Interaction processing method and device in virtual scene, electronic equipment, computer readable storage medium and computer program product
By guiding the virtual object to move to the virtual object of the interactive task in the virtual scene and performing the task, the user fatigue problem caused by the repetition of the interactive task is solved, and the fun and user stickiness of the task is improved.
Patent Information
- Application Number
- CN202510585009.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-07
- Publication Date
- 2025-07-11
AI Technical Summary
The existing interactive task setting mechanism is too formulaic, causing users to feel fatigue in repetitive operations and reduce their interest in the application.
Display the movement guidance information in the virtual scene, guide the virtual object to move to the virtual object associated with the interactive task, and display the interactive entrance within the distance threshold, and execute the interactive task through triggering operations and receive virtual rewards to enrich the interactive process.
By enriching the interactive process, reducing homogeneous operations, improving the fun of interactive tasks, thereby enhancing user stickiness.
Smart Images

Figure CN120285557A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of human-computer interaction technology, and in particular to an interactive processing method, device, electronic device, computer-readable storage medium and computer program product in a virtual scene. Background Art
[0002] In various applications (such as games, social networking, and education), application operators usually set some interactive tasks. These interactive tasks are simple to operate, and users can receive rich rewards after completing them, so as to attract users to continue using the application. However, the existing interactive task setting mechanism is relatively formulaic. Users only need to repeat the same operation every time they open the application to complete the interactive task. For example, for daily sign-in, users can receive rewards by clicking sign-in on the sign-in page after opening the application. The content of this form of interactive tasks is too repetitive, and long-term homogeneous behavior will easily cause users to feel fatigued, thereby reducing their interest in the application. Summary of the invention
[0003] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing in a virtual scene, which can improve the fun of interactive tasks in the virtual scene, thereby improving user stickiness.
[0004] The technical solution of the embodiment of the present application is implemented as follows:
[0005] The present application provides an interactive processing method in a virtual scene, the method comprising:
[0006] Displaying a virtual object and movement guidance information in a virtual scene, wherein the movement guidance information is used to guide the virtual object to move toward a virtual object associated with an interactive task; in response to a control operation on the virtual object, controlling the virtual object to move under the guidance of the movement guidance information; in response to a distance between the virtual object and the virtual object being lower than a first distance threshold, displaying an interactive entrance; in response to a trigger operation on the interactive entrance, executing the interactive task, and claiming a virtual reward obtained by executing the interactive task.
[0007] The embodiment of the present application provides an interactive processing device in a virtual scene, comprising:
[0008] A first display module, used for displaying a virtual object and movement guidance information in a virtual scene, wherein the movement guidance information is used for guiding the virtual object to move toward a virtual object associated with an interactive task;
[0009] a control module, configured to control the virtual object to move under the guidance of the movement guidance information in response to a control operation on the virtual object;
[0010] A second display module, configured to display an interaction entry in response to the distance between the virtual object and the virtual item being lower than a first distance threshold;
[0011] A reward collection module, configured to execute the interaction task in response to a trigger operation on the interaction entry, and collect a virtual reward obtained by executing the interaction task.
[0012] In the above solution, the first display module is further configured to display a movement guiding icon in the virtual scene and use the movement guiding icon as the movement guiding information; wherein, the movement guiding icon includes a direction icon and a task icon of the interaction task, the direction icon is used to indicate the location of the virtual item, and the style of the task icon corresponds to the style of the virtual item.
[0013] In the above solution, the first display module is further configured to display a path line from the current position of the virtual object to the virtual item in the virtual scene and use the path line as the movement guiding information; display text prompt information indicating the location of the virtual item in the virtual scene and use the text prompt information as the movement guiding information; display a dynamic cursor indicating the location of the virtual item in the virtual scene and use the dynamic cursor as the movement guiding information; change environmental elements indicating the location of the virtual item in the virtual scene and use the changed environmental elements as the movement guiding information, the environmental elements include at least one of the following: light, smoke, sound; display a dialogue output by a non-player character indicating the location of the virtual item in the virtual scene and use the dialogue as the movement guiding information; display a holographic projection indicating the location of the virtual item in the virtual scene and use the holographic projection as the movement guiding information, the holographic projection is generated based on the position and line of sight direction of the virtual object in the virtual scene and the position of the virtual item in the virtual scene.
[0014] In the above solution, the first display module is further configured to display the movement guiding information in the scene screen of the virtual scene in response to the distance between the virtual object and the virtual item exceeding a second distance threshold and not exceeding a third distance threshold; display the movement guiding information in the mini-map of the virtual scene in response to the distance between the virtual object and the virtual item exceeding the third distance threshold; wherein, the scene screen is the screen when observing the virtual scene from the perspective of the virtual object, the second distance threshold is greater than the first distance threshold, and the third distance threshold is greater than the second distance threshold.
[0015] In the above solution, the first display module is further configured to, in response to the position of the virtual object being within the display range of the mini-map, display an object icon of the virtual object in the mini-map and use the object icon as the movement guidance information; or, in response to the position of the virtual object not being within the display range of the mini-map, display a direction guidance icon pointing to the virtual object in the mini-map and use the direction guidance icon as the movement guidance information.
[0016] In the above solution, the first display module is further configured to, in response to the number of virtual objects associated with the interaction task being multiple, determine influence parameters that affect the guidance priorities of the virtual objects, where the influence parameters include at least one of the following: the distance between the virtual object and the virtual object, the virtual reward corresponding to the interaction task associated with the virtual object, the thematic scene associated with the virtual object; predict the guidance priorities of the virtual objects based on the influence parameters to obtain the guidance priorities of the virtual objects; and display movement guidance information for the virtual object corresponding to the highest guidance priority in the virtual scene.
[0017] In the above solution, the second display module is further configured to, before displaying the interaction entry, control the virtual object to prompt the virtual object with information through a target prompt method, where the target prompt method includes at least one of the following: dialogue bubbles, images, animations, sounds.
[0018] In the above solution, the second display module is further configured to display a task execution control at the associated position of the virtual object and use the task execution control as the interaction entry; display a task prompt icon at the associated position of the virtual object and use the task prompt icon as the interaction entry, where the style of the task prompt icon corresponds to the style of the virtual object; display a text prompt indicating the execution of the interaction task at the associated position of the virtual object, where the text prompt is in a triggerable state and use the text prompt in the triggerable state as the interaction entry.
[0019] In the above solution, the reward receiving module is further configured to, in response to a trigger operation on the interaction entry, use the trigger operation as an operation to execute the interaction task; and in response to a trigger operation on the interaction entry, control the virtual object to perform the action indicated by the interaction task.
[0020] In the above solution, the reward receiving module is further configured to, in response to the types of virtual rewards associated with the interaction task being multiple, randomly receive any one type of virtual reward among the multiple types as the virtual reward obtained by executing the interaction task.
[0021] In the above solution, the reward receiving module is further configured to, in response to there being multiple types of virtual rewards associated with the interactive task, display a selection interface for the multiple virtual rewards; and in response to a selection operation, receive the selected type of virtual reward as the virtual reward obtained by performing the interactive task.
[0022] In the above solution, the reward receiving module is further configured to, in response to there being multiple types of virtual rewards associated with the interactive task, determine parameter characteristics that affect the receiving priorities of the various types of virtual rewards, where the parameter characteristics include at least one of the following: the value of the type of virtual reward, the object characteristics of the virtual object, the similarity between the virtual rewards historically obtained by the virtual object and the type of virtual reward, the degree of matching between the type of virtual reward and the virtual item in the current theme scene, the degree of matching between the type of virtual reward and the virtual object, the completion status of the virtual object for the interactive task, where the completion status includes at least one of the following: quality, speed, manner; based on the parameter characteristics, query the correspondence between different parameter characteristics and receiving priorities, and use the queried receiving priorities as the receiving priorities of the various types of virtual rewards; and receive the virtual reward of the type corresponding to the highest receiving priority as the virtual reward obtained by performing the interactive task.
[0023] In the above solution, the reward receiving module is further configured to, when the receiving probability of the received virtual reward is lower than a probability threshold, display a sharing control for the received virtual reward in the reward receiving interface; and in response to a trigger operation on the sharing control, share the virtual reward and close the reward receiving interface.
[0024] In the above solution, the reward receiving module is further configured to, in response to a control operation triggered by sharing the virtual reward, control the virtual object to perform a target action and display a reward acquisition prompt at the associated position of the virtual object, where the reward acquisition prompt is used to prompt that the virtual object has obtained the virtual reward.
[0025] In the above solution, the interactive processing device in the virtual scene further includes a broadcast module, configured to, in response to a close operation on the reward receiving interface, perform a full-server broadcast that the virtual object has received the virtual reward; or, in response to a trigger operation on the sharing control in the reward receiving interface, perform a full-server broadcast that the virtual object has received the virtual reward.
[0026] In the above solution, the first display module is further configured to, in response to the start time of the virtual scene being within the time period associated with the target theme, display moving guidance information associated with the target theme in the virtual scene; wherein, the moving guidance information is used to guide the virtual object to move towards a virtual object in the theme scene corresponding to the target theme.
[0027] In the above solution, the second display module is further configured to display an interaction entry for the target theme; the reward receiving module is further configured to, in response to a trigger operation on the interaction entry, control the virtual object to perform an interaction operation for the target theme, and the interaction operation represents the action indicated by the interaction task.
[0028] In the above solution, the interaction processing device in the virtual scene further includes a broadcast module, which is configured to notify that the virtual object has received the virtual reward by using a notification method corresponding to the receiving probability of the virtual reward; wherein, different notification methods correspond to different notification scopes, and the notification scope is negatively correlated with the receiving probability.
[0029] In the above solution, the broadcast module is further configured to, in response to the receiving probability of the virtual reward not exceeding the first probability threshold, notify that the virtual object has received the virtual reward by using a server-wide broadcast method, or send the media promotion information that the virtual object has received the virtual reward to the social page corresponding to the virtual object by using a cross-platform notification method; in response to the receiving probability of the virtual reward exceeding the first probability threshold and not exceeding the second probability threshold, notify the target server that the virtual object has received the virtual reward by using a local area broadcast method, where the local area is the area corresponding to the server where the virtual object is located, or the current map area where the virtual object is located; in response to the receiving probability of the virtual reward exceeding the second probability threshold and not exceeding the third probability threshold, notify that the virtual object has received the virtual reward by using a camp broadcast method, where the camp includes at least one of the following: the camp where the virtual object is located, the camp that has an adversarial interaction with the virtual object; in response to the receiving probability of the virtual reward exceeding the third probability threshold, notify that the virtual object has received the virtual reward by using an in-site message, and the in-site message is used for the virtual object to have a conversation interaction with other virtual objects associated with the virtual object; wherein, the first probability threshold is less than the second probability threshold, and the second probability threshold is less than the third probability threshold.
[0030] An embodiment of the present application provides an electronic device, and the electronic device includes:
[0031] A memory, configured to store computer-executable instructions or computer programs;
[0032] A processor, when executing computer-executable instructions or a computer program stored in the memory, implements the interactive processing method in the virtual scenario provided by the embodiments of the present application.
[0033] The embodiments of the present application provide a computer-readable storage medium storing a computer program or computer-executable instructions, which are used to implement the interactive processing method in the virtual scenario provided by the embodiments of the present application when executed by a processor.
[0034] The embodiments of the present application provide a computer program product including a computer program or computer-executable instructions, and when the computer program or computer-executable instructions are executed by a processor, the interactive processing method in the virtual scenario provided by the embodiments of the present application is implemented.
[0035] Through the above embodiments, after the player starts the virtual scenario, mobile guidance information can be displayed in the virtual scenario. The mobile guidance information guides the player to control the virtual object to move towards the virtual object associated with the interactive task. When the distance between the virtual object and the virtual object is less than the first distance threshold, an interactive entry for the interactive task is displayed. By triggering the operation on the interactive entry, the interactive task is executed, and the virtual reward obtained from the interactive task is received. This way can enrich the interactive process of some interactive tasks with strong repeatability, reduce the homogenized operations when the user executes the interactive tasks, improve the interest of the interactive tasks, and thus enhance the user stickiness. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] Figure 1 is a schematic structural diagram of an interactive processing system in a virtual scenario provided by the embodiments of the present application;
[0037] Figure 2 is a schematic structural diagram of an electronic device provided by the embodiments of the present application;
[0038] Figure 3 is a first flowchart of an interactive processing method in a virtual scenario provided by the embodiments of the present application;
[0039] Figure 4A is a schematic diagram of a mobile guidance icon provided by the embodiments of the present application;
[0040] Figure 4B is a schematic diagram of a path line provided by the embodiments of the present application;
[0041] Figure 4C is a schematic diagram of text prompt information provided by the embodiments of the present application;
[0042] Figure 4D is a schematic diagram of a non-player character outputting dialogue provided by the embodiments of the present application;
[0043] Figure 4E It is a schematic diagram of holographic projection provided by an embodiment of the present application;
[0044] Figure 5A It is the first schematic diagram of a mini - map provided by an embodiment of the present application;
[0045] Figure 5B It is the second schematic diagram of a mini - map provided by an embodiment of the present application;
[0046] Figure 5C It is a schematic diagram of a complete map provided by an embodiment of the present application;
[0047] Figure 6A It is a schematic diagram of a task execution control provided by an embodiment of the present application;
[0048] Figure 6B It is a schematic diagram of a task prompt icon provided by an embodiment of the present application;
[0049] Figure 6C It is a schematic diagram of a text prompt provided by an embodiment of the present application;
[0050] Figure 7A It is a schematic diagram of a selection interface for virtual rewards provided by an embodiment of the present application;
[0051] Figure 7B It is a schematic diagram of a reward collection interface provided by an embodiment of the present application;
[0052] Figure 8 It is a schematic diagram of a reward acquisition prompt provided by an embodiment of the present application;
[0053] Figure 9 It is a schematic diagram of a virtual object in an associated theme scene provided by an embodiment of the present application;
[0054] Figure 10 It is a schematic diagram of a check - in interface provided by an embodiment of the present application;
[0055] Figure 11 It is the second process schematic diagram of an interactive processing method in a virtual scene provided by an embodiment of the present application.
[0056] It should be noted that the above "first" and "second" are only used to distinguish different solutions, and do not represent the distinction of the advantages and disadvantages of the solutions or the priority in the implementation process. Detailed implementation manners
[0057] In order to make the objectives, technical solutions, and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be construed as limiting the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of the present application.
