Game role control method and device, electronic equipment and storage medium

By configuring minion objects for game characters and dynamically improving their abilities after elimination events, the problem of disadvantages of team members after failure is solved and the game experience is improved.

CN120361536APending Publication Date: 2025-07-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510798107.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-12
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

In teamwork games, the team's disadvantages are significant after members fail, which affects the player's experience.

Method used

By configuring minion objects in the game characters, dynamically adjusting their game abilities in response to the elimination event, making their ability parameters and number better than the initial abilities, assisting the remaining characters to turn the tables.

Benefits of technology

It improves the tactical adaptability and strategic depth of the game team in disadvantaged situations, and enhances the player's sense of participation and fun in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game role control method and device, electronic equipment and a computer readable storage medium, a first camp and a second camp participating in a game are controlled to enter a game game scene in response to a game game start instruction, the first camp comprises a first role and at least one second role, and the second camp comprises at least one second role. The first role is configured with a following object, and the following object is configured with a first game ability; and in response to an elimination event which is triggered by the second camp and aims at the at least one second role, controlling and adjusting the game ability of the following object, so that the game ability of the following object in the game match scene is updated from the first game ability to the second game ability, the ability parameter and / or the ability quantity corresponding to the second game ability are / is superior to the first game ability. According to the embodiment of the invention, the disadvantage caused by failure of the members in the game team can be weakened, and the user experience of players is improved.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of games, and in particular, to a method, apparatus, electronic device, and storage medium for controlling game characters. Background Art

[0002] In the wave of the Internet, the continuous development and evolution of hardware and software technologies have promoted the emergence of intelligent devices and software. At the same time, a large number of games with different themes have emerged to meet the needs of users. With the vigorous development of various technologies in the game industry, people pay more attention to the game experience.

[0003] Currently, in some games, game tasks usually require teamwork to complete. If a member of the game team fails, the remaining members of the game team sometimes cannot cope with the situation changes in the game scene, resulting in an increasing disadvantage for the game team and thus affecting the player user experience. Summary of the Invention

[0004] Embodiments of the present application provide a method, apparatus, electronic device, and storage medium for controlling game characters, which can weaken the disadvantages that occur after a member of the game team fails and improve the player user experience.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling game characters. The method includes:

[0006] In response to a game round start instruction, control the first camp and the second camp participating in the round to enter the game round scene, where the first camp includes a first character and at least one second character, the first character is configured with an attendant object, and the attendant object is configured with a first game ability;

[0007] In response to an elimination event triggered by the second camp against the at least one second character, control and adjust the game ability of the attendant object so that the game ability of the attendant object in the game round scene is updated from the first game ability to a second game ability, where the ability parameter and / or the number of abilities corresponding to the second game ability are better than those of the first game ability.

[0008] In a second aspect, an embodiment of the present application provides a game character control device. The device includes:

[0009] A scene control module, configured to, in response to a game round start instruction, control the first camp and the second camp participating in the round to enter the game round scene, where the first camp includes a first character and at least one second character, the first character is configured with an attendant object, and the attendant object is configured with a first game ability;

[0010] An ability adjustment module is configured to, in response to an elimination event triggered by the second camp for at least one second character, control and adjust the in-game ability of the follower object, so that the in-game ability of the follower object in the game round scenario is updated from the first in-game ability to a second in-game ability, where the ability parameters and / or the number of abilities corresponding to the second in-game ability are better than those of the first in-game ability.

[0011] In a third aspect, an embodiment of the present application further provides an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any game character control method provided by the embodiments of the present application.

[0012] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of any game character control method provided by the embodiments of the present application.

[0013] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, and when the computer program or instructions are executed by a processor, the steps in any game character control method provided by the embodiments of the present application are implemented.

[0014] By adopting the solution of the embodiments of the present application, it is possible to, in response to a game round start instruction, control the first camp and the second camp participating in the round to enter the game round scenario, where the first camp includes a first character and at least one second character, the first character is configured with a follower object, and the follower object is configured with a first in-game ability; in response to an elimination event triggered by the second camp for at least one second character, control and adjust the in-game ability of the follower object, so that the in-game ability of the follower object in the game round scenario is updated from the first in-game ability to a second in-game ability, where the ability parameters and / or the number of abilities corresponding to the second in-game ability are better than those of the first in-game ability, and by enhancing the ability of the follower object of the first character when other characters in the same camp are eliminated, the disadvantage that occurs after the members of the game team fail is weakened, and the player experience is improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative efforts.

[0016] Figure 1 It is a schematic flowchart of an embodiment of the game character control method provided by the embodiments of the present application;

[0017] Figure 2 It is a schematic diagram of a game session scene provided in an embodiment of the present application;

[0018] Figure 3 It is a schematic diagram of a control scene of a first object control control provided in an embodiment of the present application;

[0019] Figure 4 It is a schematic diagram of a control scene of a second object control control provided in an embodiment of the present application;

[0020] Figure 5 It is a schematic diagram of a control scene of a third object control control provided in an embodiment of the present application;

[0021] Figure 6 It is a schematic diagram of a control scene of a fourth object control control provided in an embodiment of the present application;

[0022] Figure 7 It is a schematic diagram of a control scene of a fifth object control control provided in an embodiment of the present application;

[0023] Figure 8 It is a schematic diagram of a game behavior of a first target virtual object provided in an embodiment of the present application;

[0024] Figure 9 It is a schematic diagram of a game behavior of a second target virtual object provided in an embodiment of the present application;

[0025] Figure 10 It is a schematic diagram of a game behavior of a third target virtual object provided in an embodiment of the present application;

[0026] Figure 11 It is a schematic diagram of a game behavior of a fourth target virtual object provided in an embodiment of the present application;

[0027] Figure 12 It is a schematic diagram of the structure of a game character control device provided in an embodiment of the present application;

[0028] Figure 13 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Detailed implementation manners

[0029] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, terms such as "first" and "second" are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "a plurality" is two or more, unless otherwise specifically defined.

[0030] Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.

[0031] Among them, the graphical user interface: It is a graphical user interface obtained by executing a software application on the processor of a mobile terminal or other terminal and rendering it on a display, which can be the display interface of the terminal device. The graphical user interface may include a UI interface and a game screen for players to interact. The UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an alternative embodiment, the game screen is the display screen corresponding to the virtual scene displayed by the terminal device. The game screen may present the entire virtual scene or only a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including the ground, mountains, rocks, vegetation, buildings, etc., and also includes a plurality of dynamic virtual objects, such as virtual characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0032] Among them, the game session scene: It is a virtual scene displayed (or provided) when the application program runs on the terminal or server. Optionally, the game session scene may be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game session scene may 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 game session scene. For example, the game session scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual characters to move in the game session scene.

[0033] In an alternative embodiment, the game screen is the display screen corresponding to the game session scene displayed by the terminal device. The game screen may include virtual objects such as virtual characters, NPC characters, AI characters, etc. that execute game logic in the game session scene.

[0034] Among them, a virtual character refers to a dynamic object that can be controlled in the game session scene. Optionally, the virtual character may be a virtual human, a virtual animal, an anime character, etc. The virtual character may be a virtual image representing the user in the game session scene. The game session scene may include at least one virtual character, and each virtual character has its own shape and volume in the game session scene, occupying a part of the space in the game session scene. In one possible implementation, the user can control the virtual character to move in the game session scene. For example, the user can control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills, virtual props, etc. provided by the application to fight with other virtual characters.

[0035] In this embodiment, the first character, the second character, and the enemy character may be virtual characters controlled by the user through operations on the client. In some embodiments, the virtual character may be a virtual human competing in the game session scene. In some embodiments, the number of virtual characters participating in the interaction in the game session scene may be preset or dynamically determined according to the number of clients joining the interaction.

[0036] The embodiments of the present application provide a game character control method, device, electronic device, and computer-readable storage medium.

[0037] Specifically, this embodiment will be described from the perspective of the game character control device. The game character control device may be specifically integrated in an electronic device, that is, the game character control method in the embodiments of the present application may be executed by the electronic device. Optionally, the electronic device may include: a terminal device. The terminal device may be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC).

