Information processing method in game, program product and electronic equipment
By adjusting the skill parameters of the target virtual character in the virtual scene, the problem of single combat strategies and low collaboration efficiency of multiple virtual characters is solved, and a richer combat experience and higher team collaboration capabilities are achieved.
Patent Information
- Application Number
- CN202510497156.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-18
- Publication Date
- 2025-07-11
AI Technical Summary
In the collaborative battle between multiple virtual characters, there is a problem of single combat strategy and low collaboration efficiency.
By responding to movement control operations and specified trigger operations, the controlled virtual character is controlled to move in the virtual scene and adjust its skill parameters according to the camp relationship between the target virtual character and the controlled virtual character.
It improves the diversity of combat strategies and team collaboration efficiency, and enhances the strategic and fun of the game.
Smart Images

Figure CN120285561A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to an information processing method, a computer program product, and an electronic device in a game. Background Art
[0002] With the development of computers and games, in some games, multiple game players can form a camp and fight against other game players in other camps. Players can communicate and cooperate on combat strategies in the form of voice or text chat. In some cases, multiple virtual characters in the same camp have different skills. For example, the skills of virtual character A are biased towards control, the skills of virtual character B are biased towards attack, and the skills of virtual character C are biased towards healing.
[0003] In the related art, there may be technical problems such as a single combat strategy and low combat cooperation efficiency among multiple virtual characters in combat. Summary of the Invention
[0004] The present disclosure provides an information processing method, a computer program product, and an electronic device in a game to at least partially solve the above problems existing in the related art.
[0005] According to a first aspect of the present disclosure, there is provided an information processing method in a game, the method including: controlling a controlled virtual character to move in a virtual scene in response to a movement control operation; determining a target virtual character of the controlled virtual character in the virtual scene in response to a specified trigger operation; and adjusting skill parameters of the target virtual character according to a camp relationship between the target virtual character and the controlled virtual character.
[0006] According to a second aspect of the present disclosure, there is provided a computer program product including a computer program, which when executed by a processor implements the method according to the first aspect and its possible implementations.
[0007] According to a third aspect of the present disclosure, there is provided an electronic device including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method according to the first aspect and its possible implementations by executing the executable instructions.
[0008] In at least one embodiment of the present disclosure, in response to a movement control operation, a controlled virtual character is controlled to move in a virtual scene; in response to a specified trigger operation, a target virtual character of the controlled virtual character is determined in the virtual scene; and skill parameters of the target virtual character are adjusted according to a camp relationship between the target virtual character and the controlled virtual character. In this way, the technical problems of a single combat strategy and low combat cooperation efficiency existing in the related technical solutions can be at least partially solved. Description of the Drawings
[0009] Figure 1 A schematic diagram showing a system architecture in one exemplary embodiment of the present disclosure;
[0010] Figure 2 A flowchart showing a method for processing information in a game in one exemplary embodiment of the present disclosure;
[0011] Figure 3 A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;
[0012] Figure 4 A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;
[0013] Figure 5 A schematic diagram showing a graphical user interface in one exemplary embodiment of the present disclosure;
[0014] Figure 6 A schematic diagram showing the structure of an electronic device in one exemplary embodiment of the present disclosure. Detailed implementation manners
[0015] The exemplary embodiments of the present disclosure will be described more comprehensively below with reference to the accompanying drawings.
[0016] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those of ordinary skill in the art without making creative efforts shall fall within the protection scope of the present disclosure.
[0017] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above accompanying drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that such used data may be interchanged under appropriate circumstances so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0018] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of the embodiments of the present disclosure. However, those skilled in the art should be aware that one or more of the specific details may be omitted when implementing the technical solutions of the present disclosure, or other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0019] Figure 1 The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a device such as a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an interface of an operating system or an interface of an application program, etc. An application program is installed on the terminal device 110, such as a game program. The server 120 generally refers to the background system that provides the game service in this exemplary embodiment, and may be a single server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 for performing game data processing on the server side. A connection may be formed between the terminal device 110 and the server 120 through a wired or wireless communication link for data transmission. The method in one exemplary embodiment of the present disclosure may be executed by any one or more of the terminal device 110 and the server 120.
[0020] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above system architecture. Various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games can be a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the control and interaction methods in the game are completed on the cloud game server (such as the above server 120), and the role of the cloud game client (such as the above terminal device 110) is to receive and send data and present the game screen. For example, the cloud game client can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; and the information processing is performed by the cloud game server in the cloud. When playing a game, the user operates the cloud game client to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the cloud game client through the network, and finally, the game screen is decoded and output through the cloud game client.