[0058] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments and can be combined with each other without conflict.
[0059] In the following description, the terms "first / second / third" are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / third" can be interchanged with a specific order or sequence when allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0060] 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 implemented in whole or in part 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 that includes the function of that module or unit.
[0061] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meaning as commonly understood by those of ordinary skill in the art to which the present application belongs. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0062] In the embodiments of the present application, when collecting and processing relevant data in practical applications, the informed consent or separate consent of the personal information subject should be obtained strictly in accordance with the requirements of relevant laws and regulations, and subsequent data use and processing should be carried out within the scope authorized by laws and regulations and the personal information subject.
[0063] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are subject to the following explanations.
[0064] 1) Client: An application program running on a terminal for providing various services, such as a video playback client, a game client, a social client, etc.
[0065] 2) Responsive to: used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more of the executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple executed operations.
[0066] 3) Human-computer interaction interface, an interface for providing human-computer interaction functions / an interface for displaying interactive processing information in a virtual scene.
[0067] For example, a graphical user interface (GUI) display, such as an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye movement detection interface (an interface controlled by detecting the user's line of sight), a holographic interface (a three-dimensional hologram formed by projecting an image through holographic projection technology, allowing a stereoscopic image to be seen without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods such as touch, vision, and hearing), a brain-machine interface (BMI) interface, etc.
[0068] 4) Virtual scene, a virtual scene displayed (or provided) when the application runs on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. Users can control virtual objects to move in the virtual scene.
[0069] 5) Virtual object, the images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, anime characters, etc., such as the characters and animals displayed in a virtual scene. A virtual object can be a virtual image in the virtual scene used to represent the user. The virtual scene can include multiple virtual objects. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. In a game, the virtual object can also be a game character controlled by the user (or player).
[0070] 6) A virtual object refers to a digital entity that exists in a virtual scene and has specific functions or attributes. They can interact with users (players) or other virtual objects to complete specific tasks or achieve specific goals. Virtual objects can be static (such as decorations in the scene) or dynamic (such as interactive non-player characters or mission props). They usually carry the interactive logic, mission mechanisms, or narrative functions in the virtual scene. Among them, a non-player character (NPC) is a character that is not controlled by a real player in a game, virtual world, or role-playing scenario.
[0071] The embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the interest of interactive tasks in the virtual scene, thereby enhancing user stickiness.
[0072] See Figure 1 , Figure 1 FIG. 100 is a schematic architecture diagram of an interactive processing system 100 in a virtual scene provided by the embodiments of the present application. To support an interactive processing application in a virtual scene, the terminal 401 is connected to the server 200 through the network 300. The network 300 can be a wide area network, a local area network, or a combination of the two.
[0073] In some embodiments, a client or application program with the interactive processing function of the virtual scene is set on the terminal 401, such as a game client, an education client, a fitness and health client, a social client, a travel exploration client, a shopping client, an augmented reality or virtual reality client, etc. Alternatively, a web link with the interactive processing function of the virtual scene runs on the terminal 401 to implement the interactive processing method in the virtual scene provided by the embodiments of the present application. For example, the terminal 401 can display virtual objects and movement guidance information in the virtual scene. The movement guidance information is used to guide the virtual object to move towards a virtual object associated with an interactive task; in response to a control operation on the virtual object, control the virtual object to move under the guidance of the movement guidance information; in response to the distance between the virtual object and the virtual object being lower than a first distance threshold, display an interaction entry; in response to a trigger operation on the interaction entry, execute the interactive task and receive the virtual reward obtained by executing the interactive task.
[0074] Here, the above-mentioned different types of clients, application programs, or web links are introduced in detail:
[0075] For game clients, applications, or web pages, the virtual scene is the virtual scene displayed (or provided) when the game runs on the terminal 401, and the virtual object is an active object that players can have in the virtual scene. The interactive method in the virtual scene of the embodiments of this application is applicable to role-playing games, large-world exploration games, strategy games, simulation business games, combat games, etc. In different types of games, the design of the interactive tasks associated with virtual objects is closely related to the core gameplay of the game. As the carrier of player interaction, virtual objects carry the functionality and narrative of the game; while interactive tasks promote the game process and enhance the player's immersion by guiding players to interact with these objects.
[0076] For educational clients, applications, or web pages, the virtual scene is the virtual learning environment provided by the educational client (or application, web page) in the terminal 401. Students can execute learning-type interactive tasks through the interactive entry of virtual objects in the virtual scene, so as to receive virtual rewards such as knowledge points, badges, learning tools, or learning resources.
[0077] For fitness and health clients, applications, or web pages, the virtual scene is the virtual fitness scene provided by the fitness and health client (or application, web page) in the terminal 401. Users can execute sports or health-related interactive tasks through the interactive entry of virtual objects in the virtual scene, so as to receive virtual rewards such as energy bottles, health coins, nutritional items, achievement badges, etc.
[0078] For social clients, applications, or web pages, the virtual scene is the virtual social scene provided by the social client (or application, web page) in the terminal 401. Users can execute social interactive tasks in the virtual scene through the interactive entry of virtual objects, so as to receive virtual rewards such as virtual gifts, virtual decorations, etc.
[0079] For travel exploration clients, applications, or web pages, the virtual scene is the augmented reality scene provided by the travel exploration client (or application, web page) in the terminal 401. Users can execute travel-related interactive tasks through the interactive entry of virtual objects in the virtual scene, so as to receive virtual rewards such as virtual commemorative coins, historical knowledge, or task props.
[0080] For shopping clients, applications, or web pages, the virtual scene is the shopping page or virtual fitting room scene provided by the shopping client (or application, web page) in the terminal 401. Users can execute shopping-related interactive tasks through the interactive entry of virtual objects in the virtual scene, so as to receive virtual rewards such as coupons, points, gifts, etc., or virtual rewards such as virtual clothing, virtual configurations, etc.
[0081] In some embodiments, the interactive processing method in the virtual scenario provided by the embodiments of the present application can also be implemented in cooperation with the terminal 401 and the server 200. For example, the virtual object and the movement guidance information are displayed in the virtual scenario on the terminal 401, and the movement guidance information is used to guide the virtual object to move towards the virtual object associated with the interactive task; in response to a control operation on the virtual object, the virtual object is controlled to move under the guidance of the movement guidance information; in response to the distance between the virtual object and the virtual object being lower than the first distance threshold, an interaction entry is displayed; in response to a trigger operation on the interaction entry, the interactive task is executed, and a reward collection request is sent to the server 200. The server 200 responds to the reward collection request, determines the virtual reward distributed to the virtual object according to the interactive task, and sends the virtual reward to the terminal 401, so that the terminal 401 can collect the virtual reward obtained by executing the interactive task.
[0082] In some embodiments, the terminal 401 can be implemented as various types of terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart TV, a vehicle-mounted terminal, etc., or can also be implemented as a server.
[0083] In some embodiments, the server 200 can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.
[0084] See Figure 2 , Figure 2 is a schematic structural diagram of the electronic device 400 provided by the embodiments of the present application. Figure 2 The illustrated electronic device 400 includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the electronic device 400 is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear description, in Figure 2 all kinds of buses are labeled as the bus system 440.
[0085] The processor 410 may be an integrated circuit chip with the ability to process signals, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0086] The user interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, and other input buttons and controls.
[0087] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disc drives, etc. The memory 450 optionally includes one or more storage devices that are physically remote from the processor 410.
[0088] The memory 450 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0089] In some embodiments, the memory 450 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are described below by way of example.
[0090] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0091] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, Wi-Fi (Wireless Fidelity), and Universal Serial Bus (USB), etc.;
[0092] A presentation module 453 for enabling the presentation of information (e.g., a user interface for operating a peripheral device and displaying content and information) via one or more output devices 431 associated with the user interface 430 (e.g., a display screen, a speaker, etc.);
[0093] An input processing module 454 for detecting and translating one or more user inputs or interactions from one of one or more input devices 432.
[0094] In some embodiments, the interaction processing device in the virtual scenario provided by the embodiments of the present application may be implemented in software. Figure 2 Shown is an interaction processing device 455 in a virtual scenario stored in the memory 450, which may be software in the form of a program and a plug-in, etc., including the following software modules: a first display module 4551, a control module 4552, a second display module 4553, and a reward collection module 4554. These modules are logical, so they can be arbitrarily combined or further split according to the implemented functions. The functions of each module will be described below.
[0095] In other embodiments, the interaction processing device in the virtual scenario provided by the embodiments of the present application may be implemented in hardware. As an example, the interaction processing device in the virtual scenario provided by the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the interaction processing method in the virtual scenario provided by the embodiments of the present application. For example, the processor in the form of a hardware decoding processor may employ one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.
[0096] In some embodiments, the terminal or the server may implement the interactive processing method in the virtual scenario provided in the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions may be microprogram-level commands, machine instructions, or software instructions. The computer program may be a native program or a software module in the operating system; it may be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game APP; it may also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions may be instructions in any form, and the above computer programs may be application programs, modules, or plugins in any form.
[0097] As mentioned above, the interactive processing method in the virtual scenario provided in the embodiments of the present application may be implemented by various types of electronic devices. For example, it may be Figure 1 individually executed by any one of the terminal 401 and the server 200 in Figure 1 or jointly executed by the terminal 401 and the server 200 in
[0098] Next, taking the application scenario of a game as an example, where Figure 1 the terminal 401 in Figure 3 individually executes the interactive processing method in the virtual scenario provided in the embodiments of the present application will be described. Refer to Figure 3 which is the first flowchart of the interactive processing method in the virtual scenario provided in the embodiments of the present application, and will be described in conjunction with Figure 3 the steps shown.
[0099] In step 101, a virtual object and movement guidance information are displayed in the virtual scenario.
[0100] Among them, the movement guidance information is used to guide the virtual object to move towards a virtual object associated with an interactive task.
[0101] Here, the interactive task may be a series of activities with clear goals and requirements set for the user (i.e., the player in the game) in the virtual scenario, and the user needs to interact with the elements (such as characters, props, scenes, etc.) in the virtual scenario to complete. These interactive tasks usually have a certain logic and coherence, aiming to provide a specific experience and challenge for the user to promote the user's participation and immersion in the virtual scenario. The forms of interactive tasks are diverse and may include exploring specific areas, collecting items, completing specific actions, having conversations or cooperation with other virtual characters, solving puzzles, etc. The purpose may be to promote the development of the plot, improve the ability and level of the user character, obtain virtual rewards, complete specific achievements, etc.
[0102] In actual implementation, the interactive processing method in the virtual scenario of the embodiments of the present application can also be applied to interactive tasks with time periodicity, that is, periodic tasks. Interactive tasks with time periodicity will repeat at specific time intervals, such as daily, weekly, monthly, etc. For example, in a game, a "Daily Challenge Task" will be launched at a specific time every day, and players need to complete the task on the same day to obtain corresponding rewards. Another example is that games usually have periodic interactive tasks such as "Daily Sign-in" or "Daily Tasks". Taking "Daily Sign-in" as an example, when players log in to the game daily, they can receive corresponding virtual rewards by signing in.
[0103] In general games, the interactive operations of such periodic interactive tasks are usually relatively fixed and single. For example, in the "Daily Sign-in" task, players only need to click the "Sign-in" control in the sign-in interface to complete the task and receive virtual rewards. This way has too little interaction with players, which will cause players to gradually lack the motivation to interact with periodic interactive tasks.
[0104] Therefore, in the embodiments of the present application, after the player starts the virtual scenario, in response to the start operation of the virtual scenario, a virtual object and movement guidance information can be directly displayed in the virtual scenario. Here, the virtual object is the object controlled by the player in the virtual scenario, which is used to represent the player's virtual image in the virtual scenario. The movement guidance information is used to guide the player to control the virtual object to move towards a virtual item. The virtual item is associated with an interactive task in the virtual scenario. The virtual item can be a static or dynamic virtual item in the virtual scenario, or a non-player character (NPC) in the virtual scenario. The image of the virtual item is usually adapted to the interactive task. For example, if the interactive task is "Daily Sign-in", the virtual item can be an item set in the virtual scenario for signing in, such as a "Prayer Statue". Players can control the virtual object to interact with the "Prayer Statue" (such as praying, seeking blessings) to complete the sign-in task and thus receive the corresponding virtual rewards.
[0105] As an example, taking a periodic interactive task (such as "Daily Sign-in") as an example, when the player logs in to the game for the first time on the same day, that is, after starting the virtual scenario, in response to starting the virtual scenario for the first time on the same day, a virtual object and movement guidance information are displayed in the virtual scenario. The movement guidance information is used to guide the virtual object to move towards a virtual item (such as a "Prayer Statue") associated with an interactive task (such as "Daily Sign-in").
[0106] As an example, in one case, if the player does not complete the interactive task (such as "daily check-in") according to the guidance of the movement guidance information after logging in to the game for the first time, then when logging in to the game next time on the same day, that is, when starting the virtual scene, the virtual object and the movement guidance information can be directly displayed again in the virtual scene. In another case, if the player logs in to the game multiple times on the same day but does not complete the interactive task, it means that the player has a low willingness to complete the interactive task (such as "daily check-in") on the same day. Therefore, in response to the number of times of starting the virtual scene on the same day exceeding the specified number threshold and the interactive task not being executed, the movement guidance information may not be displayed in the virtual scene anymore. In this way, excessive interference with the player can be reduced and the player's disgust can be avoided. In another case, if the player does not directly interact with the virtual object according to the guidance of the movement guidance information to execute the interactive task after logging in to the game, the time interval between the current moment and the moment of starting the virtual scene can be detected in real time. When the time interval exceeds the preset duration threshold, the movement guidance information is cancelled from being displayed in the virtual scene. In this way, not only can the player be given a prompt to interact with the virtual object to execute the interactive task through the movement guidance information, but also the interference with the player can be reduced and the player's satisfaction can be improved.
[0107] In some embodiments, the terminal 401 can display the movement guidance information in the virtual scene in the following manner: display a movement guidance icon in the virtual scene and use the movement guidance icon as the movement guidance information; wherein, the movement guidance icon includes a direction icon and a task icon of the interactive task, and the direction icon is used to indicate the location of the virtual object, and the style of the task icon corresponds to the style of the virtual object.