[0038] The game character control method provided by the embodiments of the present application may be applied to a game character control system. Among them, the game character control system may include a player terminal device and a server. The terminal may be a device that includes both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication through a network.

[0039] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

[0040] The game character control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0041] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0042] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0043] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0044] The game character control method of this embodiment can weaken the disadvantages that occur after the members of the game team fail and improve the player user experience.

[0045] Please refer to Figure 1 , taking the game system as an example for illustration. This embodiment provides a game character control method. The specific process of this game character control method can be as follows: steps 101 to 102, where:

[0046] Step 101: In response to the game round start instruction, control the first camp and the second camp participating in the round to enter the game round scene. Among them, the first camp may include a first character and at least one second character. The first character is configured with a follower object, and the follower object is configured with a first game ability.

[0047] Among them, the game round start instruction is used to start the game round. The game system controls the virtual characters of the first camp and the second camp that currently trigger the game round start instruction to participate in the game round in the game round scene.

[0048] Among them, the above-mentioned follower object may be an object that enters the game round scene with the first character at the start of the game round, or an object summoned by the first character using a corresponding game skill in the game round scene, etc. It can be specifically set according to requirements and is not limited here.

[0049] Among them, the first game ability configured by the above-mentioned follower object is used to assist the above-mentioned first character in the game. The follower object includes but is not limited to virtual objects such as virtual characters, virtual animals, virtual items, or virtual vehicles.

[0050] It should be noted that since the follower object is a virtual object configured for the first character, in the game, the follower object needs to automatically follow the first character to assist the first character in a timely manner, or assist the second character in the same camp as the first character, thereby improving the coping means of the camp where the first character is located.

[0051] It can be understood that for an asymmetric competitive scenario, that is, a competitive mode in which virtual characters of different camps have systematic differences in character abilities, victory conditions, resource allocation, and / or interaction rules. For example, in a game match scenario, there are two camps. The first camp is the escape camp, and the second camp is the capture camp. The capture camp can take capturing all the virtual characters of the escape camp as the game task goal, that is, the virtual characters of this camp can capture by various means. And the escape camp can take evading the capture of the capture camp and successfully escaping as the game task goal, that is, the virtual characters of this camp can use various skills and items (such as skills or items related to dodging, running away, and interfering with the movement of enemy characters) to avoid pursuit and achieve strategic survival.

[0052] In this regard, due to the differences between camps in the asymmetric competitive scenario, in the game match scenario, the virtual characters in the disadvantaged camp (such as the escape camp) have weak control abilities during the game match and single control means, resulting in a lack of effective countermeasures and strategic depth when facing the pursuit and capture of the other camp. Therefore, in this embodiment, by configuring a follower object for the first character, it is used to assist the first character in fighting in the game match scenario, so as to enhance the victory means of the camp where the first character is located.

[0053] In some embodiments, the above-mentioned follower object is configured for the above-mentioned first character through the following steps: providing a summoning control corresponding to the summoning skill in the first terminal corresponding to the first character; in response to a first operation on the above-mentioned summoning control triggered through the above-mentioned first terminal, controlling the first character to cast the above-mentioned summoning skill in the above-mentioned game match scenario, and providing the above-mentioned follower object for the first character, that is, displaying the follower object indicated by the above-mentioned summoning skill in the above-mentioned game match scenario.

[0054] Among them, the above-mentioned first operation can be a click operation, such as a single click operation or a double click operation, or a pressing operation, such as pressing for a preset duration, or a sliding operation, such as sliding the summoning control in one direction, etc. It can be specifically set according to requirements and is not limited here.

[0055] Among them, the summoning skill is a skill used to summon a corresponding virtual object for the first character. This summoning skill can be issued by the first character controlled by the current player in the game match scenario to release this summoning skill in the game match scenario.

[0056] Exemplarily, as Figure 2 shown, in Figure 2 the game match scenario shown, "Character A" is the first character, "Character B" is an enemy character hostile to the first character, "Object" is the follower object, and "Character A" can summon "Object" as a bodyguard to follow beside "Character A" to complete specific game tasks according to the instructions of "Character A".

[0057] Specifically, the step of providing a summoning control corresponding to the summoning skill in the first terminal corresponding to the above first role may include: displaying a skill unlocking control and a summoning control in an unlocked state on the graphical user interface of the game session scene corresponding to the first terminal, and unlocking the summoning control in response to a triggering operation on the skill unlocking control, and displaying the unlocked summoning control.

[0058] Optionally, in order to simplify the content displayed on the graphical user interface corresponding to the first terminal, since it is necessary to trigger the summoning of the follower object through the summoning control before displaying the follower object indicated by the above summoning skill in the above game session scene, after summoning the follower object through the summoning control to display the follower object indicated by the above summoning skill in the above game session scene, the display style of the summoning control can be updated for other game functions, such as updating the summoning control to an object control control for controlling the in-game behavior of the follower object, and the information displayed on the control can indicate the in-game behavior of the follower object. For example, when the follower object is not performing other commands but is following the first role, the information displayed on the control is used to indicate that the follower object is following.

[0059] Step 102, in response to the elimination event triggered by the second camp against the at least one second role, control and adjust the in-game ability of the follower object so that the in-game ability of the follower object in the game session scene is updated from the first in-game ability to the second in-game ability, where the ability parameters and / or the number of abilities corresponding to the second in-game ability are better than the first in-game ability.

[0060] Among them, the elimination event triggered by the second camp against the at least one second role may be that an enemy role of the second camp controlled by the second terminal attacks the at least one second role to cause an elimination event of the at least one second role, or may be an elimination event of the second role caused by the second role interacting with an elimination item in the game session scene, etc.

[0061] It can be understood that due to the differences in camps in the asymmetric competitive scene, in the game session scene, the virtual role of the first camp in a disadvantaged position lacks a mechanism to dynamically adapt to changes in the battlefield situation during the game process. Especially when the second role of the same camp is eliminated, the first role or the remaining virtual roles of the same camp in the field often fall into a predicament of resource shortage and high difficulty in turning the tables.

[0062] Therefore, in this embodiment, by optimizing and adjusting the game ability of the follower object, that is, updating the game ability of the follower object from the first game ability to the second game ability, and using the elimination event suffered by the teammates as the core variable of the follower object's ability transition, it is possible to transform the "negative events" for the camp where the first character is located into "tactical resources", so that the team's disadvantages can be enhanced through the ability of the follower object to provide a differentiated turnaround path for the first character or the remaining virtual characters in the same camp on the field, and realize the adaptive balance in the game through the dynamic interactive behavior tree, breaking through the static framework of traditional skill design, making the skills of the first character more strategic and flexible in the battle process, enhancing the player's sense of participation and game fun, enriching the overall game experience, and providing players with more tactical choices and challenges.

[0063] Furthermore, since the current way of improving the skills of virtual characters in games is generally triggered by obtaining specific virtual resources or when the player level reaches a certain level, it can be seen that the way of improving game skills is relatively single. In this embodiment, the game ability of the follower object is dynamically updated through the elimination event suffered by the second character, thereby improving the dynamic adaptability, strategic depth and control ability of the virtual characters in the camp in an asymmetric competitive scenario.

[0064] In some embodiments, the game capabilities of the follower object include but are not limited to interacting with scene objects in the game scene, performing preset object actions in the game scene, attacking enemy characters in the game scene, etc., and the first game capability and the second game capability may have at least some of the same game capabilities, but the same game capabilities correspond to different ability parameters, and the ability parameters of the second game capability are higher than the ability parameters of the first game capability, so that the game capability of the follower object is optimized and adjusted by updating the first game capability to the second game capability, that is, improving the game capability or adding a new game capability.

[0065] Specifically, the game capabilities of the follower objects may be adjusted by improving the existing game capabilities of the follower objects, such as increasing the attack range and damage of the follower objects, or by adding new game capabilities of the follower objects, such as adding the ability to actively attack a certain object.