[0021] In one implementation, the above method can be implemented independently by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application program in a stand-alone environment to implement the game function and execute the above method.
[0022] According to one embodiment of the present disclosure, there is provided a method for information processing in a game. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in a different order than here.
[0023] According to the method for information processing in a game of one embodiment of the present disclosure, the method may include the following steps:
[0024] Step S210, in response to a movement control operation, control the controlled virtual character to move in the virtual scene;
[0025] Step S230, in response to a specified trigger operation, determine the target virtual character of the controlled virtual character in the virtual scene;
[0026] Step S250, adjust the skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character.
[0027] Through the information processing method in the game of this exemplary embodiment, in response to a movement control operation, control the controlled virtual character to move in the virtual scene; in response to a specified trigger operation, determine the target virtual character of the controlled virtual character in the virtual scene; adjust the skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character. In this way, it is possible to at least partially solve the technical problems of single combat strategy and low combat cooperation efficiency existing in the related technical solutions.
[0028] Next, the information processing method in the game of this exemplary embodiment will be further described.
[0029] Optionally, the response to the movement control operation can be that the player uses a virtual joystick, keyboard, mouse or other control methods on the screen to move the controlled virtual character in the virtual scene. This movement operation can be a simple direction movement or a complex path planning. As Figure 3 shown, the movement control of the controlled virtual character can be achieved by touching the virtual joystick 3100 on the screen. Specifically, the player can click or slide the virtual joystick 3100 to control the movement of the controlled virtual character in the virtual environment.
[0030] Optionally, the response to the specified trigger operation is an operation triggered under specific conditions. For example, when the player presses a certain skill button, the triggered operation, and the specified trigger operation can also be triggered by a keyboard, mouse or other control methods.
[0031] Optionally, the virtual environment can be a map or environment in the game, and the controlled virtual character can be a game character controlled by the player. The target virtual character can be an enemy character or a friendly character. The way to adjust the skill parameters can take effect immediately or with a certain delay.
[0032] Optionally, the response to the movement control operation and the response to the specified trigger operation are two independent but related operations. The movement control operation determines the position and state of the controlled virtual character in the virtual scene, while the specified trigger operation determines the interaction method between the controlled virtual character and other virtual characters. The process of adjusting the skill parameters is a dynamic process and will be adjusted according to the real-time situation of the game.
[0033] Optionally, adjusting skill parameters according to the faction relationship between the target virtual character and the controlled virtual character is a multi-dimensional adjustment method. For example, if the target virtual character is an enemy character, a certain key skill of it can be blocked so that it cannot be used for a period of time; if the target virtual character is a friendly character, the number of uses of a certain skill of it can be increased so that it can play a greater role at critical moments. This adjustment method not only improves the strategy of the game but also enhances the importance of teamwork. Players need to flexibly choose different operation methods according to the current battle situation and the needs of their teammates to achieve the best game effect.
[0034] Optionally, this information processing method can be applied to MOBA games and can also be applied to other types of multiplayer online games, such as ACT (action games), MMO (massively multiplayer online games), etc. In these games, players also need to face a complex battle environment and changing opponents.
[0035] In an optional implementation manner, in response to a specified trigger operation, determining a target virtual character of a controlled virtual character in a virtual scene includes: in response to a first trigger operation, determining a target virtual character of a controlled virtual character in the virtual scene according to an automatic selection logic. In this way, through the automatic selection logic, the target virtual character can be quickly determined, improving the convenience and efficiency of operations.
[0036] Optionally, the first trigger operation can be that the player triggers the automatic selection logic of the system through a certain specific operation method, such as clicking a certain button or performing a certain gesture.
[0037] Optionally, the automatic selection logic can determine the target virtual character according to multiple factors, such as the economic value, position, skill status, etc. of the virtual character. This automatic selection mechanism can greatly simplify the operation process of players, enabling players to make decisions faster in intense battles. For example, when the player clicks a certain skill button, the system will automatically select the enemy character with the highest current economic value and block its ultimate move.
[0038] Optionally, the automatic selection logic is an algorithm-based decision-making mechanism that can automatically select the most suitable target virtual character according to the current game state and the needs of the player. For example, when the player needs to quickly block a key skill of the enemy, the system will give priority to selecting the enemy character with the highest economic value and block its ultimate move.
[0039] Optionally, other virtual characters in the virtual scene can be enemy characters or friendly characters. They can be enemy characters or friendly characters within the specified range of the controlled virtual character.
