item fails.
13. The method according to claim 10, wherein After controlling the second player character to explore the target item in the game scene, the method further includes: Refresh a hostile virtual object associated with the first item exploration task in the game scene. The hostile virtual object is in a hostile relationship with the player objects in the first player team in the game; In response to the hostile virtual object being defeated under preset conditions, the explored target item is converted from a non-interactable state to an interactable state.
14. The method according to any one of claims 1-7, characterized in that, The information interaction interface further includes the character identifier of the first player character.
15. The method according to any one of claims 1-7, characterized in that, The method further includes: When the second player character joins a second player team, if the second player team is executing a third item exploration task, display the task start information of the third item exploration task in the interaction channel of the second player team; In response to a trigger operation on the interface display control in the task start information of the third item exploration task, display the information interaction interface of the third item exploration task in the game screen.
16. A team exploration device, characterized in that, The device includes a display unit and a setting unit: The display unit is configured to, in response to a first player character initiating a first item exploration task for a first player team, display an information interaction interface for the first item exploration task in a game screen corresponding to a second player character, where the first player character and the second player character belong to the first player team, and the information interaction interface includes position information of a target item involved in the first item exploration task; The display unit is further configured to, in response to the second player character entering an interaction range of the target item, display a marking control in the game screen; The setting unit is configured to, in response to a first trigger operation on the marking control, control the second player character to set a position mark in a game scene, and the position mark is used to identify the position of the target item in the game scene for game characters of the first player team.
17. A computer device, characterized in that, The computer device includes a processor and a memory: The memory is used to store a computer program; The processor is configured to execute the method according to any one of claims 1-15 based on the computer program.
18. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program, and the computer program, when executed by a computer device, implements the method according to any one of claims 1-15.
19. A computer program product including a computer program, which, when running on a computer device, causes the computer device to execute the method according to any one of claims 1-15.