[0066] In some embodiments, the step of controlling and adjusting the gaming capability of the follower object may include: determining the number of eliminated second characters among the at least one second character; and controlling and adjusting the gaming capability of the follower object based on the number of characters.

[0067] Specifically, the degree of adjustment of the game ability of the above-mentioned follower object is positively correlated with the number of the second characters that are eliminated. That is, the more the number of the second characters that are eliminated, the greater the degree of adjustment of the game ability of the follower object. For example, when the number of the second characters that are eliminated is small (such as 1), the existing game ability of the follower object can be adjusted, that is, the ability parameters of the existing game ability of the follower object can be optimized. However, if the number of the second characters that are eliminated gradually increases (such as 2), new game abilities can be further added to increase the number of game abilities.

[0068] In this embodiment, the game ability of the follower object is dynamically adjusted based on the number of the second characters that are eliminated, that is, the game ability of the follower object is gradually optimized, and the game ability of the follower object becomes more and more powerful, so as to enable the player to reverse the game situation through the enhancement of the follower object in an unfavorable situation in the game confrontation scene, and significantly increase the possibility of making a comeback when in a disadvantaged situation.

[0069] In some embodiments, in order to facilitate the player to more intuitively view the strength of the game ability of the follower object, the appearance of the above-mentioned follower object can be adjusted along with the adjustment of the game ability of the above-mentioned follower object. That is, the above method may further include: in response to the completion of the adjustment of the game ability of the above-mentioned follower object, controlling the adjustment of the appearance of the above-mentioned follower object, so that there is a visual distinction between the appearance performance of the above-mentioned follower object after adjustment and the appearance performance before adjustment.

[0070] Exemplarily, every time the game ability of the follower object is adjusted, a virtual element will be newly added to the appearance performance of the follower object, such as adding a decoration on the clothes of the follower object.

[0071] Optionally, when adjusting the appearance performance of the follower object, a corresponding adjustment dynamic effect can also be played.

[0072] In some embodiments, the above-mentioned first character is controlled by a first terminal, and the above method may further include: in response to a movement control instruction triggered by the above-mentioned first terminal, controlling the above-mentioned first character to move in the above-mentioned game confrontation scene, and configuring the above-mentioned follower object to automatically follow the movement of the above-mentioned first character.

[0073] In this embodiment, the game system can control the first character to move in the game confrontation scene by receiving a movement control instruction triggered by the first terminal, and drive the follower object to move along, so that the follower object can timely provide assistance to the first character based on the game situation in the game confrontation scene.

[0074] In some embodiments, the above method may further include: in response to an interaction instruction for a target object in the game session scene triggered by the above first terminal, controlling the follower object to interact with the target object, so as to realize assisting the first character by using the interaction between the follower object and the target object. Among them, different target objects indicate that the follower object needs to use different game abilities, and the follower object needs to take game behaviors corresponding to the game abilities based on the target object to interact with the target object.

[0075] It can be understood that different scene objects in the game session scene can trigger different game behaviors of the follower object. Therefore, the game behaviors that the follower object needs to execute indicated by different scene objects can be pre-configured. If the game behavior of the follower object corresponding to the currently triggered target object is not configured, then based on the target object without the corresponding configured game behavior, the follower object is controlled to execute the default game behavior.

[0076] Exemplarily, the above default game behavior may be a following behavior. For example, if the currently determined target object is a scene object without a corresponding configured game behavior (such as a blank area on the wall), then it is determined that the game behavior of the follower object is the default following behavior, and the follower object needs to follow the first character to move.

[0077] It can be understood that since the triggering interaction logic of the existing players for scene objects is fixed and cannot provide multi-stage tactical options, which limits the tactical diversity. Therefore, in this embodiment, by triggering the game behavior of the follower object by the target object to prompt the follower object to interact with the target object, multi-level tactical options are increased. The player can flexibly adjust the strategy according to the battle process, improving the complexity and interest of the game and enhancing the depth of the scene strategy.

[0078] It should be noted that during the process of controlling the follower object to interact with the target object, if a new interaction instruction triggered by the first terminal is received, then based on the target object corresponding to the new interaction instruction, the follower object is re-controlled to interact with the new target object.

[0079] It should be noted that the game status of the first character (such as the first character being captured by an enemy character, the first character being trapped in a specific scene object or scene area) may not affect the triggering of the interaction instruction, so as to prompt the follower object to continue the above interaction between the follower object and the target object. The game status of the first character (such as the first character entering a state with restricted actions) may also affect the triggering of the interaction instruction, so as to prompt the follower object to preferentially perform object behaviors matching the game status of the first character.

[0080] In some embodiments, the game ability of the follower object can be configured with an ability duration. Controlling the interaction between the follower object and the target object may include: controlling the interaction between the follower object and the target object within the ability duration of the game ability corresponding to the target object. Correspondingly, it also includes: in response to the end of the ability duration, controlling the follower object to stop interacting with the target object.

[0081] Among them, the ability durations corresponding to different game behaviors performed by the follower object are different, and can be specifically set according to requirements, which are not limited here.

[0082] It should be noted that after the follower object stops performing the corresponding game behavior, the follower object can resume following the first character.

[0083] In some embodiments, the manner of triggering the interaction instruction for the target object in the game session scenario through the first terminal may include: displaying an object operation indication identifier corresponding to the follower object in the graphical user interface corresponding to the first terminal, and this object operation indication identifier is used to indicate the position where the follower object needs to operate currently, so as to clarify, through this object operation indication identifier, the target object that the player operating the first terminal currently wants to interact with the follower object among the multiple scenario objects in the game session scenario, and thus trigger the generation of an interaction instruction for the target object in the game session scenario based on the target object corresponding to the object operation indication identifier.

[0084] Specifically, in response to a moving operation on the object operation indication identifier, control the display position of the object operation indication identifier to move on the graphical user interface corresponding to the first terminal; in response to the end event of the moving operation, if the object operation indication identifier is at the scenario object, determine the scenario object where the object operation indication identifier is located as the target object, or alternatively, determine the scenario object associated with the position where the object operation indication identifier is located as the target object.

[0085] Specifically, the graphical user interface corresponding to the first terminal further includes an object control control corresponding to the follower object. The controlling the display position of the object operation indication identifier to move on the graphical user interface corresponding to the first terminal in response to a moving operation on the object operation indication identifier may include: in response to a dragging operation on the object control control, taking the first character as the starting position, determining the dragging position indicated by the dragging operation in the game session scenario; based on the dragging position, controlling the display position of the object operation indication identifier to move on the graphical user interface corresponding to the first terminal.

[0086] It should be noted that the end event of the above-mentioned moving operation can be an event triggered by the end of dragging the object operation control control, that is, releasing the dragged object operation control control to determine the scene object corresponding to the display position corresponding to the object operation indication identifier at the time of triggering the end event as the target object.

[0087] Optionally, in order to facilitate the player to clarify the game behavior during the interaction with the above-mentioned follower object, after determining the target object for interacting with the above-mentioned follower object, it further includes: based on the above-mentioned target object, updating the display style of the above-mentioned object operation indication identifier and / or the above-mentioned object control control, so as to indicate the game behavior corresponding to the follower object through the display style of the object operation indication identifier and / or the object control control.

[0088] Among them, a game behavior relationship table can be pre-constructed to indicate the relationship between different scene objects and the game behaviors of virtual objects, so as to determine the display style of the object operation indication identifier and / or the object control control based on the game behavior corresponding to the scene object.

[0089] Optionally, since different positions indicated by the object operation indication identifier will result in different corresponding target objects, and the game behaviors of the follower objects corresponding to different target objects are different, in order to facilitate the player to clarify the game behavior of the follower object indicated by each object operation indication identifier during the process of operating the object operation indication identifier, during the process of dragging the object control control, that is, during the process of moving the object operation indication identifier, based on the scene object corresponding to the display position of the object operation indication identifier, the display style of the object operation indication identifier and / or the object control control is updated, so as to realize the change of the display style of the object operation indication identifier and / or the object control control with the change of the scene object.