[0040] Optionally, the automatic selection logic can be optimized according to different game modes and maps to ensure optimal decision-making support in various situations. For example, in a MOBA game, the system can automatically select the most suitable enemy character to block based on the current economic value and position; in an ACT game, the system can automatically select the most suitable enemy character to attack based on the enemy's skill status and position.
[0041] Optionally, the automatic selection logic can also be optimized by combining the player's historical operation data and preferences. For example, the system can automatically select the target virtual character that best meets the player's needs based on the player's past operation habits. This not only improves the convenience of operation but also enhances the player's immersion. Players can focus more on tactical decisions in the game without having to pay too much attention to specific operation details. In addition, the automatic selection logic can be continuously optimized based on the player's feedback to ensure optimal decision-making support at different stages.
[0042] Optionally, the automatic selection logic can be used not only to determine the target virtual character but also for decision-making support in other aspects. For example, the system can automatically select the most suitable skill combination and combo method based on the current battle situation and the needs of teammates. This not only improves the operation efficiency but also increases the strategic nature of the game. Players need to flexibly choose different operation methods according to the current battle situation and the needs of teammates to achieve the best game effect. In addition, the automatic selection logic can be used to assist players in tactical planning to help them better cope with complex battle environments.
[0043] Optionally, the automatic selection logic can be combined with machine learning and artificial intelligence technologies to further improve its accuracy and efficiency. For example, the system can learn the player's operation habits and tactical preferences by analyzing a large amount of game data, so as to provide more personalized decision-making support in future games.
[0044] Optionally, in addition to the automatic selection logic, more auxiliary functions can be introduced, such as intelligent tips and real-time feedback. For example, when a player selects a certain target virtual character, the system can display the detailed information of the character in real time, including economic value, position, skill status, etc. This not only improves the convenience of operation but also enhances the player's decision-making ability. Players can more clearly understand the current battle situation in the game and thus make more informed decisions. In addition, intelligent tips and real-time feedback can also help players better cope with emergencies and improve the fun and challenge of the game.
[0045] In an alternative embodiment, determining a target virtual character of a controlled virtual character in a virtual scene according to an automatic selection logic includes: automatically selecting a target virtual character of the controlled virtual character according to the character parameters of other virtual characters in the virtual scene. In this way, through the comprehensive evaluation of the character parameters, the target virtual character can be determined more accurately, improving the accuracy and efficiency of the operation.
[0046] Optionally, the character parameters can be various attributes of other virtual characters in the virtual scene, such as economic value, health value, position, skill status, etc. The automatic selection logic can conduct a comprehensive evaluation based on one or more of these parameters to determine the most suitable target virtual character. For example, when a player needs to quickly block a key skill of the enemy, the system will give priority to selecting the enemy character with the highest economic value and block its ultimate move.
[0047] Optionally, the comprehensive evaluation of the character parameters can be optimized by combining the player's historical operation data and preferences. For example, the system can automatically select the target virtual character that best meets the player's needs according to the player's past operation habits.
[0048] Optionally, the comprehensive evaluation of the character parameters can be combined with machine learning and artificial intelligence technologies to further improve its accuracy and efficiency. Optionally, the comprehensive evaluation of the character parameters can be combined with real-time data analysis to further improve its accuracy and efficiency. For example, the system can dynamically adjust the selection of the target virtual character by monitoring various changes in the virtual scene in real time.
[0049] In an alternative embodiment, adjusting the skill parameters of a target virtual character according to the faction relationship between the target virtual character and the controlled virtual character includes: adjusting the skill parameters of a predetermined skill of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character. In this way, by adjusting the parameters of specific skills, more precise tactical effects can be achieved, improving the strategic nature of the game and the team collaboration ability.
[0050] Optionally, the predetermined skill can be a specific skill set in advance, or it can be the skill with the highest attack damage to the enemy, the longest control effect on the enemy, the longest skill cooldown time, etc. among the skills possessed by the target virtual character, or it can be a random skill among the skills possessed by the target virtual character. For example, in a MOBA game, the ultimate move is usually the predetermined skill because it can play a decisive role at critical moments. Adjusting the parameters of the predetermined skill according to the faction relationship between the target virtual character and the controlled virtual character can achieve more precise tactical effects. For example, if the target virtual character is an enemy character, its ultimate move can be blocked; if the target virtual character is a friendly character, the number of times its ultimate move can be used can be increased. This not only improves the strategic nature of the game but also enhances the importance of teamwork.