[0108] In actual implementation, the movement guidance information can be embodied in the form of an icon. For example, a movement guidance icon is displayed in the virtual scene. The movement guidance icon is used to guide the player to control the virtual object to move towards the virtual object associated with the interactive task. Therefore, the movement guidance icon at least includes a direction icon for direction guidance, and may also include a task icon for representing the interactive task, and the style of the task icon can correspond to the virtual object.
[0109] As an example, Figure 4A is a schematic diagram of the movement guidance icon provided by the embodiment of the present application. Refer to Figure 4A , a virtual object 110 and a movement guidance icon 120 are displayed in the virtual scene. Among them, the movement guidance icon 120 includes a direction icon 1201 and a task icon 1202. Here, Figure 4AThe virtual object 130 shown is associated with an interactive task of "daily check-in". The image of the virtual object 130 is a "prayer statue". Players can control the virtual object 110 to interact with the virtual object 130 (such as praying) to complete the interactive task of "daily check-in". Therefore, when the mobile guidance icon 120 is displayed, the task icon 1202 included in the mobile guidance icon 120 can correspond to the style of the virtual object 130 (prayer statue). For example, the style of the task icon 1202 can be an icon in the "prayer" style.
[0110] In this way, using the mobile guidance icon (including the orientation icon and the task icon) as the mobile guidance information can directly indicate the orientation of the virtual object through the orientation icon, helping players quickly locate the target, reducing the exploration time, and the style of the task icon corresponds to the virtual object, enabling players to quickly identify the task target and avoid confusion. Moreover, the task icon can be dynamically adjusted according to the content of the interactive task, ensuring the accuracy of the mobile guidance information while also enhancing the player's immersion.
[0111] In some embodiments, the manner in which the terminal 401 displays the mobile guidance information in the virtual scene may further include at least one of the following: displaying a path line from the current position of the virtual object to the virtual object in the virtual scene and using the path line as the mobile guidance information; displaying text prompt information indicating the orientation of the virtual object in the virtual scene and using the text prompt information as the mobile guidance information; displaying a dynamic cursor indicating the orientation of the virtual object in the virtual scene and using the dynamic cursor as the mobile guidance information; changing environmental elements indicating the orientation of the virtual object in the virtual scene and using the changed environmental elements as the mobile guidance information, where the environmental elements include at least one of the following: light, smoke, sound; displaying a dialogue output by a non-player character indicating the orientation of the virtual object in the virtual scene and using the dialogue as the mobile guidance information; displaying a holographic projection indicating the orientation of the virtual object in the virtual scene and using the holographic projection as the mobile guidance information, where the holographic projection is generated based on the position and line of sight direction of the virtual object in the virtual scene and the position of the virtual object in the virtual scene.
[0112] In actual implementation, in addition to using the form of the mobile guidance icon as shown in Figure 4A to display the mobile guidance information, the following several methods can also be used as the mobile guidance information:
[0113] Firstly, a path line from the current position of the virtual object to the virtual object can be displayed in the virtual scene. The path line can be a straight line between the current position of the virtual object and the virtual object, or a curve generated according to the actual terrain in the virtual scene.
[0114] As an example, Figure 4BIt is a schematic diagram of the path line provided by an embodiment of the present application. Refer to Figure 4B In response to a startup operation for a virtual scene, a virtual object 110 and a path line 140 are displayed in the virtual scene. The path line 140 extends from the current position of the virtual object 110 to a virtual object 130, and is used to guide a player to control the virtual object 110 to move from the current position to the position of the virtual object 130.
[0115] Second, text prompt information (i.e., movement guidance information) indicating the azimuth where the virtual object is located can be displayed in the virtual scene. The text prompt information may include azimuth information and distance information. The azimuth information is used to represent the azimuth of the virtual object relative to the virtual object, and the distance information is used to represent the distance between the virtual object and the virtual object.
[0116] As an example, Figure 4C It is a schematic diagram of the text prompt information provided by an embodiment of the present application. Refer to Figure 4C In response to a startup operation for a virtual scene, a virtual object 110 and text prompt information 150 (such as "Move 200m in the northwest direction") are directly displayed in the virtual scene. The text prompt information 150 is used to indicate the azimuth information (such as "northwest direction") and distance information (such as "200m") between the virtual object 130 associated with an interactive task and the virtual object 110. Under the prompt of the text prompt information 150, the player can control the virtual object 110 to move towards the position of the virtual object 130.
[0117] Third, a dynamic cursor indicating the azimuth where the virtual object is located can also be displayed in the virtual scene, and the dynamic cursor is used as movement guidance information. The manifestation form of the dynamic cursor can be flexibly designed according to specific scene requirements, and its manifestation forms include but are not limited to the following: a dynamic arrow, that is, an arrow with dynamic effects (such as flashing, rotating, or color change), which points to the position where the virtual object is located in the virtual scene, and the direction of the arrow can be dynamically adjusted as the perspective of the virtual object changes to ensure that it always points to the virtual object; a dynamic light beam, a light beam or ray extending from the current position of the virtual object to the virtual object, and effects such as flowing or flashing can also be used to display the light beam or ray; a dynamic marker point, such as displaying a dynamic marker point (such as a flashing circle) in the virtual scene to guide the player to control the virtual object to approach the dynamic marker point. As the virtual object gradually approaches the dynamic marker point, the display position of the dynamic marker point is adjusted, and the adjustment method can be to move away from the virtual object but gradually approach the virtual object; a dynamic highlighted contour, such as displaying a highlighted contour (such as the glowing edge of the virtual object) around the virtual object.
[0118] Fourthly, it is also possible to change environmental elements indicating the orientation of a virtual object in a virtual scene and use the changed environmental elements as movement guidance information. The environmental elements include at least one of the following: light, smoke, and sound.
[0119] As an example, if the environmental element is light, a focused beam of light can be generated above the virtual object in the virtual scene. The light shines down from the sky or a high place, forming a bright aperture. Players can see the beam from a distance and control the virtual object to move towards the direction of the beam. If the environmental element is smoke, faint smoke can be generated around the virtual object. The smoke slowly rises with a slight animation effect (such as rotation or twinkling). Players can find the virtual object through the position of the smoke. If the environmental element is sound, a specific sound effect (such as a bell sound, a prayer sound effect, or a low hum) can be played near the virtual object. The intensity of the sound effect gradually increases as the virtual object approaches the virtual object, and the emission of the sound also has a direction. For example, if the virtual object is in the northwest of the virtual object, the sound can be emitted from the northwest of the virtual scene. It can be understood that the environmental element can be a combination of light and smoke, a combination of light and sound, a combination of smoke and sound, or a combination of light, smoke, and sound.
[0120] Fifthly, it is also possible to display in the virtual scene a dialogue output by a non-player character indicating the orientation of the virtual object and use the dialogue as movement guidance information.
[0121] As an example, Figure 4D is a schematic diagram of the dialogue output by a non-player character provided by an embodiment of the present application. Refer to Figure 4D , after the player logs in to the game, the virtual object 110 can be displayed in the virtual scene. At the same time, the non-player character 160 is displayed at the orientation of the virtual object 130. The non-player character 160 will initiate a dialogue with the virtual object 110. The content of the dialogue can indicate the orientation of the virtual object 130. The non-player character 160 can also continuously move towards the virtual object 130 and initiate a dialogue with the virtual object 110 during the movement, so as to jointly guide the player to control the virtual object 110 to move towards the position of the virtual object 130 through actions and dialogue.
[0122] Sixthly, it is also possible to display in the virtual scene a holographic projection indicating the orientation of the virtual object and use the holographic projection as movement guidance information. The holographic projection is generated based on the position and line-of-sight direction of the virtual object in the virtual scene, as well as the position of the virtual object in the virtual scene. For example, in some virtual reality or augmented reality applications, the position and orientation of the virtual object can be indicated by displaying the holographic projection of the virtual object, thereby guiding the virtual object to approach the virtual object.
[0123] As an example, Figure 4EIt is a schematic diagram of holographic projection provided by an embodiment of the present application. Refer to Figure 4E , after the player logs in to the game, a holographic projection 170 of the virtual object 110 and the virtual item 130 can be displayed in the virtual scene. The display position of the holographic projection 170 is in the line-of-sight direction of the virtual object 110 in the virtual scene and is located at the position of the virtual item 130, for guiding the player to control the virtual object 110 to move towards the position of the virtual item 130.
[0124] In the above manner, these ways of displaying movement guiding information can be selected and combined based on different game types, platforms, and different player preferences. Also, for the same player, when the player logs in to the game at different times, different display methods of movement guiding information can be used to guide the player. This can not only provide high-quality guiding effects for the player but also increase the player's interest in interactive tasks through various styles of guiding methods, thereby enhancing player stickiness.
[0125] In some embodiments, the terminal 401 can also display movement guiding information in the virtual scene in at least one of the following ways: in response to the distance between the virtual object and the virtual item exceeding the second distance threshold and not exceeding the third distance threshold, display movement guiding information in the scene screen of the virtual scene; in response to the distance between the virtual object and the virtual item exceeding the third distance threshold, display movement guiding information in the mini-map of the virtual scene; where the scene screen is the screen when observing the virtual scene from the perspective of the virtual object, the second distance threshold is greater than the first distance threshold, and the third distance threshold is greater than the second distance threshold.
[0126] Here, the scene screen is the screen when observing the virtual scene from the perspective of the virtual object; the mini-map is a simplified map in the virtual scene, usually presented in the form of a thumbnail, showing the player's current position and key information about the surrounding environment. The mini-map can be static (fixed display of a certain area) or dynamic (changing as the player moves).
[0127] Here, the second distance threshold is greater than the first distance threshold. The first distance threshold is set to determine whether the virtual object is near the virtual item and is usually set to a relatively small value, such as 5m; the second distance threshold is used to determine that the virtual object is not near the virtual item and movement guiding information needs to be provided for the virtual object to guide it closer to the virtual item. For example, the second distance threshold can be set to 200m; while the third distance threshold is used to determine whether the distance between the virtual object and the virtual item is too far, so as to judge whether movement guiding information can be directly displayed in the scene screen. For example, the third distance threshold can be set to 5km.
[0128] In actual implementation, when the distance between the virtual object and the virtual item exceeds the second distance threshold and does not exceed the third distance threshold, it means that the virtual object is neither approaching nor too far away from the virtual item. That is to say, the distance between the virtual object and the virtual item is moderate. In this case, referring to Figures 4A to 4E any one of the ways in, the movement guidance information can be directly displayed in the scene picture of the virtual scene, and players can easily find the location of the virtual item through the movement guidance information in the scene picture, improving the operation fluency of the players.
[0129] In actual implementation, if the distance between the virtual object and the virtual item exceeds the third distance threshold, it means that the current distance between the virtual object and the virtual item is too far. If the movement guidance information is displayed in the scene picture, it may mislead the players, making them think that the virtual item is not far from them, and thus directly looking for the virtual item in the current scene picture based on the movement guidance information. However, since the virtual item is far from the virtual object at this time, the players may reach the vicinity of the virtual item faster by teleporting through the teleport point. Therefore, in this case, the movement guidance information can be displayed in the mini-map of the virtual scene. For example, the location of the virtual item can be highlighted in the mini-map of the virtual scene, and the highlighted location of the virtual item in the mini-map is used as the movement guidance information.
[0130] In some cases, when the distance between the virtual object and the virtual item is greater than the second distance threshold and less than the third distance threshold, while displaying the movement guidance information in the scene picture of the virtual scene, the location of the virtual item can also be highlighted in the mini-map at the same time.
[0131] Through the above method, when the distance between the virtual object and the virtual item is moderate (exceeds the second distance threshold but does not exceed the third distance threshold), the movement guidance information can be directly displayed in the scene picture because the scene picture is the area that players mainly focus on, and directly displaying the guidance information here can prompt players more quickly and intuitively. When the distance between the virtual object and the virtual item is far (exceeds the third distance threshold), the movement guidance information can be displayed in the mini-map because in the case of long distance, the scene picture may not clearly guide to the location of the virtual item, while the mini-map can provide a global perspective to help players locate the virtual item. This design avoids the scene picture being interfered by too much guidance information, and at the same time ensures that players can still obtain the necessary guidance support when they are at a long distance. This hierarchical guidance mechanism based on distance thresholds optimizes the allocation of players' attention, enhances the immersion, improves the guidance efficiency, reduces the interface interference at the same time, and can help players quickly locate the virtual item within different distance ranges, improving the overall game experience.
[0132] In some embodiments, the terminal 401 may display movement guidance information in the mini - map of the virtual scene in the following ways: in response to the position of the virtual object being within the display range of the mini - map, display the object icon of the virtual object in the mini - map and use the object icon as the movement guidance information; or, in response to the position of the virtual object not being within the display range of the mini - map, display an orientation guidance icon pointing to the virtual object in the mini - map and use the orientation guidance icon as the movement guidance information.
[0133] In actual implementation, although the mini - map shows a thumbnail of the virtual scene, the mini - map may not be able to display the entire map image of the virtual scene at the same time. It can only display a thumbnail of a larger - scale map. Therefore, when displaying movement guidance information through the mini - map, it is also possible to determine whether the position of the virtual object is within the display range of the mini - map. For positions within and not within the display range, different styles can be used to display the movement guidance information. Specifically, in combination with Figure 5A and Figure 5B it is described as follows:
[0134] Figure 5A is the first schematic diagram of the mini - map provided by the embodiments of the present application. Refer to Figure 5A , in response to the position of the virtual object being within the display range of the mini - map, the object icon 210 of the virtual object can be directly displayed at the position of the virtual object in the mini - map.
[0135] Figure 5B is the second schematic diagram of the mini - map provided by the embodiments of the present application. Refer to Figure 5B , in response to the position of the virtual object not being within the current display range of the mini - map, an orientation guidance icon 220 pointing to the virtual object can be displayed at the edge position of the mini - map. The orientation guidance icon 220 is used to inform the player of the specific orientation where the position of the virtual object is located.
[0136] It should be noted that Figure 5A and Figure 5B both show enlarged views of the mini - map in the virtual scene.