[0090] Exemplarily, as Figure 2 shown, Figure 2 the lower right corner control in is the object control control, and the "follow" style on the object control control is used to indicate that the current game behavior of the follower object is a follow behavior. The player can control the current game behavior of the follower object by triggering the object control control. For example, if the follower object is currently performing other game behaviors, by triggering (such as clicking operation, pressing operation, etc.) the object control control, the follower object is controlled to follow the first character. Another example is that if you want the follower object to perform a specific game behavior, you can perform a dragging operation on the object control control to move the corresponding object operation indication identifier to a specific scene object, and then release the object control control to trigger the generation of a behavior instruction corresponding to the specific scene object, so as to prompt the follower object to perform a specific game behavior based on the behavior instruction.

[0091] Furthermore, based on Figure 2 the example shown, ifFigure 2 If the lower right corner control in Figure 3 is determined as the object control control, the player can perform a dragging operation on the object control control. As shown in Figure 3 , during the dragging process of the object control control, an object operation indication identifier is displayed, that is, the identifier connected to character A in Figure 3 . The connection line between the identifier and character A is used to assist the player in clarifying the position of the object operation indication identifier. As different dragging operations in different directions and distances are implemented on the object control control, the object operation indication identifier is controlled to move starting from the position of the first character and perform a movement matching the dragging operation. As shown in

[0092] Furthermore, based on the example shown in Figure 3 , if the player determines the dragging position indicated by the lower right corner control after dragging in the game round scene starting from character A through the dragging operation on the lower right corner control, and displays the object operation indication identifier at the display position matching the dragging position.

[0093] Among them, as shown in Figure 4 , if the object operation indication identifier is at the rocket in the game round scene, that is, the rocket is the target object, then the display styles of both the object operation indication identifier and the object control control are updated, and the updated display styles are used to indicate the "lift the rocket" behavior of the follower object.

[0094] Among them, as shown in Figure 5 , if the object operation indication identifier is at the ground in the game round scene, that is, the ground position where the identifier is located is the target object, or alternatively, a friendly character near the ground position where the identifier is located is determined as the target object, then the display styles of both the object operation indication identifier and the object control control are updated, and the updated display styles are used to indicate the "ground guard" behavior of the follower object.

[0095] Among them, as shown in Figure 6 , if the object operation indication identifier is at character B in the game round scene, that is, character B is the target object, then the display styles of both the object operation indication identifier and the object control control are updated, and the updated display styles are used to indicate the "attack against character B" behavior of the follower object.

[0096] Among them, as shown in Figure 7As shown, if the object operation instruction identifier is in the wall crack in the game scene, that is, the wall crack is the target object, then both the display styles of the object operation instruction identifier and the object control control are updated, and the updated display styles are used to indicate the "attack against the wall crack" behavior of the follower object.

[0097] In addition, based on Figures 3 to 7 It can be seen that a cancellation control area is displayed in the upper right corner of the graphical user interface of the first terminal. This cancellation control area is used to trigger the cancellation of the determination operation of the target object currently implemented by the player, that is, to cancel the generation of the object association event. The player can drag the object control control to control the movement of the object operation instruction identifier. If the object operation instruction identifier moves into the cancellation control area and the triggering operation of the object control control ends, the interaction with the target object is cancelled.

[0098] In some embodiments, the step of controlling the interaction between the follower object and the target object may include: in response to the target object being an enemy character in the second camp, controlling the follower object to attack the enemy character; in response to the target object being a target scene prop, controlling to change the prop function corresponding to the target scene prop; in response to the target object being a friendly character in the first camp, controlling the friendly character to displace in a specified direction.

[0099] Among them, the friendly character is a specific second character in the second role of the first camp that is triggered as the target object.

[0100] Specifically, in the case where the target object is a target scene prop, the interaction between the follower object and the target object can be realized by controlling the follower object to perform a preset interaction action with the target scene prop, so as to control and change the prop function corresponding to the target scene prop. Among them, the preset interaction action can be actions such as lifting, throwing, dragging, and carrying the target object.

[0101] It should be noted that the higher the game ability of the follower object, the greater the amplitude of the preset interaction action, so as to increase the dragging speed, lifting height, throwing speed or strength of the follower object for the target object.

[0102] For example, if the target object is "cheese", the follower object can drag the "cheese" to the corresponding area to complete the game task of the first character. Among them, the "cheese" can be used by the virtual character of the escaping camp to transport it to a specific position to obtain a certain amount of experience points. After storing a preset number of "cheese" at the specific position, corresponding changes can occur at the specific position, such as the appearance of a wall crack, to be used for generating specific prop functions.

[0103] For another example, if the target object is a projectile, the follower object can throw the projectile at the enemy character to interfere with the enemy character's capture of the first character, wherein the function of the projectile can be to cause a higher damage effect of dizziness and / or deceleration and / or reduction of blood volume to the enemy character when thrown at the enemy character, and to create porcelain pieces when thrown on the ground and cause a lag effect on the virtual character passing by.

[0104] For another example, if the target object is a "rocket", the "rocket" can be used to help the virtual character of the capturing camp eliminate the virtual character of the escaping camp. For example, when the virtual character of the escaping camp is associated with the "rocket", a countdown state is entered, and the virtual character of the escaping camp will be eliminated after the countdown ends.

[0105] For example, based on Figure 4 In the example shown, if the target object is "rocket", then Figure 8 As shown, the "object" can carry the "rocket", regardless of whether there is a second character on the "rocket". After carrying the "rocket", the position of the "rocket" will be raised, and the second character on the "rocket" can still be rescued, or the enemy character can tie the second character to the "rocket".

[0106] Specifically, when the target object is a friendly character in the first camp, the follower object can be controlled to perform a preset object action at the friendly character to assist the friendly character to move in a specified direction, or, it can also assist the first character to move in a specified direction.

[0107] Among them, the above-mentioned preset object actions can be actions such as jumping and push-ups. For example, the follower object assists the friendly character to jump up through push-ups, so as to catapult the friendly character out to a higher scene.

[0108] Specifically, when controlling the follower object to attack the enemy character, the follower object can be controlled to move to the target object and attack the target object a preset number of times, wherein the preset number of times can be set according to demand and is not limited here, for example, 1 time.

[0109] In this embodiment, the follower object may have the game ability to actively set a scene object in the game scene as an attack target after the game ability of the follower object has been adjusted at least once, or the follower object may have the game ability to actively set a scene object in the game scene as an attack target when the game ability of the follower object has not been adjusted.

[0110] In some embodiments, the above-mentioned target scenario prop is a game prop in the above-mentioned game match scenario for the second camp to trigger an elimination event against the first camp; the step of controlling to change the prop function corresponding to the above-mentioned target scenario prop may include: controlling to move the above-mentioned target scenario prop from the initial position to a target scenario position where the second camp cannot trigger, and / or controlling the prop function of the above-mentioned target scenario prop to be in a function pause state.

[0111] In some embodiments, after the step of controlling the prop function of the above-mentioned target scenario prop to be in a function pause state, the method may further include: in response to the follower object ending the interaction with the above-mentioned target object, controlling to resume the prop function of the above-mentioned target scenario prop.

[0112] It can be understood that by the above-mentioned follower object performing an interaction action with the above-mentioned target scenario prop to control the prop function of the target scenario prop to be in a function pause state, the elimination trigger timing of the game prop that triggers the elimination event can be delayed (for example, in the "rocket" scenario, delaying the timing of the target second character on the "rocket" being eliminated).

[0113] Specifically, controlling the prop function of the above-mentioned target scenario prop to be in a function pause state may include: controlling the effective countdown of the prop function of the above-mentioned target scenario prop to be continuously updated until the effective countdown is less than a preset threshold, and then controlling the prop function of the above-mentioned target scenario prop to pause taking effect.

[0114] Correspondingly, controlling to resume the prop function of the above-mentioned target scenario prop may include: controlling the prop function of the above-mentioned target scenario prop to take effect.