[0051] Optionally, there are various ways to adjust the parameters of a predefined skill, such as increasing the number of uses of the skill, reducing the cooldown time of the skill, increasing the intensity of the skill effect, etc. These adjustment methods can be flexibly configured according to different game requirements, so as to achieve a richer gaming experience.
[0052] Optionally, the adjustment of the predefined skill can be intelligently adjusted in combination with the player's historical operation data and preferences. For example, the system can automatically select the predefined skill that best meets the player's needs for adjustment according to the player's past operation habits. This not only improves the convenience of operation but also ensures that the best decision-making support can be provided at different stages.
[0053] In an alternative embodiment, in response to a specified trigger operation, determining a target virtual character of a controlled virtual character in a virtual scene includes: in response to a second trigger operation, displaying a set of candidate virtual characters, where the set of candidate virtual characters includes the character identifiers of the candidate virtual characters; in response to a selection operation on the set of candidate virtual characters, determining a target character identifier from the character identifiers; and determining the virtual character corresponding to the target character identifier as the target virtual character. In this way, by manually selecting the target virtual character, more precise tactical effects can be achieved, improving the strategic nature and teamwork ability of the game.
[0054] Optionally, the second trigger operation can be that the player triggers the system's manual selection mechanism through a certain specific operation method, such as long-pressing a certain button or performing a certain gesture. The manual selection mechanism allows the player to select a target virtual character from the set of candidate virtual characters. The set of candidate virtual characters includes the character identifiers of multiple candidate virtual characters, and the player can select the target character identifier by clicking or swiping, etc. This not only improves the flexibility of operation but also increases the strategic nature of the game. The player can flexibly select different target virtual characters according to the current battle situation and the needs of teammates, so as to achieve the best gaming effect.
[0055] Optionally, the set of candidate virtual characters can be a group of candidate virtual characters generated by the system according to the current game state. These candidate virtual characters can be enemy characters or friendly characters, depending on the player's operations and the current state of the game. The character identifier of the candidate virtual character can be one or more of information such as the name, avatar, and position of the character, and the player can quickly identify the target virtual character through this information.
[0056] In an alternative embodiment, it should further include: displaying a set of candidate skills of the target virtual character, where the set of candidate skills contains the skill identifiers of the candidate skills; in response to a selection operation on the set of candidate skills, determining a target skill identifier from the skill identifiers; determining the skill corresponding to the target skill identifier as the target skill; adjusting the skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character, including: adjusting the skill parameters of the target skill of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character. In this way, by manually selecting the target skill, a more precise tactical effect can be achieved, improving the strategic nature and teamwork ability of the game.
[0057] Optionally, the set of candidate skills can be a set of candidate skills generated by the system. These candidate skills can be all or part of the skills of the target virtual character. The skill identifiers of the candidate skills can be information such as the name, icon, cooldown time, etc. of the skills, and players can quickly identify the target skill through this information.
[0058] Optionally, the process of manually selecting the target skill can be divided into multiple steps. First, the system displays the set of candidate skills of the target virtual character, and players can select the target skill identifier by clicking, swiping, or other means. Then, the system determines the skill corresponding to the target skill identifier as the target skill. Finally, the parameters of the target skill are adjusted according to the faction relationship between the target virtual character and the controlled virtual character.
[0059] In an alternative embodiment, in response to a second trigger operation, a set of candidate virtual characters is displayed, including: in response to a long-press operation on a specified skill control for the controlled virtual character, displaying a set of candidate virtual characters; in response to a selection operation on the set of candidate virtual characters, determining a target character identifier from the character identifiers, including: determining the target character identifier from the character identifiers according to a swiping operation continuous with the long-press operation. In this way, through long-press and swiping operations, more precise manual selection of the target virtual character can be achieved, improving the strategic nature and teamwork ability of the game.
[0060] Optionally, the specified skill control can be a specific skill button or control used by the player in the virtual scene. The long-press operation can be an operation where the player holds down the specified skill control for more than a certain period of time, such as more than 0.2 seconds, 0.5 seconds, 1 second, etc. When the player long-presses the specified skill control, a set of candidate virtual characters is displayed, and the player can select the target character identifier by swiping.
[0061] Optionally, it can be optimized according to different game modes / maps to ensure the best decision-making support in various situations. For example, in a MOBA game, the system can generate the most suitable set of candidate virtual characters based on the current economic value and position; in an ACT game, the system can generate the most suitable set of candidate virtual characters based on the skill status and position of the enemy. This not only improves the operation flexibility but also increases the strategic nature of the game. Players can flexibly select different target virtual characters according to the current battle situation and the needs of their teammates to achieve the best game effect.