[0137] In actual implementation, for the situation shown in Figure 5B , the player can, under the guidance of the orientation guidance icon 220, perform a trigger operation on the mini - map in the virtual scene. In response to the trigger operation on the mini - map, the complete map of the virtual scene is displayed, and thus the object icon of the virtual object is displayed at the specific position where the target object is located on the complete map. For example, Figure 5C is the schematic diagram of the complete map provided by the embodiments of the present application. Refer to Figure 5C , in response to the trigger operation on the mini - map in the virtual scene, it is displayed as Figure 5CThe complete map shown displays a marker point 230 at the position where the virtual object is currently located in the complete map, and displays an object icon 240 of the virtual object at the position where the virtual object is located. Here, both the object icon and the above-mentioned task icon are used to represent interaction tasks, and can correspond to the specific content of the interaction task, the image of the virtual object, etc.
[0138] In the above manner, by determining whether the virtual object is within the display range of the mini-map, the mobile guidance information (such as the object icon or the orientation guidance icon) is dynamically selected, enabling the player to intuitively understand the position of the virtual object. Moreover, since the display range of the mini-map is updated in real time according to the movement of the virtual object in the virtual scene, when the virtual object and the virtual object are at a relatively long distance, the approximate orientation where the virtual object is located can be informed to the player through the Figure 5B orientation guidance icon in it. After the virtual object enters the display range of the mini-map through the movement of the virtual object, it can be seamlessly switched to the Figure 5A display method shown, which can make the guidance for the virtual object more smooth, ensure the accuracy and timeliness of the guidance, and improve the satisfaction of the player.
[0139] In some embodiments, the terminal 401 can also display mobile guidance information in the virtual scene in the following manner: in response to the number of virtual objects associated with interaction tasks being multiple, determining influence parameters that affect the guidance priority of each virtual object, where the influence parameters include at least one of the following: the distance between the virtual object and the virtual object, the virtual reward corresponding to the interaction task associated with the virtual object, the theme scene associated with the virtual object; predicting the guidance priority of each virtual object based on the influence parameters to obtain the guidance priority of each virtual object; and displaying mobile guidance information for the virtual object corresponding to the highest guidance priority in the virtual scene.
[0140] In actual implementation, in the game, multiple virtual objects can be associated with the same interaction task. The positions of the multiple virtual objects can be different, and the appearance images of the multiple virtual objects can be adaptively adjusted according to different theme scenes of the game. In this way, on the one hand, players can be guided to explore different positions of the virtual scene in this way, and on the other hand, players can select the virtual objects they want to interact with according to their own needs to perform interaction tasks.
[0141] In actual implementation, in response to the number of virtual objects associated with interaction tasks being multiple, after the virtual scene is started, it is first necessary to determine a target virtual object among the multiple virtual objects and display mobile guidance information for the target virtual object in the virtual scene.
[0142] In actual implementation, the influence parameters of each virtual object can be obtained, and based on the influence parameters, the guiding priorities corresponding to each virtual object are predicted, and the virtual object with the highest guiding priority is used as the target virtual object. Here, the influence parameters can include at least one of the following: the distance between the virtual object and the virtual target, the virtual reward corresponding to the interaction task associated with the virtual object, and the theme scene associated with the virtual object.
[0143] Next, specific explanations are given for these influence parameters:
[0144] Regarding the distance between the virtual object and the virtual target, since the closer the distance, the faster the player can control the virtual target to move near the virtual object. Therefore, when predicting the guiding priority based on the distance, it can be predicted based on the principle that the closer the distance between the virtual object and the virtual target, the greater the guiding priority.
[0145] Regarding the virtual reward corresponding to the interaction task associated with the virtual object, when the number of virtual objects associated with the same interaction task is multiple, different virtual objects can be associated with different virtual rewards. That is to say, after the player performs the interaction task through different virtual objects, the virtual rewards received can be different. Therefore, when predicting the guiding priority based on the virtual reward associated with the virtual object, it can be judged according to the actual situation of the virtual target in the game at present which virtual rewards associated with the virtual objects are needed by the player. The more the virtual reward is the reward needed by the player, the greater the corresponding guiding priority.
[0146] Regarding the theme scene associated with the virtual object, in different time periods, there may be activities with different theme scenes in the game (for example, during Christmas, a Christmas activity is set in the game for players to participate in). At this time, in order to attract players to participate in the activities of the theme scene, the virtual object can be associated with the theme scene, so that the player can not only perform the interaction task through the virtual object, but also participate in the activities of the theme scene. Therefore, when predicting the guiding priority based on the theme scene associated with the virtual object, it can be judged which virtual objects are associated with the theme scene or are in the activity area of the theme scene. Then, the virtual object associated with the theme scene has a higher corresponding guiding priority. It can be understood that the virtual objects not associated with the theme scene are usually set in the regular positions of the game, such as in the regular town, or at the regular position points in the virtual scene (such as near the teleportation point).
[0147] After obtaining the influence parameters of each virtual object, the guiding priority of each virtual object can be predicted based on a pre-trained machine learning model to obtain the guiding priorities of each virtual object. Then, the virtual object corresponding to the maximum guiding priority is used as the target virtual object, and movement guiding information for the target virtual object is displayed in the virtual scene.
[0148] As an example, assume that there are 3 virtual objects associated with interactive tasks, denoted as object A, object B, and object C respectively. If the virtual rewards associated with the three virtual objects are the same and none of them are associated with a theme scene, then the guiding priority of object A, which is the closest to the virtual object, is the highest, and the movement guiding information for object A is displayed. If the distances between object A and object B and the virtual object are the same, and the distance between object C and the virtual object is farther than the distances between object A and B and the virtual object, where the virtual reward associated with object A is the virtual reward required by the player and object A is associated with a theme scene, then the guiding priority of object A is the highest, and the movement guiding information for object A is displayed.
[0149] In the above way, by introducing multi-dimensional influencing parameters (such as distance, virtual reward, theme scene, etc.) to determine the guiding priorities of multiple virtual objects and preferentially displaying the movement guiding information of the virtual object with the highest priority, it is possible to intelligently and automatically determine the virtual object that is most worthy of interaction, avoiding the player from blindly choosing among multiple virtual objects. This method can dynamically adjust the guiding priority according to the player's current state (such as position, task progress, etc.), provide more personalized guiding support, optimize the player's task path, reduce the time of ineffective exploration and decision-making, improve the completion efficiency of interactive tasks, make the player's time and energy allocation more reasonable, and maximize the game revenue.
[0150] Continue to refer to Figure 3 and continue to describe based on the above step 101.
[0151] In step 102, in response to a control operation on the virtual object, control the virtual object to move under the guidance of the movement guiding information.
[0152] In actual implementation, the ways for the player to control the virtual object to move under the guidance of the movement guiding information include, but are not limited to, the following: basic movement methods, including walking, running, flying, swimming, climbing, etc.; movement methods through vehicles, including driving virtual vehicles in the virtual scene, riding animal-like objects, controlling virtual aircraft, etc.; special movement methods, including teleportation, sliding, instant movement, sneaking, etc.
[0153] Continue to refer to Figure 3 and continue to describe based on the above step 102.
[0154] In step 103, in response to the distance between the virtual object and the virtual object being lower than the first distance threshold, display an interaction entry.
[0155] In actual implementation, when a player controls a virtual object to move near a virtual item, that is, after the distance between the virtual object and the virtual item is lower than a first distance threshold, an interaction entry can be displayed near the virtual item, which is used to instruct the player to perform an interaction operation through the interaction entry.
[0156] In some embodiments, before the terminal 401 displays the interaction entry, it can also prompt information to the virtual object in the following manner: controlling the virtual item to prompt information to the virtual object through a target prompt manner, and the target prompt manner includes at least one of the following: dialogue bubble, image, animation, sound.
[0157] In actual implementation, when a player controls a virtual object to approach a virtual item, that is, the distance between the virtual object and the virtual item is greater than the first distance threshold, but the virtual item has already appeared in the scene picture of the virtual object, information can be prompted to the virtual object by controlling the virtual item, so that the player can quickly determine which item or object in the virtual scene is the virtual item he is looking for.
[0158] Here, according to the different types of virtual items, information can be prompted through different target prompt manners.
[0159] As an example, taking the interaction task of "daily check-in" as an example, information can be prompted to the player by displaying a dialogue bubble at the virtual item, and the dialogue bubble can display text prompt information such as "Come and check in quickly" or "Come and pray quickly"; an image corresponding to the interaction task can also be displayed at the virtual item, and the image can show an action of praying for the virtual item; an animation that conforms to the interaction task can also be displayed at the virtual item as an information prompt to the player; or, if the virtual item is an NPC, the virtual item can also be controlled to emit a sound to prompt information to the player, such as shouting "Come and check in quickly" to the player.
[0160] By the above method, when the virtual object approaches the virtual item, the virtual item is controlled to prompt information to the player through the target prompt manner. On the one hand, it can quickly guide and fully locate the virtual item, and on the other hand, it can also enhance the interaction with the player, thereby enhancing the fun of the game and thus enhancing the player's interest in performing the interaction task.
[0161] In some embodiments, the terminal 401 may also display an interaction entry in at least one of the following ways: display a task execution control at an associated position of the virtual object and use the task execution control as the interaction entry; display a task prompt icon at an associated position of the virtual object and use the task prompt icon as the interaction entry, where the style of the task prompt icon corresponds to the style of the virtual object; display a text prompt indicating the execution of an interaction task at an associated position of the virtual object, where the text prompt is in a triggerable state, and use the text prompt in the triggerable state as the interaction entry.
[0162] Here, the associated position of the virtual object refers to each position that is closely related to the virtual object spatially or functionally. These positions may be the position of the virtual object itself, or a specific area or key point around the virtual object. For example, any position within a circular or rectangular area around the virtual object.
[0163] As an example, Figure 6A is a schematic diagram of the task execution control provided by an embodiment of the present application. Refer to Figure 6A , in response to the distance between the virtual object and the virtual object being less than the first distance threshold, a task execution control (such as the "Pray (Check - in)" control 310 in Figure 6A ) may be displayed at an associated position of the virtual object (i.e., an arbitrary position close to the virtual object). The task execution control may display the text information "Pray (Check - in)" and an object icon, used to inform the player that this control is the interaction entry for executing the interaction task.
[0164] As an example, Figure 6B is a schematic diagram of the task prompt icon provided by an embodiment of the present application. Refer to Figure 6B , in response to the distance between the virtual object and the virtual object being less than the first distance threshold, a task prompt icon 320 may be displayed at an associated position of the virtual object. The task prompt icon may be the above - mentioned task icon or object icon, and the icon content is related to the content of the interaction task or the image of the virtual object.
[0165] As an example, Figure 6C is a schematic diagram of the text prompt provided by an embodiment of the present application. Refer to Figure 6C , in response to the distance between the virtual object and the virtual object being less than the first distance threshold, a text prompt (such as the text prompt 330 of "Pray for Blessings (Check - in)" in Figure 6C ) may also be displayed at an associated position of the virtual object. The text prompt is usually set to be in a triggerable state, and the player can execute the interaction task by triggering the text prompt.
[0166] In the above manner, by displaying interaction entrances (such as task execution controls, task prompt icons, or text prompts) at the associated positions of virtual objects, players can intuitively understand how to interact with virtual objects and reduce confusion. Moreover, the associated positions of the interaction entrances are closely combined with the virtual objects, and the display styles also conform to the interaction tasks or virtual objects, which can make the interaction process more natural and smooth, avoiding abrupt interface elements from interrupting the immersive experience. At the same time, the simple and easy-to-understand form (such as icons or text) prompts players about the operation methods, which can also reduce the learning cost of players.
[0167] Continue to refer to Figure 3 , and the following description continues with step 103 above.
[0168] In step 104, in response to a trigger operation on the interaction entrance, an interaction task is executed, and virtual rewards obtained from executing the interaction task are received.
[0169] In some embodiments, the terminal 401 executes an interaction task in response to a trigger operation on the interaction entrance, including at least one of the following: in response to a trigger operation on the interaction entrance, using the trigger operation as the operation for executing the interaction task; in response to a trigger operation on the interaction entrance, controlling a virtual object to perform the actions indicated by the interaction task.
[0170] In actual implementation, for a periodic interaction task such as "daily check-in", the key lies in that it is easy for players to complete and they can obtain rich rewards. Therefore, the way for players to execute the interaction task should be simplified. For example, when a player makes a trigger operation on the interaction entrance, it can indicate that the player has executed the interaction task; or, to further enhance the fun of the interaction task, after the player makes a trigger operation on the interaction entrance, the terminal can also control the virtual object to perform the actions indicated by the interaction task.
[0171] As an example, taking Figure 6A the task execution control in as the interaction entrance for illustration, in one case, when the player controls the virtual object to approach the virtual object and the task execution control is displayed at the associated position of the virtual object, the player can make a trigger operation on the task execution control. The terminal, in response to the trigger operation on the task execution control, uses the trigger operation as the operation for executing the interaction task, indicating that the player has executed the interaction task, and issues corresponding virtual rewards to the player. In another case, after the player makes a trigger operation on the task execution control, the terminal can control the virtual object to perform the actions indicated by the interaction task, such as controlling the virtual object to perform an action of folding hands to pray.
[0172] In the above - mentioned manner, by triggering an operation or controlling a virtual object to perform a specified action, it can be indicated that the player has executed an interactive task, avoiding the need for the player to perform complex operations to execute the interactive task after experiencing the process of following a virtual object. This reduces the difficulty of executing the interactive task while also enriching the interaction methods of the interactive task and enhancing the player's interest in participating in the interactive task.
[0173] In some embodiments, the terminal 401 can obtain the virtual reward obtained by executing the interactive task in the following way: in response to the fact that the types of virtual rewards associated with the interactive task are multiple, randomly select any one type of virtual reward from the multiple types as the virtual reward obtained by executing the interactive task for collection.
[0174] In actual implementation, in order to enhance the player's interest in the interactive task, there are usually multiple types of virtual rewards set for the interactive task. Different types of virtual rewards have different values for the player, and moreover, the higher the value of the virtual reward, the lower the corresponding probability of obtaining it.
[0175] As an example, referring to Table 1, assume that the types of virtual rewards for the interactive task are divided into four categories, including ordinary reward (fourth grade), ordinary reward (third grade), ordinary reward (second grade), and hidden reward (first grade). Among them, the value of the ordinary reward of the fourth grade is lower than that of the ordinary reward of the third grade, the value of the ordinary reward of the third grade is lower than that of the ordinary reward of the second grade, and the value of the ordinary reward of the second grade is lower than that of the hidden reward of the first grade. Therefore, when randomly distributing the virtual rewards for the player to execute the interactive task, the probabilities for the player to obtain the rewards from high to low are: the probability of the ordinary reward (fourth grade) is 59.9%, the probability of the ordinary reward (third grade) is 30%, the probability of the ordinary reward (second grade) is 10%, and the probability of the hidden reward (first grade) is 0.1%.