[0115] Exemplarily, for a scenario where the target object is a "rocket" and there is a second character on the "rocket", after the follower object picks up the "rocket", it can stop the elimination of the second character, but does not affect the progress of the elimination countdown. When the countdown remains a preset duration (such as 1 second), the countdown is stopped and the elimination of the second character is not performed. If the follower object stops the interaction action with the "rocket", the elimination countdown continues to be updated until the elimination countdown reaches zero, and then the second character is eliminated.

[0116] In some embodiments, when the prop function of the target scene prop is in a suspended state, if the target object is destroyed, the follower object is continuously controlled to follow the first character; alternatively, if the follower object is attacked, causing the health value of the follower object to be lower than a preset value, or other instructions are issued to the follower object to make the follower object perform other game behaviors, or the effective duration of the ability of the follower object to perform the current game behavior ends, it is necessary to control the follower object to stop the interaction action with the above-mentioned target object (such as the follower object putting down the "rocket"), and control the prop function of the above-mentioned target scene prop to take effect. For example, if the follower object stops the interaction action with the "rocket", the elimination countdown is continuously updated until the elimination countdown reaches zero, and then the second character is eliminated.

[0117] In some embodiments, if the target scene prop performs an activation countdown of the prop function for a specific second character among the second characters, then during the process of controlling the prop function of the above-mentioned target scene prop to be in a suspended state, the first character and other second characters in the same camp as the first character can rescue the specific second character. For example, the first character and other second characters in the same camp as the first character can interact with the target scene prop to rescue the specific second character.

[0118] In some embodiments, the above control to move the above-mentioned target scene prop from the initial position to a target scene position that cannot be triggered by the second camp may include: controlling the above-mentioned follower object to lift the above-mentioned target scene prop, so that the above-mentioned target scene prop rises from the initial position to a target scene position that cannot be triggered by the second camp at the current position; wherein, the above-mentioned ability parameter may include the lifting duration and / or the lifting amplitude of the above-mentioned target scene prop.

[0119] In this embodiment, by improving the game ability, the lifting duration and / or the lifting amplitude of the follower object for the target scene prop can be promoted.

[0120] It can be understood that by the above-mentioned interaction action between the follower object and the above-mentioned target scene prop to change the position of the target scene prop (such as changing the posture and height of the "rocket" in the "rocket" scene), some operations that can be performed at the original position of the target scene prop are made ineffective, so that the enemy character cannot better utilize the target scene prop to cause an adverse impact on the camp where the first character is located. For example, the enemy character cannot place the captured second character on the target scene prop (such as in the "rocket" scene, the enemy character cannot approach the rocket and thus cannot place it on the rocket).

[0121] In some embodiments, after enhancing the game ability of the above-mentioned follower object, the ability to newly detect the surroundings of the follower object can be added to perform active attacks based on the detection results, thereby optimizing the game ability of the follower object. That is, during the interaction between the follower object and the target scene prop, by detecting the preset range of the follower object, when an enemy character appears within the preset range of the follower object, the follower object can hold the target object and attack the enemy character. For example, the follower object will swing the "rocket" to perform an attack with a relatively large wind-up, knock back the enemy characters within the range, and restore lifting the "rocket" after the attack. Among them, the attack of the follower object has a cooldown time.

[0122] In some embodiments, the above-mentioned target scene prop is a game prop for the first camp to attack in the above-mentioned game match scene; the step of controlling to change the prop function corresponding to the above-mentioned target scene prop may include: controlling the above-mentioned follower object to attack the target interaction object to trigger a change in the prop function corresponding to the target interaction object.

[0123] Exemplarily, based on Figure 7 As an example, if the target object is a "wall crack", then, as Figure 9 shown, the "object" can walk to the position near the wall crack, and then the "object" attacks the "wall crack" to cause a fixed amount of damage to the "wall crack".

[0124] In some embodiments, the above-mentioned controlling the friendly character to displace in a specified direction may include: controlling the above-mentioned follower object to eject the friendly character based on the above-mentioned specified direction to cause the friendly character to displace; wherein, the above-mentioned ability parameters may include ejection speed and / or ejection amplitude.

[0125] In this embodiment, by enhancing the game ability, the ejection speed and / or ejection amplitude of the follower object on the friendly character can be increased to enable the friendly character to displace a longer distance.

[0126] Exemplarily, based on Figure 5 As shown in the example, if the target object is a "friendly character near the ground", then, as Figure 10 shown, the "object" can do push-up movements at the ground position indicated by the object operation indication mark, which is equivalent to an elastic jump platform that can bounce up any virtual character stepping on it.

[0127] In some embodiments, the above-mentioned controlling the above-mentioned follower object to attack the above-mentioned enemy character may include: controlling the above-mentioned follower object to attack the above-mentioned enemy character based on the character skill of the above-mentioned first character; wherein, the above-mentioned ability parameters may include at least one of the attack range, attack attribute, attack speed, attack times, and attack duration of the above-mentioned follower object.

[0128] In this embodiment, by enhancing the game ability, it is possible to promote the follower object to enhance at least one of the attack range, attack attributes, attack speed, attack times, and attack duration of the enemy character.

[0129] In some embodiments, controlling the follower object to attack the enemy character may include: controlling the follower object to attack the enemy character based on the character skills of the first character; wherein, the ability parameters may include at least one of the attack range, attack attributes, attack speed, attack times, and attack duration of the follower object.

[0130] It can be understood that after controlling the follower object to attack the enemy character, if no other instructions are given to the follower object, the follower object resumes following the first character.

[0131] It should be noted that since the enemy character may have countermeasures, the follower object may not necessarily be able to cause damage to the enemy character when attacking the enemy character.

[0132] Among them, if the first character has at least two character skills, one character skill can be randomly selected from them to attack the enemy character. For example, if the first character has at least two card skills, one card skill can be randomly selected from them, and the selected card skill is used as the attack skill of the first character to attack the enemy character.

[0133] Exemplarily, based on Figure 6 the example shown, if the target object is "Character B", then, as Figure 11 shown, the "object" can move to near "Character B", and then the "object" attacks "Character B" to cause damage to "Character B", and at the same time, it can also carry a control skill effect.

[0134] In an alternative embodiment, after the first character summons the follower object, the effective duration of the object of the follower object in the game round scene can be determined according to the game situation of the first character in the game round scene, that is, the effective duration of the object of the follower object is the same as the duration of the game round of the first character in the game round scene. That is, if the first character is not defeated or captured by the enemy character, the follower object can continue to assist the first character in the game round scene.

[0135] Moreover, when the effective duration of the follower object in the game scenario can be determined according to the game situation of the first character in the game scenario, if the follower object is also configured with health points, then the above method may further include: monitoring the health points of the follower object, and in response to the health points of the follower object being less than a first preset health threshold, indicating that the follower object is currently in a severely injured or weak state, and controlling to configure the follower object not to respond to a specified game instruction in the game scenario, where the specified game instruction may at least include: a game instruction to automatically follow the first character and a control instruction for the follower object triggered by the first terminal.

[0136] Wherein, the health points of the follower object can be reduced by the game actions performed by the follower object and the attack actions of enemy characters, and can be specifically set according to requirements, and are not limited herein.

[0137] In some embodiments, the above method may further include: in response to the follower object being configured not to respond to a specified game instruction in the game scenario, controlling to restore the health points of the follower object; in response to the health points of the follower object being restored to be greater than a second preset health threshold, controlling to configure the follower object to respond to the specified game instruction again in the game scenario.

[0138] It should be noted that during the process of restoring the health points of the follower object, the health points of the follower object can be increased as time passes. In addition, the first character or a second character in the same camp as the first character can use specific recovery resources to restore at least part of the health points of the follower object.

[0139] Wherein, the second preset health threshold is greater than or equal to the first preset health threshold.

[0140] In another alternative implementation manner, after the first character summons a follower object, the effective duration of the follower object in the game scenario can be determined according to the health points of the follower object. If the health points are not lower than the first preset health threshold, the follower object can continue to assist the first character in the game scenario.