[0062] In an alternative embodiment, the skill parameters of the target virtual character are adjusted according to the faction relationship between the target virtual character and the controlled virtual character, including: if the target virtual character and the controlled virtual character are in the same faction, the skill parameters of the target virtual character are adjusted to achieve a buff effect on the target virtual character; if the target virtual character and the controlled virtual character are in different factions, the skill parameters of the target virtual character are adjusted to achieve a debuff effect on the target virtual character. In this way, by adjusting the skill parameters, it is possible to achieve buffs for friendly parties and debuffs for enemy parties, improving the strategic nature of the game and the team cooperation ability.
[0063] Optionally, adjusting the skill parameters to achieve a buff effect can be to increase the number of times the target virtual character can use a skill, reduce the skill cooldown time, increase the intensity of the skill effect, etc. For example, when the target virtual character and the controlled virtual character are in the same faction, the number of times the target virtual character can use a skill can be increased so that it can play a greater role at critical moments.
[0064] In an alternative embodiment, if the target virtual character and the controlled virtual character are in the same faction, the skill parameters of the target virtual character are adjusted to achieve a buff effect on the target virtual character, including: if the target virtual character and the controlled virtual character are in the same faction, increase the possible number of times the target virtual character can use a skill; if the target virtual character and the controlled virtual character are in the same faction, reduce the possible number of times the target virtual character can use a skill.
[0065] Optionally, increasing the possible number of times the target virtual character can use a skill can be to increase the number of times the skill can be used on the original basis. For example, when the target virtual character and the controlled virtual character are in the same faction, the number of times a certain skill of the target virtual character can be used can be increased.
[0066] Optionally, reducing the possible number of times the target virtual character can use a skill can be to reduce the number of times the skill can be used on the original basis. For example, when the target virtual character and the controlled virtual character are in the same faction, the number of times a certain skill of the target virtual character can be used can be reduced so that it cannot be used multiple times at critical moments.
[0067] In an optional implementation, if the target virtual character and the controlled virtual character are in the same camp, the skill parameters of the target virtual character are adjusted to achieve a gain effect on the target virtual character, including: if the target virtual character and the controlled virtual character are in the same camp, shortening the skill cooling time of the target virtual character; if the target virtual character and the controlled virtual character are in the same camp, extending the skill cooling time of the target virtual character.
[0068] Optionally, shortening the skill cooldown of the target virtual character may be to reduce the cooldown of the skill on an original basis. For example, when the target virtual character and the controlled virtual character are in the same camp, the cooldown of a skill of the target virtual character may be shortened so that the target virtual character can use the skill multiple times in a short period of time.
[0069] Optionally, extending the skill cooldown of the target virtual character may be to increase the cooldown of the skill on an original basis. For example, when the target virtual character and the controlled virtual character are in the same camp, the cooldown of a skill of the target virtual character may be extended so that the target virtual character cannot use the skill multiple times in a short period of time.
[0070] In an optional implementation, the method includes sending notification information for skill parameter adjustment. In this way, by sending notification information, all players can be notified of the adjustment of skill parameters in a timely manner, thereby improving the transparency and fairness of the game.
[0071] Optionally, the notification message can be a notification sent by the system to all players or players in one's own camp, informing them of the specific adjustment situation. For example, when a player blocks a skill of the enemy, the system will send a message to all players, such as "The enemy Hou Yi - Scorching Sun Arrow has been locked."
[0072] Optionally, the content of the notification information may include the specific skill to be adjusted, the effect after adjustment, the time of adjustment, etc. For example, when a player increases the number of times a skill of a friendly player is used, the system will send a message to all players, such as "The number of times the friendly Arthur-Holy Sword Slash is used has been increased." This not only improves the transparency of the game, but also enhances the interaction and cooperation between players. Players can adjust their tactics in time according to the notification information to achieve the best game effect.
[0073] In an optional implementation, the method includes: displaying a result indication of the skill adjustment in the player interface of the target virtual character, wherein the result indication includes the character identification of the controlled virtual character and the skill adjustment indication. In this way, by displaying the result indication of the skill adjustment in the player interface of the target virtual character, the player of the target virtual character can be notified of the adjustment of the skill parameters in a timely manner.