[0176] Table 1
[0177] Type Probability Normal Reward (Fourth Tier) 59.9% Normal Reward (Third Tier) 30% Normal Reward (Second Tier) 10% Hidden Reward (First Tier) 0.1%
[0178] In actual implementation, the terminal can respond to the virtual object executing the interactive task. When the types of virtual rewards associated with the interactive task are multiple, randomly select any one type of virtual reward from the multiple types as the virtual reward obtained by the player for this execution of the interactive task, and collect the obtained virtual reward.
[0179] In the above - mentioned manner, by setting various types of virtual rewards and adjusting their receiving probabilities according to the reward values, and randomly distributing one of the rewards when the player completes the interactive task, this method can provide rich rewards for players, meet the needs and preferences of different players, stimulate the players' interest, sense of surprise and anticipation for the interactive tasks, thereby improving the players' participation in the interactive tasks and enhancing the repeatable playability of the interactive tasks.
[0180] In some embodiments, the terminal 401 can also receive the virtual rewards obtained by executing the interactive task in the following way: in response to the fact that the types of virtual rewards associated with the interactive task are multiple, display a selection interface for multiple virtual rewards; in response to the selection operation, receive the selected - type virtual reward as the virtual reward obtained by executing the interactive task.
[0181] In actual implementation, the option to choose virtual rewards can also be given to the player. That is, after it is determined that the player has executed the interactive task, if there are multiple types of virtual rewards associated with the interactive task, a selection interface for multiple virtual rewards can be displayed, so that the player can independently select the required virtual rewards from the virtual rewards displayed on the selection interface. In response to the player's selection operation, receive the selected - type virtual reward as the virtual reward obtained by the player for this execution of the interactive task.
[0182] In this case, in the way of displaying multiple types of virtual rewards through the selection interface, the differences in the types of virtual rewards can be reflected not only in different acquisition probabilities, but also in different functional uses, different usage scenarios, different economic values, different visual effects, etc.
[0183] As an example, Figure 7A is a schematic diagram of the selection interface of the virtual rewards provided by the embodiments of the present application. Refer to Figure 7A , in response to the fact that there are multiple types of virtual rewards associated with the interactive task, the selection interface as shown in Figure 7A can be displayed. At least two or more types of virtual rewards are shown in the selection interface. In response to the selection of any type of virtual reward and the triggering operation of the "confirm receipt" control, it is determined that the selection operation is received, and the selected - type virtual reward is received as the virtual reward obtained by the interactive task.
[0184] In the above - mentioned manner, the player can independently select virtual rewards according to their own needs on the selection interface. This way of giving the player the independent option to choose the rewards enhances the player's sense of control and satisfaction, and can make the interactive task more personalized and meet the individual needs of the player, further improving the player's interest in the interactive task and enhancing the player's stickiness.
[0185] In some embodiments, the terminal 401 can also obtain the virtual rewards obtained by performing the interactive task in the following manner: in response to there being multiple types of virtual rewards associated with the interactive task, determine the parameter characteristics that affect the receiving priorities of various types of virtual rewards. The parameter characteristics include at least one of the following: the value of the virtual reward of the type, the object characteristics of the virtual object, the similarity between the virtual rewards historically obtained by the virtual object and the virtual reward of the type, the matching degree between the virtual reward of the type and the virtual item in the theme scene, the matching degree between the virtual reward of the type and the virtual object, the completion status of the virtual object for the interactive task, and the completion status includes at least one of the following: quality, speed, and manner; based on the parameter characteristics, query the corresponding relationship between different parameter characteristics and the receiving priorities, and use the queried receiving priorities as the receiving priorities of various types of virtual rewards; receive the virtual reward of the type corresponding to the highest receiving priority as the virtual reward obtained by performing the interactive task.
[0186] In actual implementation, when there are multiple types of virtual rewards associated with the interactive task, the corresponding relationship between different parameter characteristics of the virtual rewards and the receiving priorities can also be pre-configured. After the player performs the interactive task, the terminal determines the receiving priorities of each virtual item based on the parameter characteristics of each virtual reward for the multiple types of virtual rewards associated with the virtual item, so as to push the virtual reward with a high receiving priority to the player for receipt.
[0187] In actual implementation, for various types of virtual rewards for interactive tasks associated with virtual objects, the terminal first needs to determine the parameter characteristics that affect the priority of obtaining virtual rewards. These characteristics include, but are not limited to: the value of various types of virtual rewards. For example, high-value virtual rewards (such as rare items, limited decorations) usually have a higher priority for obtaining. Or the distribution frequency of some rare or powerful rewards is restricted. That is, the higher the value, the smaller the probability of obtaining, and the lower the priority of obtaining. The object characteristics of the virtual object can include the level, character type, equipment, skills, etc. of the virtual object. For example, novice players may need resource rewards more, while advanced players may pay more attention to rare items. The similarity between the virtual rewards previously obtained by the virtual object and the current type of virtual reward. If a player has obtained a certain type of virtual reward many times recently, the priority of obtaining this type of virtual reward may be reduced. For example, if a player has obtained gold coins many times, the priority of gold coins may be reduced. The matching degree of various types of virtual rewards with the virtual object in the theme scene where the virtual object is located, that is, the degree of fit between the virtual reward and the theme scene of the interactive task. For example, in a fantasy theme scene, the priority of obtaining magic items may be higher. The matching degree of various types of virtual rewards with the virtual object, determining whether the virtual reward is suitable for the player's current state or needs. For example, if the player currently lacks a certain type of resource, the priority of this type of virtual reward may be increased. The completion situation of the virtual object for the interactive task can include the quality, speed, and manner of the virtual object when performing the interactive task. For example, for players who complete the interactive task with high quality or quickly, the priority of obtaining high-value rewards may be increased.
[0188] Subsequently, the terminal can query the priority of obtaining each type of virtual reward based on the preset corresponding relationship between different parameter characteristics and the priority of obtaining. For example, a basic priority (such as 1) can be initialized for each parameter characteristic in advance. When calculating the priority of obtaining a certain type of virtual reward, the priority of this parameter characteristic of this virtual reward can be adjusted according to the specific situation of the parameter characteristic of this virtual reward. For example, if the matching degree of this type of virtual reward with the virtual object is high, the priority of the parameter characteristic of the matching degree can be increased.
[0189] Finally, for each type of virtual reward, the priorities of the integrated parameter characteristics are combined (such as added or multiplied) into a final value to obtain the priority of obtaining this type of virtual reward. Then, the virtual reward of the type corresponding to the highest priority of obtaining is used as the virtual reward obtained by the player in this execution of the interactive task, and this virtual reward is obtained.
[0190] In the above manner, through multi-dimensional parameter features and redemption priority calculation, the terminal can intelligently determine the redemption priority of virtual rewards and select the virtual reward with the highest redemption priority to be distributed to the player. This way can make the virtual rewards received by the player more targeted, improving player satisfaction and participation in interactive tasks.
[0191] In some embodiments, the terminal 401 can receive virtual rewards obtained by performing interactive tasks in the following manner: display a reward redemption interface, and display in the reward redemption interface the virtual rewards obtained by performing the interactive tasks and the reward information of the virtual rewards.
[0192] In actual implementation, after the player performs an interactive task and receives the virtual reward associated with the interactive task, the received virtual reward is usually shown to the player for viewing. Therefore, after determining that the player has performed the interactive task, a reward redemption interface can be displayed. The virtual rewards displayed in the reward redemption interface can be the virtual rewards determined by any of the above (random, player self-selection, terminal recommendation) methods. At the same time, the reward information of the virtual rewards can also be displayed, and the reward information includes but is not limited to the brief introduction information of the reward and the icon of the reward.
[0193] It can be understood that for different types of virtual rewards received, the reward redemption interface can be distinguished and displayed in forms such as special effects, colors, texts, and sound effects.
[0194] As an example, Figure 7B is a schematic diagram of the reward redemption interface provided by an embodiment of the present application. Refer to Figure 7B , Figure 7B which shows the reward redemption interfaces of three types of virtual rewards. Taking the type classification in Table 1 above as an example, if the received virtual reward is a common type (fourth level), the received virtual reward can be displayed through the reward redemption interface shown in Figure 7B Figure (a); if the received virtual reward is a common type (third level) or a common type (second level), the received virtual reward can be displayed through the reward redemption interface shown in Figure 7B Figure (b); if the received virtual reward is a hidden reward (first level), the received virtual reward can be displayed through the reward redemption interface shown in Figure 7B Figure (c). It can be seen that the text prompts (such as small lucky, medium lucky, great lucky) in the reward redemption interfaces of different types of virtual rewards are different, which can intuitively help the player confirm the value level of the virtual reward received.
[0195] In the above manner, by displaying the reward collection interface and presenting virtual rewards and their detailed information, and at the same time adjusting the interface effect according to the value of the virtual rewards, this way can enhance the player's perception of the rewards for interactive tasks, enhance the immersion of the player in performing interactive tasks, and at the same time enhance the attractiveness and playability of the game.
[0196] In some embodiments, the terminal 401 can also share the received virtual rewards in the following way: when the receiving probability of the received virtual reward is lower than the probability threshold, a sharing control for the received virtual reward is displayed in the reward collection interface; in response to a triggering operation on the sharing control, the virtual reward is shared, and the reward collection interface is closed.
[0197] In actual implementation, when the receiving probability of the virtual reward is lower than the probability threshold, it generally means that the virtual reward belongs to a scarce reward, and the player has a strong sense of achievement after obtaining such a virtual reward. Therefore, by displaying a sharing control for the received virtual reward in the reward collection interface, the player can show the achievement and interact with other players.
[0198] Here, the probability threshold can be set based on the actual situation. Taking the probability division shown in Table 1 as an example, the probability threshold can be set to 1%, and the virtual rewards with a receiving probability lower than the probability threshold are usually hidden rewards (the first level).
[0199] As an example, continue to refer to Figure 7B Figure (c) in, when the receiving probability of the received virtual reward is lower than the probability threshold, a sharing control 340 for the received virtual reward can be displayed in the reward collection interface. In response to a triggering operation on the sharing control, the virtual reward can be shared to the session or social application specified by the player, and at the same time, the reward collection interface is closed.
[0200] In the above manner, by displaying a sharing control in the reward collection interface of virtual rewards with a receiving probability lower than the probability threshold, and sharing the reward and closing the interface after triggering the sharing operation, this way can enhance the player's sense of achievement in obtaining rare virtual rewards, improve social interaction, increase game exposure, and thus bring the possibility of social dissemination and user growth to the game.
[0201] In some embodiments, after receiving the virtual reward, the terminal 401 can also share the virtual reward in the following way: in response to a control operation triggered by sharing the virtual reward, control the virtual object to perform a target action, and display a reward acquisition prompt at the associated position of the virtual object. The reward acquisition prompt is used to prompt that the virtual object has obtained the virtual reward.
[0202] When a player actively shares the virtual reward received through the sharing control in the reward collection interface, in response to the control operation triggered by sharing the virtual reward, after closing the reward collection interface, the virtual object can be controlled to perform a target action in the virtual scene. Here, the target action can be a celebration action (cheering, dancing, applauding), a skill display (releasing special effects, prop display), an interaction action (interacting with NPCs or pets), an environmental interaction (triggering scene special effects, changing the atmosphere), a special animation (unique animation, plot animation), a social action (displaying to other players, sending expressions), a custom action, or a task-related action.
[0203] Figure 8 is a schematic diagram of the reward acquisition prompt provided by an embodiment of the present application. Refer to Figure 8 , in addition to controlling the virtual object to perform the target action, a reward acquisition prompt can also be displayed at the associated position of the virtual object (for example Figure 8 the reward acquisition prompt 350 of "Obtained Today's Super Luck" displayed at the top of the virtual object's head as shown), or a reward acquisition prompt for the virtual object can be displayed at the associated position of other virtual objects (such as NPCs) in the virtual scene (such as Figure 8 the reward acquisition prompt 350 of "Wow! Today's lucky one has appeared" as shown), or a reward acquisition prompt for the virtual object can be displayed at the associated position of the virtual item (such as Figure 8 the reward acquisition prompt 350 of "Congratulations to player XXX for obtaining today's check-in and praying gift" as shown). These reward acquisition prompts are all used to prompt that the virtual object has obtained a virtual reward, or to prompt that the virtual object has obtained a virtual reward of a target type. The virtual reward of the target type can be a scarce virtual reward with a acquisition probability lower than the probability threshold.
[0204] Through the above method, when a player obtains a scarce virtual reward, by controlling the virtual object to perform the target action and displaying the reward acquisition prompt in the virtual scene, the player's sense of achievement can be enhanced, the immersion of the player in participating in the interactive task can be enhanced, and the interactivity of the task can also be brought, thereby improving the player's participation in the interactive task and enhancing the player's stickiness.
[0205] In some embodiments, after the reward collection interface is displayed, the terminal 401 can also perform a full-server broadcast in the following ways: in response to the closing operation of the reward collection interface, perform a full-server broadcast that the virtual object has received the virtual reward; or, in response to the triggering operation of the sharing control in the reward collection interface, perform a full-server broadcast that the virtual object has received the virtual reward.
[0206] In actual implementation, the player's sense of achievement can be enhanced by broadcasting to the whole server when the player obtains the target type of virtual reward. Here, since the player can actively broadcast to the whole server through the sharing control in the reward acquisition interface, the terminal can also automatically broadcast to the whole server when the player does not trigger the sharing control.
[0207] Here, server-wide broadcast refers to sending specific information (such as player achievements, system announcements, event notifications, etc.) to all players currently online in the form of broadcasts, usually presented through text prompts, animations, sound effects, etc.
[0208] As an example, see Figure 8 In response to the triggering operation of the sharing control in the reward receiving interface, after closing the reward receiving interface, the virtual object can be reported to the whole server by broadcasting "Congratulations to player XXX for getting the blessing gift for signing in today" 360. In another case, if the player does not actively share the virtual reward received this time through the sharing control, the terminal can also directly report to the whole server that the virtual object has received the virtual reward by broadcasting "Congratulations to player XXX for getting the blessing gift for signing in today" 360, but will no longer control the virtual object to perform the target action.