[0141] In some embodiments, an attribute bar for the follower object may be displayed on the graphical user interface corresponding to the first terminal to indicate the health points of the follower object.

[0142] In some embodiments, the above method may further include: when the follower object has a first gaming ability, in response to a hit event for the follower object, controlling the follower object to counterattack; when the follower object has a second gaming ability, in response to the presence of an enemy character within a preset range of the first character, controlling the follower object to actively attack the enemy character.

[0143] Among them, the hit event of the follower object includes but is not limited to the follower object being attacked and / or the first character to which the follower object belongs being attacked.

[0144] In this embodiment, when the gaming ability of the follower object is weak, it is necessary to attack the follower object or the first character to which the follower object belongs to trigger the attack behavior of the follower object. When the gaming ability of the follower object is improved, the follower object can automatically detect the surrounding environment and automatically perform an attack behavior when an enemy character is detected.

[0145] Among them, the above attack behavior can have control skill effects, such as causing stun, slowdown, silence and other effects on the enemy character.

[0146] In an optional implementation manner, during the process of controlling the follower object to eject towards the friendly character based on the specified direction, the follower object can be triggered to be on alert for the surrounding area. During the alert period, if it is attacked by an enemy character and / or a character in the same camp (in the case where there is a character in the same camp who wants to trigger the attack behavior of the follower object), control the follower object to counterattack to attack the enemy character around the follower object. Since the enemy character may counterattack, the preset number of attack behaviors performed by the follower object may not necessarily cause damage to the enemy character. Among them, the counterattack behavior of the follower object only causes damage to the enemy character and can also cause a stun effect on the enemy character while causing damage. After the attack, the follower object continues to be on alert. The preset number can be set according to requirements and is not limited here, for example, 1 time.

[0147] In an optional implementation manner, during the process of the follower object moving with the first character, if the first character is attacked by an enemy character and the enemy character is within a certain range of the first character, the follower object can target the enemy character that performs the attack, move towards the enemy character, and perform a preset number of attack behaviors on the enemy character after approaching the enemy character. It can also cause a slowdown effect on the enemy character while causing damage. After the attack, the follower object continues to be on alert. The preset number can be set according to requirements and is not limited here, for example, 1 time.

[0148] It should be noted that the above-mentioned second gaming ability is higher than the above-mentioned first gaming ability, indicating that the second gaming ability is obtained after the first gaming ability is improved at least once.

[0149] In some embodiments, skill linkage can be performed for the first character, that is, the summoning skill for summoning a follower object is linked with another skill of the first character. For example, the player can click on the skill identifier of a specific gaming skill to display the gaming skill information indicated by the skill identifier. Among them, if there are multiple gaming skills, a gaming skill is randomly selected from the multiple gaming skills for display of the gaming skill information.

[0150] Then, drag the gaming skill information to the follower object to implement applying the selected gaming skill to the follower object, so that the follower object has the gaming skill when performing an attack behavior.

[0151] In some embodiments, the above method may further include: in response to the first character entering a state of restricted movement, controlling the follower object to perform a specified displacement behavior on the first character, so that the first character is displaced in a specified direction in the game round scene, where the specified direction is determined based on the current orientation of the follower object.

[0152] In this embodiment, if the first character enters a state of restricted movement, it means that the first character may currently be affected by special skills or items (such as movement-restricting items, stun skills, etc.), or the first character has a low health value in the game round scene, etc. To prevent the first character from being affected by enemy characters or other adverse events again, the follower object will walk to the position of the first character and displace the first character away from the current position according to the current orientation of the follower object, such as kicking the first character away, performing a forced displacement skill on the first character, carrying the first character to move, etc., so as to prompt the first character to move away from the current position, that is, to realize assisting the first character to leave the position that makes it weak through the follower object, ensuring the safety of the first character. Then, the follower object moves to the position of the first character to continue following the first character.

[0153] Optionally, as the gaming ability of the follower object improves, the displacement distance that the follower object can move the first character can also be increased.

[0154] Optionally, when the first character enters a state of restricted movement, regardless of whether the follower object is performing a gaming behavior based on a specified gaming instruction, the gaming behavior performed by the follower object can be terminated. Then, priority is given to controlling the follower object to perform a specified displacement behavior on the first character to drive the first character away from the position that makes it weak, and following after the follower object moves.

[0155] In some embodiments, the above method further includes: in response to the distance between the first character and the follower object being greater than a preset distance threshold, controlling the follower object to stop performing the corresponding game behavior and move towards the first character.

[0156] In this embodiment, when the distance between the follower object and the first character is relatively far, automatic teleportation can be set to automatically teleport the follower object back to the side of the first character to follow the first character's movement, so as to ensure that the follower object can always provide support to the first character at critical moments and enhance the player's sense of security.

[0157] In some embodiments, the above method may further include: controlling the follower object to be immune to the effects of control-type skills in the game match scene.

[0158] Among them, the above control-type skills are skills used to affect or limit game abilities, and the control-type skills include but are not limited to stun-type skills, slow-down type skills, silence-type skills, etc., which can be specifically set according to requirements and are not limited here.

[0159] In this embodiment, by setting a bully effect for the follower object, that is, during the period when the follower object has the bully effect, the follower object can be immune to the control-type skills of enemy characters, thus greatly improving the survival ability of the follower object in the game match scene and the sense of threat to enemy characters, thereby reducing the possibility of the follower object being easily defeated by enemy characters.

[0160] In some embodiments, the above method may further include: determining the target character ability of the eliminated second character among the at least one second character, and endowing the target character ability to the follower object, so as to prompt the follower object to inherit the target character ability.

[0161] In this embodiment, since the eliminated second character cannot continue to fight in the game match scene, in order to avoid the situation of losing the game due to the lack of a certain character's ability in one's own camp, the target character ability of the eliminated second character can be endowed to the follower object, that is, the follower object inherits the target character ability, avoiding the situation where the target character ability cannot be implemented in the game match scene and enhancing the game fun.

[0162] In some embodiments, since the above follower object appears in the game match scene through a summoning skill, therefore, the adjustment of the game ability of the follower object can be achieved by updating the skill level of the summoning skill, that is, as the skill level of the summoning skill increases, the game ability of the follower object corresponding to the summoning skill changes accordingly.

[0163] For example, when starting a game session, the skill level of the recall skill is level 1. When an adjustment event of the game ability of the follower object is triggered due to the elimination of the second character once, the skill level of the recall skill can be upgraded from level 1 to level 2. Then, when an adjustment event of the game ability of the follower object is triggered due to the elimination of the second character again, the skill level of the recall skill can be upgraded from level 2 to level 3.

[0164] In some embodiments, the step of controlling and adjusting the game ability of the follower object in response to the elimination event of the at least one second character triggered by the second camp may include: in response to the elimination event of the at least one second character triggered by the second camp, controlling to provide the first terminal with the upgrade permission for the summoning skill; in response to the upgrade instruction for the summoning skill triggered through the first terminal, controlling to adjust the game ability of the follower object.

[0165] Specifically, in response to the elimination event of the at least one second character triggered by the second camp, controlling to display a skill upgrade identifier on the graphical user interface of the first terminal, and in response to the triggering operation on the skill upgrade identifier, upgrading the summoning skill to obtain the upgraded summoning skill; based on the upgraded summoning skill, controlling to adjust the game ability of the follower object.

[0166] Among them, the display style of the skill upgrade identifier is different from the display style of the skill upgrade identifier in the normal state.

[0167] It can be seen from the above that by responding to the game session start instruction, controlling the first camp and the second camp participating in the session to enter the game session scene, where the first camp includes a first character and at least one second character, the first character is configured with a follower object, and the follower object is configured with a first game ability; in response to the elimination event of the at least one second character triggered by the second camp, controlling to adjust the game ability of the follower object, so that the game ability of the follower object in the game session scene is updated from the first game ability to the second game ability, where the ability parameters and / or the number of abilities corresponding to the second game ability are better than the first game ability. By enhancing the ability of the follower object of the first character when other characters in the same camp are eliminated, the disadvantage that appears after the members of the game team fail is weakened, and the player user experience is improved.