[0074] Optionally, the result indication of skill adjustment may be the skill adjustment information displayed in the player interface of the target virtual character. Such information may include the specific skill being adjusted, the adjusted effect, the time of adjustment, etc. Optionally, the character identifier of the controlled virtual character (the initiator of the skill adjustment) may be displayed in the graphical user interface of the target virtual character (the target party of the skill adjustment), and the specific skill being adjusted for the target virtual character may also be indicated. Exemplarily, the character identifier of the initiator of the skill adjustment may be displayed within a predetermined range of the specific skill control being adjusted for the target party of the skill adjustment. The adjusted effect may also be displayed, such as that the specific skill being adjusted is currently unavailable, the current number of available uses of the specific skill being adjusted, the current duration of the cooldown required for the specific skill being adjusted, etc.
[0075] In an optional embodiment, the set of candidate virtual characters includes a first set of candidate virtual characters and a second set of candidate virtual characters; wherein, the first set of candidate virtual characters contains the character identifiers of the candidate virtual characters in the first character camp, and the second set of candidate virtual characters contains the character identifiers of the candidate virtual characters in the second character camp. In this way, by using the set of candidate virtual characters divided by camps, the target virtual character can be selected more precisely, improving the strategic nature and teamwork ability of the game.
[0076] Optionally, the first set of candidate virtual characters may be a set containing the character identifiers of the candidate virtual characters in the first character camp. The first character camp may be the friendly camp, and the second character camp may be the enemy camp. Optionally, the second set of candidate virtual characters may be a set containing the character identifiers of the candidate virtual characters in the second character camp. The second character camp may be the enemy camp, and the first character camp may be the friendly camp. By dividing the set of candidate virtual characters into two parts, players can more conveniently select the target virtual character. For example, when a player needs to increase the number of skill uses of a friendly character, the target virtual character can be selected from the first set of candidate virtual characters; when a player needs to block the skills of an enemy, the target virtual character can be selected from the second set of candidate virtual characters. This not only improves the convenience of operation but also enhances the decision-making ability of players.
[0077] In an optional embodiment, as Figure 3 shown, the player can control the movement of the controlled virtual character 3301 in the virtual environment through the virtual joystick 3100 in the graphical user interface 3000. The graphical user interface 3000 may also include multiple controls 3210, 3221 - 3227. The control 3210 may be a normal attack control, and the others may be special attack controls or skill controls. The controlled virtual character 3310 may have other virtual characters 3302 and 3303 in the same camp. The enemy camp of the controlled virtual character 3310 may have other virtual characters 3304 and 3305.
[0078] Players can click on the controls in the graphical user interface. For example, they can click on the skill control 3223 to automatically determine the target virtual character of the controlled virtual character in the virtual scene. For example, when there is no target within the skill range corresponding to the skill control 3223, the skill is not released and a red warning special effect is played. When there are multiple targets, the virtual character with the highest economy within the range is automatically selected. Further, if the enemy has the highest economy, the ultimate move of that unit (virtual character) is locked. If a teammate has the highest economy, the number of available releases of that unit's ultimate move is increased by 1 time.
[0079] Players can long - press the controls in the graphical user interface. For example, they can click on the skill control 3223, and after holding for 0.5 seconds, a character selection is expanded, as Figure 4 shown, multiple candidate character identifiers 4101, 4102, 4201, 4202 can be displayed. Further, the characters in the enemy and our own camps among the candidate character identifiers can be distinguished and displayed. For example, the enemy is shown in red and our own side is shown in blue. Optionally, the player avatar (character identifier) of the player with the highest economy is the largest. Players can manually select the target character identifier from multiple candidate character identifiers to determine the corresponding target virtual character. For example, long - press without releasing and leave the screen, then continue to slide to the specific character (character identifier) to select the target virtual identifier, and automatically confirm the target skill of the target virtual character as the target skill; or, long - press without releasing and leave the screen, then continue to slide to the specific character (character identifier), and then display the skill wheel of that character, as Figure 5 shown. The skill wheel of that character contains Skill 1 (5101), Skill 2 (5102), Skill 3 (5103). The skill wheel can also contain information such as the current remaining cooldown time of each skill, and / or whether the skill is available, and / or the skill level, and / or the number of available uses of the skill, etc. Players can continue to slide their fingers to the specific skill of that character to determine the target skill. If the slide ends at the skill control 3223 and the finger is released, this operation can be cancelled.
[0080] Optionally, during the process of determining the target virtual character of the controlled virtual character in the virtual scene in response to a specified trigger operation, for a candidate virtual character, process prompt information may be displayed in the graphical user interface of its corresponding player. For example, the process prompt information may include the character identifier of the initiator of this selection (i.e., the process of determining the target virtual character in the foregoing text), such as the character name, avatar, etc. of the controlled virtual character 3301, and may also include the gain or loss information corresponding to this selection. For example, if one of the candidate virtual characters is of the same camp as the controlled virtual character 3301, a graphical representation indicating a gain may be displayed, such as a downward arrow / a lock / a red identifier; if one of the candidate virtual characters is of a different camp from the controlled virtual character 3301, a graphical representation indicating a loss may be displayed, such as an upward arrow / a green identifier.