[0209] Through the above method, server-wide broadcast is an important information transmission mechanism in the game. It broadcasts specific events or messages (such as virtual objects receiving virtual rewards) to all players in the form of text prompts, animation effects and sound effects. Through server-wide broadcast, it can enhance players' sense of accomplishment, strengthen social interaction, improve information transmission efficiency, increase game atmosphere and encourage players to participate in interactive tasks.
[0210] Through the above embodiment, after the player starts the virtual scene, the movement guidance information can be displayed in the virtual scene to guide the player to control the virtual object to move toward the virtual object associated with the interactive task, and when the distance between the virtual objects is less than the first distance threshold, the interactive entrance for the interactive task is displayed. By triggering the interactive entrance, the interactive task is performed and the virtual reward obtained from the interactive task is collected. This method can enrich the interactive process of some interactive tasks with high repetitiveness, reduce the homogeneous operations of users when performing interactive tasks, increase the fun of interactive tasks, and thus improve user stickiness.
[0211] In some embodiments, terminal 401 can also display movement guidance information in the virtual scene in the following manner: in response to the startup time of the virtual scene being within the time period associated with the target theme, movement guidance information associated with the target theme is displayed in the virtual scene; wherein the movement guidance information is used to guide the virtual object to move toward the virtual object in the theme scene corresponding to the target theme.
[0212] In actual implementation, the virtual object can also be associated with the target theme within the time period associated with the target theme. The target theme can be a core theme designed for certain special festivals or special events in the game. By reasonably defining the target theme, game developers can design activities that conform to the theme atmosphere and attract players to participate. For example, during the Spring Festival, theme activities for the Spring Festival theme (target theme) can be designed in the game; during Christmas, theme activities for the Christmas theme (target theme) can be designed in the game.
[0213] Therefore, when a player logs in to the game, in response to the startup operation for the virtual scene, it can first be determined whether the startup time of the virtual scene is within the time period associated with the target theme. If so, moving guidance information associated with the target theme is displayed in the virtual scene; the moving guidance information is used to guide the virtual object to move towards the virtual object in the theme scene corresponding to the target theme.
[0214] As an example, Figure 9 is a schematic diagram of the virtual object associated with the theme scene provided by an embodiment of the present application. Refer to Figure 9 , taking the target theme as the Christmas theme as an example for illustration. If the startup time of the virtual scene is within the time period associated with the Christmas theme (such as during Christmas), the virtual object 520 can be set as a Christmas tree in the theme scene of the Christmas theme. And after the virtual scene is started, the moving guidance information displayed in the virtual scene can include orientation icons and task icons or object icons in the shape of a Christmas tree. The moving guidance information can guide the player to control the virtual object 510 to move towards the virtual object 520 (i.e., the Christmas tree) in the theme scene.
[0215] By the above method, associating the virtual object of the periodic interactive task with the target theme can enable the player to not only complete the interactive task but also attract the player to participate in the theme activities of the target theme, enhance the exposure of the target theme, and improve the fun of the game.
[0216] In some embodiments, if the startup time of the virtual scene is within the time period associated with the target theme, the terminal 401 can display an interactive entry for the target theme.
[0217] Continue to refer to Figure 9 , in response to the distance between the virtual object 510 and the virtual object 520 being less than the first distance threshold, an interactive entry 530 for the target theme (such as displaying an icon in the shape of a Christmas gift and a text prompt) is displayed at the associated position of the virtual object 520.
[0218] Correspondingly, if the startup time of the virtual scene is within the time period associated with the target theme, the terminal 401 can respond to the trigger operation for the interaction entry in the following manner to execute the interaction task: In response to the trigger operation for the interaction entry, control the virtual object to perform an interaction operation for the target theme, where the interaction operation represents the action indicated by the interaction task.
[0219] In actual implementation, if a player executes an interaction task by triggering an interaction entry associated with a target theme, then in response to the trigger operation for the interaction entry, control the virtual object to perform an interaction operation that conforms to the target theme. For example, opening a Christmas gift. Here, the interaction operation is also the action indicated by the interaction task and conforms to the target theme.
[0220] It can be understood that in this case, after the player executes the interaction operation, that is, after executing the interaction task, the virtual reward obtained can also be a virtual reward for the target theme.
[0221] By the above method, when the player executes the interaction task, by associating the interaction task with the target theme, the interest of the interaction task can be enhanced, and at the same time, the exposure of the target theme can be increased, thereby enhancing the player's interest in the interaction task and the target theme.
[0222] In some embodiments, after the terminal receives the virtual reward obtained by executing the interaction task, it can use a notification method corresponding to the receiving probability of the virtual reward to notify that the virtual object has received the virtual reward; among them, different notification methods correspond to different notification scopes, and the notification scope is negatively correlated with the receiving probability.
[0223] In actual implementation, since the virtual rewards obtained by the virtual object usually have different types, and the receiving probabilities of different types of virtual rewards are usually also different. The smaller the receiving probability, the higher the value of the virtual reward. Therefore, after the terminal's virtual object receives the virtual reward obtained by executing the interaction task, it can use a notification method corresponding to the receiving probability of the virtual reward to notify that the virtual object has received the virtual reward. The design of this notification method is closely related to the receiving probability, specifically manifested as: different notification methods correspond to different notification scopes, and the notification scope is negatively correlated with the receiving probability. For example, the smaller the receiving probability of the virtual reward, the wider the notification scope.
[0224] Here, the receiving probability refers to the possibility that the virtual object successfully obtains the virtual reward after completing the interaction task. The higher the receiving probability, the easier it is to obtain the virtual reward; the lower the receiving probability, the rarer or more difficult it is to obtain the virtual reward.
[0225] Correspondingly, the notification methods can also be divided into multiple types. For example: global notification, which sends notifications to all players and is applicable to high-value virtual rewards with a relatively low receiving probability; grouped notification, which sends notifications to specific player groups and is applicable to rewards with a medium receiving probability; and personal notification, which sends notifications only to designated players and is applicable to common rewards with a relatively high receiving probability. When the receiving probability of the obtained virtual reward is low, a notification method with a larger notification scope (such as global notification) can be adopted to highlight the rarity and importance of the virtual reward; when the receiving probability of the obtained virtual reward is high, a notification method with a smaller notification scope (such as personal notification) can be adopted to avoid unnecessary interference to players.
[0226] Through the above method, by combining the notification method with the receiving probability of the virtual reward and dynamically adjusting the notification scope according to the size of the receiving probability, the terminal can achieve precise and personalized management of the virtual reward receiving notification. This method not only improves the effectiveness of the notification and the user experience, but also enhances the activity of the platform and the user participation.
[0227] In some embodiments, if the first probability threshold is less than the second probability threshold and the second probability threshold is less than the third probability threshold, the above "using a notification method corresponding to the receiving probability of the virtual reward to notify that the virtual object has received the virtual reward" can be implemented in the following ways:
[0228] First, in response to the receiving probability of the virtual reward not exceeding the first probability threshold, use the method of full-server broadcast to notify that the virtual object has received the virtual reward, or use the cross-platform notification method to send the media promotion information that the virtual object has received the virtual reward to the social page corresponding to the virtual object.
[0229] In actual implementation, if the receiving probability of the virtual reward is less than the first probability threshold, it means that the value of the virtual reward is higher. Therefore, a notification method with a larger notification scope can be adopted for notification.
[0230] As an example, regardless of whether the player actively makes a triggering operation on the sharing control of the reward receiving interface, it can be adopted Figure 8 to display the receiving information in the full-server bulletin board or scrolling message of the game platform, such as a full-server broadcast "Congratulations to player XXX for obtaining the daily sign-in and praying for good luck gift" to notify that the virtual object has received the virtual reward. In this case, all players in the game can view this notification, and the notification scope is relatively wide.
[0231] For another example, for virtual rewards with a redemption probability less than the first probability threshold, corresponding reward screens, or media promotion information such as reward videos can be pre-generated. The media promotion information should at least include relevant information about the virtual reward (such as style, function, etc.). In response to a trigger operation on the sharing control in the reward redemption interface, the media promotion information can be sent cross-platform to the social page corresponding to the virtual object's account on other platforms (non-game platforms).
[0232] As an example, in response to a trigger operation on the sharing control in the reward redemption interface, media promotion information (such as graphics and videos) about the virtual object obtaining the virtual reward is automatically generated and redirected to the social platform bound to the virtual object's account. At the same time, the media promotion information is sent to the social page (such as the conversation page) of the social platform.
[0233] In actual implementation, if the redemption probability of the virtual reward obtained by the virtual object does not exceed the first probability threshold, in response to a trigger operation on the sharing control, both server-wide broadcast and cross-platform notification can be used to notify that the virtual object has obtained the virtual reward.
[0234] By using these two methods, server-wide broadcast and cross-platform notification, to promote the redemption information to the players' social platforms, more potential users can be attracted. And by sharing the redemption information, players' social interactions can be stimulated, enhancing the social attributes of the platform. The server-wide broadcast method can utilize the attractiveness of rare rewards to encourage more players to participate in the interactive tasks and increase players' stickiness to the interactive tasks.
[0235] Second, in response to the redemption probability of the virtual reward exceeding the first probability threshold and not exceeding the second probability threshold, a local area broadcast method is used to notify the target server that the virtual object has obtained the virtual reward. The local area is the area corresponding to the server where the virtual object is located, or the current map area where the virtual object is located.
[0236] In actual implementation, in response to the redemption probability of the virtual reward exceeding the first probability threshold and not exceeding the second probability threshold (i.e., the virtual reward belongs to a medium-high rarity or medium-high value reward), the terminal can use the local area broadcast notification method to notify that the virtual object has obtained the virtual reward. The local area can be defined as the server area where the virtual object is located (such as a certain game server, a data center in a certain region) or the current map area (such as a certain map in the game, a certain virtual scene) according to the specific game scenario. The local area broadcast method means that only players within the local area are notified, and the notification range is smaller than that of the global broadcast.
[0237] As an example, the receiving information can be displayed in the chat channel or bulletin board of the current map area, such as "Congratulations to player A for obtaining the rare item Y in the interactive task in map Z!" Or, an instant message or pop-up notification can also be sent to all players within the current map area.
[0238] Through the method of local area broadcasting, the terminal can accurately and efficiently notify the receiving behavior of virtual rewards with medium to high rarity or medium to high value. The local area can be defined as the server area where the virtual object is located or the current map area, and the notification range is limited within a specific area, which not only avoids the overexposure of full-server broadcasting but also enhances the player interaction and sense of participation within the area.
[0239] Thirdly, in response to the receiving probability of the virtual reward exceeding the second probability threshold and not exceeding the third probability threshold, the method of faction broadcasting is adopted to notify that the virtual object has received the virtual reward. The factions include at least one of the following: the faction where the virtual object is located, the faction that has adversarial interaction with the virtual object.
[0240] In actual implementation, in response to the receiving probability of the virtual reward exceeding the second probability threshold and not exceeding the third probability threshold (that is, the virtual reward belongs to a reward with a relatively high receiving probability but still has a certain value), the terminal can adopt the method of faction broadcasting to notify the behavior of the virtual object receiving the virtual reward.
[0241] Among them, the faction where the virtual object is located can be the team to which the player belongs in the game session, or the guild, alliance or group joined by the player in the game. The faction that has adversarial interaction with the virtual object can be other teams, guilds, alliances or groups that have a competitive, adversarial or interactive relationship with the virtual object controlled by the player in the game session. In some implementable ways, the faction where the virtual object is located can also be a group of players within a certain range of the positioning set by the terminal corresponding to the virtual object.
[0242] Notifying through faction broadcasting can improve the participation of faction members in the interactive task and the competitive awareness of the adversarial faction, encourage players in the adversarial faction to also participate in the interactive task, and stimulate the competition and interaction among players to improve the participation of the interactive task.
[0243] Fourthly, in response to the receiving probability of the virtual reward exceeding the third probability threshold, the method of in-site message is adopted to notify that the virtual object has received the virtual reward. The in-site message is used for session interaction between the virtual object and other virtual objects associated with the virtual object.
[0244] In actual implementation, in response to the probability of receiving a virtual reward exceeding a third probability threshold (i.e., the virtual reward belongs to a high-probability or ordinary reward), the terminal can use an in-game message to notify the virtual object of the act of receiving the virtual reward. As a tool for the virtual object controlled by the player to have a conversation and interaction with other associated virtual objects (such as friends, team members, followers, etc.), when the virtual object receives an ordinary reward, the receiving information can be sent to the conversation interface of a specified friend in the game through the in-game message, so as to notify other virtual objects (i.e., the virtual objects controlled by friends) of the information of receiving the virtual reward in the way of conversation and interaction in the conversation interface.
[0245] As a tool for the player to have a conversation and interaction with other associated virtual objects, through the in-game message, the player can independently select a specified virtual object to share the information of receiving the virtual reward, which not only satisfies the player's joy of obtaining the virtual reward, but also avoids excessive disturbance to other players in the game.
[0246] In a specific embodiment, taking the interactive task as the daily check-in in the game as an example, the interactive processing method in the virtual scenario executed by the terminal 401 in the embodiment of the present application will be described.
[0247] In the game, the daily check-in is a mechanism for players to obtain rewards by logging in to the game daily and completing specific operations. Players can obtain various in-game rewards by checking in, such as game coins, items, and equipment. The daily check-in has almost become an essential operation requirement for each game. Players can receive rich game rewards through simple operations (logging in daily and clicking the check-in button on the check-in interface). These rewards can help players improve their game strength, increase the fun and challenge of the game, and also encourage players to log in to the game every day, thereby increasing the user return rate and activity, and enhancing user stickiness.
[0248] However, the operation forms of the check-in activities in most games are simple, that is, logging in daily and clicking the "Check-in" control on the check-in interface can complete the check-in for the current day and receive the rewards for the current day. Some games distribute rewards according to whether the player logs in and checks in on the current day, and some distribute rewards according to the number of days of logging in and checking in, that is, rewards can be received no matter which day the player logs in, but additional rewards will be given for consecutive logins.