[0168] This embodiment also provides a game character control device, which can be specifically integrated in a terminal device, and the controlled virtual character is configured with a target game skill. For example, as Figure 12 shown, the game character control device may include:

[0169] A scene control module 1201, configured to control a first camp and a second camp participating in a game round to enter a game round scene in response to a game round start instruction, where the first camp includes a first character and at least one second character, the first character is configured with a follower object, and the follower object is configured with a first game ability;

[0170] An ability adjustment module 1202, configured to control and adjust the game ability of the follower object in response to an elimination event triggered by the second camp for the at least one second character, so that the game ability of the follower object in the game round scene is updated from the first game ability to a second game ability, where the ability parameter and / or the number of abilities corresponding to the second game ability are better than those of the first game ability.

[0171] In some embodiments, the ability adjustment module 1202 is specifically configured to:

[0172] Determine the number of characters of the second characters eliminated among the at least one second character;

[0173] Based on the number of characters, control and adjust the game ability of the follower object.

[0174] In some embodiments, the adjustment degree of the game ability of the follower object is positively correlated with the number of characters of the eliminated second characters.

[0175] In some embodiments, the first character is controlled through a first terminal, and the game character control device further includes a control module, and the control module is specifically configured to:

[0176] In response to a movement control instruction triggered through the first terminal, control the first character to move in the game round scene, and configure the follower object to automatically follow the movement of the first character.

[0177] In some embodiments, the game character control device further includes an interaction module, and the interaction module is specifically configured to:

[0178] In response to an interaction instruction for a target object in the game round scene triggered through the first terminal, control the follower object to interact with the target object.

[0179] In some embodiments, the interaction module is specifically configured to:

[0180] In response to the target object being an enemy character in the second camp, control the follower object to attack the enemy character;

[0181] In response to the target object being a target scene prop, control to change the prop function corresponding to the target scene prop;

[0182] In response to the target object being a friendly character in the first camp, control the friendly character to displace in a specified direction.

[0183] In some embodiments, the target scenario prop is a game prop in the game match scenario for the second camp to trigger an elimination event against the first camp;

[0184] The interaction module is specifically configured to:

[0185] Control to move the target scenario prop from the initial position to a target scenario position where the second camp cannot trigger it, and / or control the prop function of the target scenario prop to be in a function pause state.

[0186] In some embodiments, the game character control device further includes a function control module, and the function control module is specifically configured to:

[0187] In response to the follower object ending the interaction with the target object, control to resume the prop function of the target scenario prop.

[0188] In some embodiments, the interaction module is specifically configured to:

[0189] Control the effective countdown of the prop function of the target scenario prop to be continuously updated until the effective countdown is less than a preset threshold, and then control the prop function of the target scenario prop to pause from taking effect;

[0190] The control to resume the prop function of the target scenario prop is specifically configured to:

[0191] Control the prop function of the target scenario prop to take effect.

[0192] In some embodiments, the interaction module is specifically configured to:

[0193] Control the follower object to lift the target scenario prop so that the target scenario prop rises from the initial position to a target scenario position where the second camp cannot trigger it at the current position;

[0194] Wherein, the ability parameters include at least one of the lifting duration and / or lifting amplitude of the target scenario prop.

[0195] In some embodiments, the interaction module is specifically configured to:

[0196] Control the follower object to attack the enemy character based on the character skill of the first character;

[0197] Wherein, the ability parameters include at least one of the attack range, attack attribute, attack speed, attack times, and attack duration of the follower object.

[0198] In some embodiments, the above-mentioned interaction module is specifically configured to:

[0199] Control the above-mentioned follower object to eject the above-mentioned friendly character in the above-mentioned specified direction, so as to cause displacement of the above-mentioned friendly character;

[0200] Wherein, the above-mentioned ability parameters include ejection speed and / or ejection amplitude.

[0201] In some embodiments, the above-mentioned game character control device further includes an instruction configuration module, and the above-mentioned instruction configuration module is specifically configured to:

[0202] In response to the health value of the above-mentioned follower object being less than the first preset health threshold, control to configure the above-mentioned follower object not to respond to the specified game instruction in the above-mentioned game session scene, wherein the above-mentioned specified game instruction is at least specifically used for: the game instruction of automatically following the above-mentioned first character and the control instruction for the above-mentioned follower object triggered by the above-mentioned first terminal.

[0203] In some embodiments, the above-mentioned game character control device further includes a recovery module, and the above-mentioned recovery module is specifically configured to:

[0204] In response to the above-mentioned follower object being configured not to respond to the specified game instruction in the above-mentioned game session scene, control to recover the health value of the above-mentioned follower object;

[0205] In response to the health value of the above-mentioned follower object being restored to be greater than the second preset health threshold, control to configure the above-mentioned follower object to respond to the above-mentioned specified game instruction again in the above-mentioned game session scene.

[0206] In some embodiments, the above-mentioned game character control device further includes an object control module, and the above-mentioned object control module is specifically configured to:

[0207] When the above-mentioned follower object has the first game ability, in response to the hit event for the above-mentioned follower object, control the above-mentioned follower object to counterattack;

[0208] When the above-mentioned follower object has the second game ability, in response to the presence of an enemy character within the preset range of the above-mentioned first character, control the above-mentioned follower object to actively attack the above-mentioned enemy character.

[0209] In some embodiments, the above-mentioned game character control device further includes a behavior control module, and the above-mentioned behavior control module is specifically configured to:

[0210] In response to the above-mentioned first character entering the restricted action state, control the above-mentioned follower object to perform a specified displacement behavior on the above-mentioned first character, so that the above-mentioned first character is displaced in a specified direction in the above-mentioned game scene, where the above-mentioned specified direction is determined based on the current orientation of the above-mentioned follower object.

[0211] In some embodiments, the above-mentioned game character control device further includes a configuration module, and the above-mentioned configuration module is specifically used for:

[0212] Control to configure the above-mentioned follower object to be immune to the effects of control-type skills in the above-mentioned game scene.

[0213] In some embodiments, the above-mentioned game character control device further includes an ability conferring module, and the above-mentioned ability conferring module is specifically used for:

[0214] Determine the target character ability of the eliminated second character among the above-mentioned at least one second character, and confer the above-mentioned target character ability on the above-mentioned follower object.

[0215] In some embodiments, the above-mentioned game character control device further includes a summoning module, and the summoning module configures the above-mentioned follower object for the above-mentioned first character. The above-mentioned summoning module is specifically used for:

[0216] Provide a summoning control corresponding to the summoning skill in the first terminal corresponding to the above-mentioned first character;

[0217] In response to a first operation on the above-mentioned summoning control triggered through the above-mentioned first terminal, control the above-mentioned first character to cast the above-mentioned summoning skill in the above-mentioned game scene, and provide the above-mentioned follower object for the above-mentioned first character.

[0218] In some embodiments, the above-mentioned ability adjustment module 1202 is specifically used for:

[0219] In response to the elimination event triggered by the above-mentioned second camp for the above-mentioned at least one second character, control to provide the above-mentioned first terminal with the upgrade permission for the above-mentioned summoning skill;

[0220] In response to an upgrade instruction for the above-mentioned summoning skill triggered through the above-mentioned first terminal, control to adjust the game ability of the above-mentioned follower object.

[0221] In some embodiments, the above-mentioned game character control device further includes an appearance control module, and the above-mentioned appearance control module is specifically used for:

[0222] In response to the completion of the adjustment of the game ability of the above-mentioned follower object, control to adjust the appearance of the above-mentioned follower object, so that there is a visual distinction between the appearance performance after adjustment and the appearance performance before adjustment of the above-mentioned follower object.