[0081] An exemplary embodiment of the present disclosure also provides a computer program product. The computer program product includes a computer program which, when executed by a processor, implements the above method.
[0082] In one embodiment, the computer program product may be a tangible product containing the computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium may be a storage medium based on signals such as electricity, magnetism, light, electromagnetic, infrared, etc., including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid state drive (SSD), etc. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as read-only memory, Nand Flash, etc.
[0083] In one embodiment, the computer program product may be an intangible product containing the computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as an executable file storing the computer program, an installation package, and other digital files.
[0084] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user's computing device, or partially on the user's computing device, or executed as an independent software package, or partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., through an Internet connection provided by an operator).
[0085] Computer programs can be carried or transmitted by signals such as electricity, magnetism, light, electromagnetic, and infrared rays. An electronic device can convert the signal carrying the computer program into a digital signal and then run the computer program. When the computer program runs on the electronic device, its code is used to cause the electronic device to execute (more specifically, to cause the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure. For example: step S210, in response to a movement control operation, controlling a controlled virtual character to move in a virtual scene; step S230, in response to a specified trigger operation, determining a target virtual character of the controlled virtual character in the virtual scene; step S250, adjusting the skill parameters of the target virtual character according to the camp relationship between the target virtual character and the controlled virtual character. Through the information processing method in the game in this exemplary embodiment, the technical problems of single combat strategy and low combat collaboration efficiency existing in the related technical solutions can be at least partially solved.
[0086] An exemplary embodiment of the present disclosure also provides an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, which may be a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may further include a display for displaying a graphical user interface.
[0087] The following refers to Figure 6 , and an electronic device is exemplarily described in the form of a general computing device. It should be understood that Figure 6 the electronic device 600 shown is merely an example and should not impose limitations on the functions and usage scope of the embodiments of the present disclosure.
[0088] As Figure 6 shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0089] The memory 620 may include volatile memory, such as RAM 621 and a cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may further include one or more program modules 624. Such program modules 624 include but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment. For example, the program module 624 may include each module in the above device.
[0090] The processor 610 may include one or more processing units. For example, the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.
[0091] The processor 610 can be used to execute the executable instructions stored in the memory 620 to execute the above-mentioned method of the present disclosure, such as the following steps: step S210, responding to the movement control operation, controlling the controlled virtual character to move in the virtual scene; step S230, responding to the specified trigger operation, determining the target virtual character of the controlled virtual character in the virtual scene; step S250, adjusting the skill parameters of the target virtual character according to the camp relationship between the target virtual character and the controlled virtual character.
[0092] The above method steps are executed by processor 610. On the one hand, the first game scene allows multiple game accounts to participate in editing at the same time, and by controlling the first game scene to switch between the first preset state and the second preset state, multiple game accounts can switch between editing the target game map and testing the target game map. In this way, multiple people can edit the same game map, and support testing in the case of multiple people editing, which is conducive to improving editing efficiency. On the other hand, in response to the first switching operation, the first switching feedback information is obtained. If it is determined that the first switching condition is met according to the first switching feedback information, the first game scene is controlled to switch from the first preset state to the second preset state, so that the state switching of the first game scene takes into account the switching intentions of multiple users, avoiding adverse effects on the user's editing process.
[0093] The bus 630 is used to realize the connection between different components of the electronic device 600, and may include a data bus, an address bus, and a control bus.
[0094] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .
[0095] The electronic device 600 can communicate with one or more networks through the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless local area network, Bluetooth, near field communication, etc. The network adapter 650 can communicate with other modules of the electronic device 600 through the bus 630.
[0096] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a virtual scene, a virtual character, etc.
[0097] Although Figure 6 not shown, other hardware and / or software modules can also be provided in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems, etc.
[0098] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, a device, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, such as can be respectively referred to as "circuit", "module" or "system".
[0099] It should be understood that the present disclosure is not limited to the specific method steps or structures already described and shown in the drawings, and various modifications and changes can be made without departing from its scope. Based on the specific implementation manners provided by the present disclosure, those skilled in the art will easily think of other implementation manners. Therefore, the specific implementation manners provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are pointed out by the claims, and should cover any variations, uses or adaptive changes of the present disclosure, and these variations, uses or adaptive changes follow the general principles of the present disclosure and include the well-known common knowledge or conventional technical means in the technical field not disclosed by the present disclosure.