[0249] As an example, Figure 10 is a schematic diagram of the check-in interface provided by the embodiment of the present application. Refer to Figure 10 , Figure 10Four types of check-in interfaces are shown. The check-in interfaces for daily check-in in different games may vary, but no matter how the check-in interface changes, the operations performed by players are usually the same. The operation form of daily check-in in the related art is simple. Although the purpose of check-in is achieved, both the check-in form and the reward mechanism are relatively formulaic and common. In the long term, players will gradually lack the motivation to check in, reducing the player's access to game resources, thereby reducing user stickiness to a certain extent.
[0250] However, the interactive processing method in the virtual scene based on the embodiments of the present application can create a more interactive and attractive scenario-based check-in gameplay. After the player logs in to the game, they can find the virtual object available for check-in according to the movement guidance information in the virtual scene. For example, Figure 4A in it, the model image of the "prayer statue" (this model image is only an example of a virtual object, and can be specifically designed according to different worldview packages. The following is collectively referred to as the check-in object, that is, the virtual object) is used as the virtual object for completing the check-in. After the player enters the game, a direction indicator (i.e., movement guidance information) will be automatically generated in the main scene interface (i.e., the virtual scene), and this direction indicator points to the location of the check-in object. The player can control the virtual object to follow the direction indicator to the location where the virtual object is located. After the distance between the virtual object and the virtual object is less than the distance threshold (for example, 3 meters), an interactive button (i.e., the interaction entry) will appear. After the player clicks this button, they can perform today's check-in. If the "ordinary reward" is obtained after check-in, it will be received normally; if the "hidden reward" is obtained after check-in, the terminal 401 will automatically broadcast the whole server in the game, and the player can also share it manually by themselves.
[0251] In addition, it should be noted that if the game is in a specific theme activity (i.e., the above-mentioned target theme) when the player logs in to the game, for example, a Christmas-themed activity set during Christmas in the game, the location of the virtual object can be set in the area where the theme activity is located, and the virtual object can also be adapted to the theme activity. For example, in the Christmas-themed activity, the virtual object can be set as the Christmas tree in this activity. In this way, the player can not only complete the daily check-in but also expose the theme activity, enhancing the player's participation and improving user stickiness.
[0252] Figure 11 is the second process schematic diagram of the interactive processing method in the virtual scene provided by the embodiments of the present application. See Figure 11 , the specific process of the interactive processing method in the virtual scene is as follows:
[0253] S201, in response to the login operation for the game, start the game.
[0254] S202, Determine whether the current time is within the time period associated with the themed event.
[0255] Determining whether the current time is within the time period associated with the themed event is equivalent to determining whether the virtual item for daily check-in is a special item in the themed event.
[0256] S203, If so, display movement guidance information for the virtual item associated with the themed event.
[0257] Here, referring to the figure, the movement guidance information is used to guide the player to control the virtual object to move towards the position of the virtual item associated with the themed event.
[0258] As an example, referring to Figure 9 , when the virtual item is associated with a themed event (such as a Christmas event), the virtual item 520 can be a Christmas tree that conforms to the Christmas event. In this case, the position of the virtual item 520 is usually within the associated area of the themed event.
[0259] S204, If not, display movement guidance information for the virtual item closest to the virtual object.
[0260] Here, the movement guidance information is used to guide the player to control the virtual object to move towards the position of the virtual item closest to it.
[0261] As an example, referring to 4A, when the virtual item is not associated with a themed event, the virtual item 130 can be some general items in the virtual scene, such as a praying statue, which can be used to complete daily check-in in the form of praying. In this case, the virtual item 130 is usually set at conventional positions such as near the town or near the teleportation point.
[0262] S205, Determine whether the distance between the virtual object and the virtual item is less than the first distance threshold.
[0263] The player can, based on the guidance of the movement guidance information, control the virtual object to continuously move towards the virtual item. During the movement, the movement guidance information can be updated in real time in the scene screen or the mini-map. For specific details, refer to the above-mentioned embodiment for Figures 5A - 5C , which will not be elaborated here.
[0264] Here, the first distance threshold is usually set to a relatively small value, such as 3m, to determine whether the virtual object has reached the vicinity of the virtual item.
[0265] S206, When the distance between the virtual object and the virtual item is less than the first distance threshold, display an interaction entry at the associated position of the virtual item.
[0266] The manifestation form of the interaction entry can be referred to Figure 6A ,Figure 6B and Figure 6C Examples thereof will not be elaborated here.
[0267] S207. Execute an interactive task.
[0268] In response to a player's trigger operation on the interactive entry, use the trigger operation as the execution operation for the interactive task. For example, see Figure 6A , where the player can click on the "Pray (Check-in)" control 310 to check in.
[0269] S208. Confirm the virtual reward received.
[0270] Referring to Table 1, the acquisition probabilities of different types of virtual rewards are usually different. Here, after the player completes the check-in, the virtual reward obtained by the player in this interaction can be randomly determined based on a pre-set probability table.
[0271] S209. Display the reward collection interface for the normal reward (fourth tier).
[0272] See Figure 7B Figure (a) of . If the virtual reward obtained is the normal reward (fourth tier), display the reward collection interface corresponding to the normal reward (fourth tier).
[0273] S210. Display the reward collection interface for the normal reward (third tier).
[0274] See Figure 7B Figure (b) of . If the virtual reward obtained is the normal reward (third tier), display the reward collection interface corresponding to the normal reward (third tier).
[0275] S211. Display the reward collection interface for the normal reward (second tier).
[0276] See Figure 7B Figure (b) of . If the virtual reward obtained is the normal reward (second tier), display the reward collection interface corresponding to the normal reward (second tier).
[0277] S212. Display the reward collection interface for the hidden reward (first tier).
[0278] See Figure 7B Figure (c) of . If the virtual reward obtained is the hidden reward (first tier), display the reward collection interface corresponding to the hidden reward (first tier).
[0279] S213. The interaction is completed, and the reward is collected.
[0280] If the player receives one of the normal rewards, the interactive task is completed, and the virtual reward for executing the interactive task is collected.
[0281] S214, Interaction completed, claim the reward.
[0282] If the player claims a hidden reward, the interaction task is completed, and the player claims the virtual reward for completing the interaction task. At the same time, the subsequent sharing process can also be executed.
[0283] S215, Determine whether the player has enabled the server-wide broadcast function.
[0284] In the game, there is a pre-set option to enable the server-wide broadcast function. Players can choose to enable or not enable the server-wide broadcast function based on their actual needs.
[0285] S216, Player actively shares.
[0286] If the player has not enabled the server-wide broadcast function, refer to Figure 7B Figure (c), after the player obtains the virtual reward, the player can execute the sharing process of S217 by actively clicking the sharing control 340 in the reward claim interface.
[0287] S217, Server-wide broadcast, and control the virtual object to perform a specified action.
[0288] In response to the trigger operation on the sharing control, the obtained virtual reward is shared to the system channel in the game, and a server-wide broadcast is performed. At the same time, control the virtual object to perform a specified action in the virtual scene, such as dancing, and special effects, special expressions, and NPCs performing specified actions can also be displayed in the virtual scene.
[0289] S218, Automatically perform a server-wide broadcast.
[0290] If the player has enabled the server-wide broadcast function, after the player obtains the hidden reward, whether the player actively clicks the sharing control or not, the terminal can automatically perform a server-wide broadcast. However, if the player does not actively click the sharing control, only a server-wide broadcast will be performed without triggering the virtual object to perform a specified action.
[0291] Through the above method, for this kind of daily check-in interaction task, it can enhance the sense of ceremony of check-in, make the check-in behavior have a stronger emotional connection with the game world and players. Setting up the hidden grand prize mechanism for the check-in task can also enhance the player's check-in desire and social topic interaction, improve the daily login rate of the game, and thus enhance user stickiness. If there is a special theme activity check-in venue currently, players can also go to the theme activity venue and perform the check-in task through special items in the theme activity. This can not only attract players to check in here but also increase the exposure of the theme activity. Compared with Figure 10The interface-based check-in shown, on the basis of retaining the interface check-in, the gameplay of scenario check-in provides another more interesting check-in method for players, enhancing the fun of the periodic check-in tasks.
[0292] Next, continue to describe the exemplary structure of the interactive processing device 455 in the virtual scenario provided by the embodiments of the present application as a software module. In some embodiments, as Figure 2 shown, the software module in the interactive processing device 455 in the virtual scenario stored in the memory 450 may include:
[0293] The first display module 4551 is used to display virtual objects and movement guidance information in the virtual scenario, and the movement guidance information is used to guide the virtual objects to move towards the virtual objects associated with the interactive tasks;
[0294] The control module 4552 is used to control the movement of the virtual object under the guidance of the movement guidance information in response to a control operation on the virtual object;
[0295] The second display module 4553 is used to display an interaction entry in response to the distance between the virtual object and the virtual object being lower than the first distance threshold;
[0296] The reward receiving module 4554 is used to execute the interactive task and receive the virtual reward obtained by executing the interactive task in response to a trigger operation on the interaction entry.
[0297] In some embodiments, the first display module 4551 is further used to display a movement guidance icon in the virtual scenario and use the movement guidance icon as the movement guidance information; wherein, the movement guidance icon includes a direction icon and a task icon of the interactive task, and the direction icon is used to indicate the direction where the virtual object is located, and the style of the task icon corresponds to the style of the virtual object.
[0298] In some embodiments, the first display module 4551 is further configured to display, in the virtual scene, a path line from the current position of the virtual object to the virtual item, and use the path line as movement guidance information; display, in the virtual scene, a text prompt message indicating the orientation of the virtual item, and use the text prompt message as movement guidance information; display, in the virtual scene, a dynamic cursor indicating the orientation of the virtual item, and use the dynamic cursor as movement guidance information; change, in the virtual scene, an environmental element indicating the orientation of the virtual item, and use the changed environmental element as movement guidance information, where the environmental element includes at least one of the following: light, smoke, sound; display, in the virtual scene, a dialogue output by a non-player character indicating the orientation of the virtual item, and use the dialogue as movement guidance information; display, in the virtual scene, a holographic projection indicating the orientation of the virtual item, and use the holographic projection as movement guidance information, where the holographic projection is generated based on the position and line of sight direction of the virtual object in the virtual scene and the position of the virtual item in the virtual scene.
[0299] In some embodiments, the first display module 4551 is further configured to, in response to the distance between the virtual object and the virtual item exceeding a second distance threshold and not exceeding a third distance threshold, display movement guidance information in the scene screen of the virtual scene; in response to the distance between the virtual object and the virtual item exceeding the third distance threshold, display movement guidance information in the mini-map of the virtual scene; where the scene screen is the screen when observing the virtual scene from the perspective of the virtual object, the second distance threshold is greater than the first distance threshold, and the third distance threshold is greater than the second distance threshold.
[0300] In some embodiments, the first display module 4551 is further configured to, in response to the position of the virtual item being within the display range of the mini-map, display an item icon of the virtual item in the mini-map, and use the item icon as movement guidance information; or, in response to the position of the virtual item not being within the display range of the mini-map, display an orientation guidance icon pointing to the virtual item in the mini-map, and use the orientation guidance icon as movement guidance information.
[0301] In some embodiments, the first display module 4551 is further configured to, in response to the number of virtual items associated with an interaction task being multiple, determine influence parameters for guiding priorities of each virtual item, where the influence parameters include at least one of the following: the distance between the virtual item and the virtual object, the virtual reward corresponding to the interaction task associated with the virtual item, the thematic scene associated with the virtual item; predict the guiding priorities of each virtual item based on the influence parameters to obtain the guiding priorities of each virtual item; and display, in the virtual scene, movement guidance information for the virtual item corresponding to the highest guiding priority.
[0302] In some embodiments, the second display module 4553 is further configured to, before displaying the interaction entry, control the virtual object to perform information prompting on the virtual subject through a target prompting method, where the target prompting method includes at least one of the following: dialogue bubble, image, animation, sound.
[0303] In some embodiments, the second display module 4553 is further configured to display a task execution control at an associated position of the virtual object and use the task execution control as the interaction entry; display a task prompt icon at the associated position of the virtual object and use the task prompt icon as the interaction entry, where the style of the task prompt icon corresponds to the style of the virtual object; display a text prompt indicating the execution of the interaction task at the associated position of the virtual object, where the text prompt is in a triggerable state, and use the text prompt in the triggerable state as the interaction entry.
[0304] In some embodiments, the reward receiving module 4554 is further configured to, in response to a trigger operation on the interaction entry, use the trigger operation as an operation for executing the interaction task; in response to a trigger operation on the interaction entry, control the virtual object to perform the action indicated by the interaction task.
[0305] In some embodiments, the reward receiving module 4554 is further configured to, in response to there being multiple types of virtual rewards associated with the interaction task, randomly receive any one type of virtual reward among the multiple types as the virtual reward obtained by executing the interaction task.
[0306] In some embodiments, the reward receiving module 4554 is further configured to, in response to there being multiple types of virtual rewards associated with the interaction task, display a selection interface for the multiple virtual rewards; in response to a selection operation, receive the selected type of virtual reward as the virtual reward obtained by executing the interaction task.
[0307] In some embodiments, the reward receiving module 4554 is further configured to, in response to there being multiple types of virtual rewards associated with the interaction task, determine parameter characteristics that affect the receiving priority of various types of virtual rewards, where the parameter characteristics include at least one of the following: the value of the virtual reward of the type, the object characteristics of the virtual object, the similarity between the virtual rewards historically obtained by the virtual object and the virtual reward of the type, the matching degree between the virtual reward of the type and the virtual object in the theme scene where the virtual object is located, the matching degree between the virtual reward of the type and the virtual object, the completion situation of the virtual object for the interaction task, and the completion situation includes at least one of the following: quality, speed, manner; based on the parameter characteristics, query the corresponding relationship between different parameter characteristics and the receiving priority, and use the queried receiving priority as the receiving priority of each type of virtual reward; receive the virtual reward corresponding to the highest receiving priority as the virtual reward obtained by executing the interaction task.
[0308] In some embodiments, the reward collection module 4554 is further configured to, when the collection probability of the received virtual reward is lower than the probability threshold, display a sharing control for the received virtual reward in the reward collection interface; and in response to a trigger operation on the sharing control, share the virtual reward and close the reward collection interface.
[0309] In some embodiments, the reward collection module 4554 is further configured to, in response to a control operation triggered by sharing the virtual reward, control the virtual object to perform a target action, and display a reward acquisition prompt at the associated position of the virtual object, where the reward acquisition prompt is used to prompt that the virtual object has obtained the virtual reward.
[0310] In some embodiments, the interaction processing device 455 in the virtual scene further includes a broadcast module, configured to perform a full-server broadcast that the virtual object has received the virtual reward in response to a close operation on the reward collection interface; or perform a full-server broadcast that the virtual object has received the virtual reward in response to a trigger operation on the sharing control in the reward collection interface.
[0311] In some embodiments, the first display module 4551 is further configured to, when the startup time of the virtual scene is within the time period associated with the target theme, display moving guidance information associated with the target theme in the virtual scene; where the moving guidance information is used to guide the virtual object to move towards a virtual item in the theme scene corresponding to the target theme.
[0312] In some embodiments, the second display module 4553 is further configured to display an interaction entry for the target theme; the reward collection module 4554 is further configured to, in response to a trigger operation on the interaction entry, control the virtual object to perform an interaction operation for the target theme, where the interaction operation represents the action indicated by the interaction task.
[0313] In some embodiments, the interaction processing device 455 in the virtual scene further includes a broadcast module, configured to notify that the virtual object has received the virtual reward in a notification manner corresponding to the collection probability of the virtual reward; where different notification manners correspond to different notification ranges, and the notification range has an inverse correlation with the collection probability.
[0314] In some embodiments, the broadcast module is further configured to, in response to the receiving probability of the virtual reward not exceeding the first probability threshold, notify that the virtual object has received the virtual reward in a full-server broadcast manner, or send the media promotion information that the virtual object has received the virtual reward to the social page corresponding to the virtual object in a cross-platform notification manner; in response to the receiving probability of the virtual reward exceeding the first probability threshold and not exceeding the second probability threshold, notify the target server that the virtual object has received the virtual reward in a local area broadcast manner, where the local area is the area corresponding to the server where the virtual object is located, or the current map area where the virtual object is located; in response to the receiving probability of the virtual reward exceeding the second probability threshold and not exceeding the third probability threshold, notify that the virtual object has received the virtual reward in a camp broadcast manner, where the camp includes at least one of the following: the camp where the virtual object is located, the camp that interacts antagonistically with the virtual object; in response to the receiving probability of the virtual reward exceeding the third probability threshold, notify that the virtual object has received the virtual reward in an in-site message manner, where the in-site message is used for the virtual object to interact conversationally with other virtual objects associated with the virtual object; wherein, the first probability threshold is less than the second probability threshold, and the second probability threshold is less than the third probability threshold.
[0315] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. The processor of the electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the electronic device executes the interactive processing method in the virtual scenario in the embodiment of the present application.
[0316] An embodiment of the present application provides a computer-readable storage medium, in which computer-executable instructions or a computer program are stored. When the computer-executable instructions or the computer program are executed by a processor, the processor will be caused to execute the interactive processing method in the virtual scenario provided by the embodiment of the present application. For example, Figure 3 the interactive processing method in the virtual scenario shown.
[0317] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0318] In some embodiments, the computer-executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as a stand-alone program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0319] As an example, the computer-executable instructions may or may not correspond to a file in the file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, stored in a single file dedicated to the program in question, or, stored in multiple cooperating files (for example, files that store one or more modules, subroutines, or portions of code).
[0320] As an example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or, on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0321] Through the above embodiments, after the player starts the virtual scene, by displaying moving guidance information in the virtual scene, guiding the player to control the virtual object to move towards the virtual object associated with the interaction task through the moving guidance information, and when the distance between the virtual object and the virtual object is less than the first distance threshold, displaying an interaction entry for the interaction task, and through the triggering operation for the interaction entry, executing the interaction task and receiving the virtual rewards obtained from the interaction task. This way can enrich the interaction process of some interaction tasks with strong repeatability, reduce the homogeneous operations of users when performing interaction tasks, improve the interestingness of the interaction tasks, and thus enhance user stickiness.
[0322] As described above, only the embodiments of the present application are used and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are all included in the protection scope of the present application.
Claims
1. An interactive processing method in a virtual scenario, characterized in that The method includes: displaying a virtual object and movement guidance information in a virtual scene, where the movement guidance information is used to guide the virtual object to move towards a virtual object associated with an interaction task; controlling the virtual object to move under the guidance of the movement guidance information in response to a control operation on the virtual object; displaying an interaction entry in response to the distance between the virtual object and the virtual object being lower than a first distance threshold; executing the interaction task and receiving a virtual reward obtained by executing the interaction task in response to a trigger operation on the interaction entry.
2. The method according to claim 1, wherein The displaying movement guidance information in the virtual scene includes: displaying a movement guidance icon in the virtual scene and using the movement guidance icon as the movement guidance information; wherein the movement guidance icon includes a direction icon and a task icon of the interaction task, the direction icon is used to indicate the direction where the virtual object is located, and the style of the task icon corresponds to the style of the virtual object.
3. The method according to claim 1, wherein The displaying movement guidance information in the virtual scene includes at least one of the following: displaying a path line from the current position of the virtual object to the virtual object in the virtual scene and using the path line as the movement guidance information; displaying text prompt information indicating the direction where the virtual object is located in the virtual scene and using the text prompt information as the movement guidance information; displaying a dynamic cursor indicating the direction where the virtual object is located in the virtual scene and using the dynamic cursor as the movement guidance information; changing an environmental element indicating the direction where the virtual object is located in the virtual scene and using the changed environmental element as the movement guidance information, where the environmental element includes at least one of the following: light, smoke, sound; displaying a dialogue output by a non-player character indicating the direction where the virtual object is located in the virtual scene and using the dialogue as the movement guidance information; displaying a holographic projection indicating the direction where the virtual object is located in the virtual scene and using the holographic projection as the movement guidance information, where the holographic projection is generated based on the position and line of sight direction of the virtual object in the virtual scene, and the position of the virtual object in the virtual scene.
4. The method according to claim 1, wherein The displaying movement guidance information in the virtual scene includes at least one of the following: displaying the movement guidance information in the scene picture of the virtual scene in response to the distance between the virtual object and the virtual object exceeding a second distance threshold and not exceeding a third distance threshold; displaying the movement guidance information in the mini-map of the virtual scene in response to the distance between the virtual object and the virtual object exceeding the third distance threshold; wherein the scene picture is the picture when observing the virtual scene from the perspective of the virtual object, the second distance threshold is greater than the first distance threshold, and the third distance threshold is greater than the second distance threshold.
5. The method according to claim 4, wherein The displaying the movement guidance information in the mini-map of the virtual scene includes: In response to the position of the virtual object being within the display range of the mini - map, display the object icon of the virtual object in the mini - map and use the object icon as the movement guidance information; or, In response to the position of the virtual object not being within the display range of the mini - map, display an orientation guidance icon pointing to the virtual object in the mini - map and use the orientation guidance icon as the movement guidance information.
6. The method according to claim 1, wherein The displaying of movement guidance information in the virtual scene includes: In response to the number of virtual objects associated with the interactive task being multiple, determine the influencing parameters that affect the guidance priorities of each virtual object. The influencing parameters include at least one of the following: the distance between the virtual object and the virtual object, the virtual reward corresponding to the interactive task associated with the virtual object, the thematic scene associated with the virtual object; Predict the guidance priorities of each virtual object based on the influencing parameters to obtain the guidance priorities of each virtual object; Display the movement guidance information for the virtual object corresponding to the highest guidance priority in the virtual scene.
7. The method according to claim 1, wherein Before displaying the interaction entry, the method further includes: Controlling the virtual object to give information prompts to the virtual object through a target prompt method, where the target prompt method includes at least one of the following: dialogue bubbles, images, animations, sounds.
8. The method according to claim 1, wherein The displaying of the interaction entry includes at least one of the following: Display a task execution control at the associated position of the virtual object and use the task execution control as the interaction entry; Display a task prompt icon at the associated position of the virtual object and use the task prompt icon as the interaction entry, where the style of the task prompt icon corresponds to the style of the virtual object; Display a text prompt indicating the execution of the interactive task at the associated position of the virtual object, where the text prompt is in a triggerable state and use the text prompt in the triggerable state as the interaction entry.
9. The method according to claim 1, characterized in that, The executing of the interactive task in response to a trigger operation on the interaction entry includes at least one of the following: In response to a trigger operation on the interaction entry, use the trigger operation as the operation for executing the interactive task; In response to a trigger operation on the interaction entry, control the virtual object to perform the action indicated by the interactive task.
10. The method according to claim 1, wherein The receiving of the virtual reward obtained by executing the interactive task includes: In response to the type of the virtual reward associated with the interactive task being multiple, randomly receive any one type of the multiple types of virtual rewards as the virtual reward obtained by executing the interactive task.
11. The method according to claim 1, wherein The receiving of the virtual reward obtained by executing the interactive task includes: In response to the type of the virtual reward associated with the interactive task being multiple, display a selection interface for the multiple virtual rewards; In response to a selection operation, receive the virtual reward of the selected type as the virtual reward obtained by executing the interactive task.
12. The method according to claim 1, wherein The receiving of the virtual reward obtained by executing the interactive task includes: In response to the fact that there are multiple types of virtual rewards associated with the interactive task, determine the parameter characteristics that affect the receiving priority of various types of virtual rewards. The parameter characteristics include at least one of the following: the value of the virtual reward of the type, the object characteristics of the virtual object, the similarity between the virtual rewards historically obtained by the virtual object and the virtual reward of the type, the matching degree between the virtual reward of the type and the virtual item in the current theme scene, the matching degree between the virtual reward of the type and the virtual object, and the completion status of the virtual object for the interactive task. The completion status includes at least one of the following: quality, speed, and manner. Based on the parameter characteristics, query the correspondence between different parameter characteristics and the receiving priority, and use the queried receiving priority as the receiving priority of each type of virtual reward. Take the virtual reward corresponding to the maximum receiving priority as the virtual reward obtained by executing the interactive task for receiving.
13. The method according to claim 1, characterized in that, The receiving of the virtual reward obtained by executing the interactive task includes: Display a reward receiving interface, and display in the reward receiving interface the virtual reward obtained by executing the interactive task for receiving, as well as the reward information of the virtual reward.
14. The method according to claim 13, characterized in that, The method further includes: In the case where the receiving probability of the received virtual reward is lower than the probability threshold, display a sharing control for the received virtual reward in the reward receiving interface. In response to a trigger operation on the sharing control, share the virtual reward and close the reward receiving interface.
15. The method according to claim 14, wherein After sharing the virtual reward, the method further includes: In response to a control operation triggered by sharing the virtual reward, control the virtual object to perform a target action, and display a reward acquisition prompt at the associated position of the virtual object. The reward acquisition prompt is used to prompt that the virtual object has obtained the virtual reward.
16. The method according to claim 13, wherein After displaying the reward receiving interface, the method further includes at least one of the following: In response to a close operation on the reward receiving interface, broadcast to the entire server that the virtual object has received the virtual reward; or, In response to a trigger operation on the sharing control in the reward receiving interface, broadcast to the entire server that the virtual object has received the virtual reward.
17. The method according to claim 1, wherein The displaying of the movement guidance information in the virtual scene includes: In response to the start time of the virtual scene being within the time period associated with the target theme, display movement guidance information associated with the target theme in the virtual scene. Among them, the movement guidance information is used to guide the virtual object to move towards the virtual item in the theme scene corresponding to the target theme.
18. The method according to claim 17, wherein The displaying of the interactive entry includes: Display an interactive entry for the target theme. The execution of the interactive task in response to a trigger operation on the interactive entry includes: In response to a trigger operation on the interactive entry, control the virtual object to perform an interactive operation for the target theme. The interactive operation represents the action indicated by the interactive task.
19. The method according to claim 1, wherein After receiving the virtual reward obtained by executing the interactive task, the method further includes: Use a notification method corresponding to the receiving probability of the virtual reward to notify that the virtual object has received the virtual reward; Among them, different notification methods correspond to different notification scopes, and the notification scope has an inverse correlation with the receiving probability.
20. The method according to claim 19, wherein The step of using a notification method corresponding to the receiving probability of the virtual reward to notify that the virtual object has received the virtual reward includes: In response to the receiving probability of the virtual reward not exceeding the first probability threshold, use the method of full-server broadcast to notify that the virtual object has received the virtual reward, or use the method of cross-platform notification to send the media promotion information that the virtual object has received the virtual reward to the social page corresponding to the virtual object; In response to the receiving probability of the virtual reward exceeding the first probability threshold and not exceeding the second probability threshold, use the method of local area broadcast to notify the target server that the virtual object has received the virtual reward, where the local area is the area corresponding to the server where the virtual object is located, or the current map area where the virtual object is located; In response to the receiving probability of the virtual reward exceeding the second probability threshold and not exceeding the third probability threshold, use the method of camp broadcast to notify that the virtual object has received the virtual reward, where the camp includes at least one of the following: the camp where the virtual object is located, the camp that has adversarial interaction with the virtual object; In response to the receiving probability of the virtual reward exceeding the third probability threshold, use the method of in-site message to notify that the virtual object has received the virtual reward, and the in-site message is used for the virtual object to have conversation interaction with other virtual objects associated with the virtual object; Among them, the first probability threshold is less than the second probability threshold, and the second probability threshold is less than the third probability threshold.
21. An interactive processing device in a virtual scenario, characterized in that, The device includes: A first display module, configured to display a virtual object and movement guidance information in a virtual scene, where the movement guidance information is used to guide the virtual object to move towards a virtual object associated with an interaction task; A control module, configured to control the virtual object to move under the guidance of the movement guidance information in response to a control operation on the virtual object; A second display module, configured to display an interaction entry in response to the distance between the virtual object and the virtual object being lower than a first distance threshold; A reward receiving module, configured to execute the interaction task and receive the virtual reward obtained by executing the interaction task in response to a trigger operation on the interaction entry.
22. An electronic device, characterized in that, The electronic device includes: A memory, configured to store computer-executable instructions or a computer program; A processor, configured to implement the interactive processing method in the virtual scene according to any one of claims 1 to 20 when executing the computer-executable instructions or the computer program stored in the memory.
23. A computer-readable storage medium stores computer-executable instructions or a computer program, characterized in that, The computer-executable instructions or the computer program, when executed by the processor, implement the interactive processing method in the virtual scene according to any one of claims 1 to 20.
24. A computer program product, comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, an interactive processing method in the virtual scenario according to any one of claims 1 to 20 is implemented.