Claims
1. An information processing method in a game, characterized in that, including: Controlling the movement of a controlled virtual character in a virtual scene in response to a movement control operation; Determining a target virtual character of the controlled virtual character in the virtual scene in response to a specified trigger operation; Adjusting skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character.
2. The method according to claim 1, characterized in that, The determining the target virtual character of the controlled virtual character in the virtual scene in response to a specified trigger operation includes: In response to a first trigger operation, determining the target virtual character of the controlled virtual character in the virtual scene according to an automatic selection logic.
3. The method according to claim 2, wherein The determining the target virtual character of the controlled virtual character in the virtual scene according to the automatic selection logic includes: automatically selecting the target virtual character of the controlled virtual character according to the character parameters of other virtual characters in the virtual scene.
4. The method according to claim 1, wherein The adjusting the skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character includes: adjusting the skill parameters of a predetermined skill of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character.
5. The method according to claim 1, characterized in that The determining the target virtual character of the controlled virtual character in the virtual scene in response to a specified trigger operation includes: In response to a second trigger operation, displaying a set of candidate virtual characters, where the set of candidate virtual characters includes the character identifiers of the candidate virtual characters; In response to a selection operation on the set of candidate virtual characters, determining a target character identifier from the character identifiers; Determining the virtual character corresponding to the target character identifier as the target virtual character.
6. The method according to claim 5, wherein including: Displaying a set of candidate skills of the target virtual character, where the set of candidate skills includes the skill identifiers of the candidate skills; In response to a selection operation on the set of candidate skills, determining a target skill identifier from the skill identifiers; Determining the skill corresponding to the target skill identifier as the target skill; The adjusting the skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character includes: Adjusting the skill parameters of the target skill of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character.
7. The method according to claim 5, characterized in that, The displaying the set of candidate virtual characters in response to the second trigger operation includes: displaying the set of candidate virtual characters in response to a long press operation on a specified skill control of the controlled virtual character; The determining the target character identifier from the character identifiers in response to the selection operation on the set of candidate virtual characters includes: determining the target character identifier from the character identifiers according to a sliding operation continuous with the long press operation.
8. The method according to claim 1, characterized in that, The adjusting the skill parameters of the target virtual character according to the faction relationship between the target virtual character and the controlled virtual character includes: If the target virtual character and the controlled virtual character are in the same faction, adjusting the skill parameters of the target virtual character to achieve a beneficial effect on the target virtual character; If the target virtual character and the controlled virtual character are in different factions, adjusting the skill parameters of the target virtual character to achieve a detrimental effect on the target virtual character.
9. The method according to claim 8, wherein If the target virtual character and the controlled virtual character are in the same camp, adjusting the skill parameters of the target virtual character to achieve a buff effect on the target virtual character includes: If the target virtual character and the controlled virtual character are in the same camp, increasing the possible number of uses of the target virtual character's skills; If the target virtual character and the controlled virtual character are in the same camp, decreasing the possible number of uses of the target virtual character's skills.
10. The method according to claim 8, characterized in that, If the target virtual character and the controlled virtual character are in the same camp, adjusting the skill parameters of the target virtual character to achieve a buff effect on the target virtual character includes: If the target virtual character and the controlled virtual character are in the same camp, shortening the skill cooldown time of the target virtual character; If the target virtual character and the controlled virtual character are in the same camp, lengthening the skill cooldown time of the target virtual character.
11. The method according to claim 1, wherein Including: Sending a notification message regarding the skill parameter adjustment.
12. The method according to claim 1, characterized in that, Including: Displaying a result indication of the skill adjustment in the player interface of the target virtual character, where the result indication includes the character identifier of the controlled virtual character and the skill adjustment indication.
13. The method according to claim 5, wherein The candidate virtual character set includes a first candidate virtual character set and a second candidate virtual character set; wherein, the first candidate virtual character set contains the character identifiers of the candidate virtual characters in the first character camp, and the second candidate virtual character set contains the character identifiers of the candidate virtual characters in the second character camp.
14. A computer program product, comprising a computer program, characterized in that, The computer program, when executed by a processor, implements the method according to any one of claims 1 to 13.
15. An electronic device, characterized in that, Including: A processor; A memory for storing the executable instructions of the processor; Wherein, the processor is configured to execute the method according to any one of claims 1 to 13 by executing the executable instructions.