[0223] As can be seen from the above, by responding to the game session start instruction, the first camp and the second camp participating in the session are controlled to enter the game session scene. Among them, the first camp includes a first character and at least one second character. The first character is configured with a follower object, and the follower object is configured with a first game ability. In response to the elimination event triggered by the second camp for the at least one second character, the game ability of the follower object is controlled to be adjusted, so that the game ability of the follower object in the game session scene is updated from the first game ability to a second game ability. Among them, the ability parameters and / or the number of abilities corresponding to the second game ability are better than those of the first game ability. By enhancing the ability of the follower object of the first character when other characters in the same camp are eliminated, the disadvantage that appears after the members of the game team fail is weakened, and the player user experience is improved.

[0224] Correspondingly, an embodiment of the present application further provides an electronic device. The electronic device may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), and other terminal devices. Alternatively, the electronic device may be a server.

[0225] As Figure 13 shown, Figure 13 is a schematic structural diagram of the electronic device provided by an embodiment of the present application. The electronic device 1300 includes a processor 1301 having one or more processing cores, a memory 1302 having one or more computer-readable storage media, and a computer program stored on the memory 1302 and executable on the processor. Among them, the processor 1301 is electrically connected to the memory 1302. Those skilled in the art can understand that the structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange different components.

[0226] The processor 1301 is the control center of the electronic device 1300, and connects various parts of the entire electronic device 1300 through various interfaces and lines. By running or loading the software program and / or unit stored in the memory 1302, and calling the data stored in the memory 1302, various functions of the electronic device 1300 are executed and data is processed, so as to perform overall monitoring of the electronic device 1300. The processor 1301 may be a central processing unit CPU, a graphics processing unit GPU, a network processor (NP), etc., and may implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present application.

[0227] In an embodiment of the present application, the processor 1301 in the electronic device 1300 will load the instructions corresponding to the processes of one or more application programs into the memory 1302 according to the following steps, and the processor 1301 will run the application programs stored in the memory 1302 to implement various functions, such as:

[0228] In response to the game round start instruction, control the first camp and the second camp participating in the round to enter the game round scene, where the first camp includes a first character and at least one second character, the first character is configured with a follower object, and the follower object is configured with a first game ability;

[0229] In response to the elimination event triggered by the second camp against the at least one second character, control to adjust the game ability of the follower object so that the game ability of the follower object in the game round scene is updated from the first game ability to a second game ability, where the ability parameter and / or the number of abilities corresponding to the second game ability are better than the first game ability.

[0230] Thus, the electronic device 1300 provided in this embodiment can bring the following technical effects: weaken the disadvantages that occur after the members of the game team fail, and improve the player user experience.

[0231] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated here.

[0232] Optionally, as Figure 13 shown, the electronic device 1300 further includes: a touch display screen 1303, a radio frequency circuit 1304, an audio circuit 1305, an input unit 1306, and a power supply 1307. Among them, the processor 1301 is electrically connected to the touch display screen 1303, the radio frequency circuit 1304, the audio circuit 1305, the input unit 1306, and the power supply 1307 respectively. Those skilled in the art can understand that Figure 13 the structure of the electronic device shown in

[0233] The touch display screen 1303 can be used to display a graphical user interface and receive operation instructions generated by a user's interaction with the graphical user interface. The touch display screen 1303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute the corresponding program. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 1301, and can receive and execute the commands sent by the processor 1301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits it to the processor 1301 to determine the type of touch event. Subsequently, the processor 1301 provides a corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 1303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1303 can also be used as part of the input unit 1306 to achieve the input function.

[0234] The radio frequency circuit 1304 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other electronic devices through wireless communication, and transmit and receive signals with the network device or other electronic devices.

[0235] The audio circuit 1305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1305 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal for output. On the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1305, converted into audio data, and then the audio data is output to the processor 1301 for processing. After that, it is sent to another electronic device through the radio frequency circuit 1304, or the audio data is output to the memory 1302 for further processing. The audio circuit 1305 may also include an earphone jack to provide communication between the peripheral earphone and the electronic device.

[0236] The input unit 1306 can be used to receive input digital, character information or user characteristic information (such as fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0237] The power supply 1307 is used to supply power to each component of the electronic device 1300. Optionally, the power supply 1307 can be logically connected to the processor 1301 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 1307 may also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0238] Although Figure 13 not shown in the figure, the electronic device 1300 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0239] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0240] Those of ordinary skill in the art can understand that all or part of the steps in the above various methods can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0241] Therefore, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute any game character control method provided by the embodiments of the present application. The computer programs can execute the following steps of the game character control method:

[0242] In response to a game session start instruction, control the first and second camps participating in the session to enter the game session scene. Among them, the first camp includes a first character and at least one second character. The first character is configured with a follower object, and the follower object is configured with a first game ability.

[0243] In response to an elimination event triggered by the second camp against the at least one second character, control and adjust the game ability of the follower object so that the game ability of the follower object in the game session scene is updated from the first game ability to a second game ability. Among them, the ability parameters and / or the number of abilities corresponding to the second game ability are superior to the first game ability.

[0244] It can be seen that the computer program can be loaded by a processor to execute any one of the game character control methods provided in the embodiments of the present application, thereby bringing the following technical effects: weakening the disadvantages that occur after the members in the game team fail and improving the player user experience.

[0245] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated here.

[0246] Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.

[0247] Since the computer program stored in the computer-readable storage medium can execute any one of the game character control methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game character control methods provided in the embodiments of the present application can be realized. For details, refer to the previous embodiments and will not be elaborated here.

[0248] According to one aspect of the present application, there is also provided a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in the various alternative implementations in the above embodiments.

[0249] In the above embodiments of the game character control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of the respective embodiments have their own emphases. For parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes and the beneficial effects brought about by the above-described game character control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units can refer to the description of the game character control method in the above embodiments, and will not be elaborated herein specifically.

[0250] The above has introduced in detail a game character control method, device, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A method for controlling a game character, characterized in that, The method includes: In response to a game round start instruction, controlling the first camp and the second camp participating in the round to enter the game round scene, where the first camp includes a first character and at least one second character, the first character is configured with a follower object, and the follower object is configured with a first game ability; In response to an elimination event triggered by the second camp against the at least one second character, controlling to adjust the game ability of the follower object so that the game ability of the follower object in the game round scene is updated from the first game ability to a second game ability, where the ability parameter and / or the number of abilities corresponding to the second game ability is better than the first game ability.

2. The method according to claim 1, wherein The step of controlling to adjust the game ability of the follower object includes: Determining the number of second characters eliminated among the at least one second character; Based on the number of characters, controlling to adjust the game ability of the follower object.

3. The method according to claim 2, wherein The degree of adjustment of the game ability of the follower object is positively correlated with the number of second characters eliminated.

4. The method according to claim 1, wherein The first character is controlled through a first terminal, and the method further includes: In response to a movement control instruction triggered through the first terminal, controlling the first character to move in the game round scene and configuring the follower object to automatically follow the movement of the first character.

5. The method according to claim 4, characterized in that, The method further includes: In response to an interaction instruction triggered through the first terminal for a target object in the game round scene, controlling the follower object to interact with the target object.

6. The method according to claim 5, wherein The step of controlling the follower object to interact with the target object includes: In response to the target object being an enemy character in the second camp, controlling the follower object to attack the enemy character; In response to the target object being a target scene prop, controlling to change the prop function corresponding to the target scene prop; In response to the target object being a friendly character in the first camp, controlling the friendly character to displace in a specified direction.

7. The method according to claim 6, wherein The target scene prop is a game prop in the game round scene for the second camp to trigger an elimination event against the first camp; The step of controlling to change the prop function corresponding to the target scene prop includes: Controlling to move the target scene prop from the initial position to a target scene position where the second camp cannot trigger it, and / or controlling the prop function of the target scene prop to be in a function pause state.

8. The method according to claim 7, wherein After the step of controlling the prop function of the target scene prop to be in a function pause state, the method further includes: In response to the follower object ending the interaction with the target object, controlling to resume the prop function of the target scene prop.

9. The method according to claim 8, wherein Controlling the prop function of the target scene prop to be in a function pause state includes: Controlling the effective countdown of the prop function of the target scene prop to be continuously updated until the effective countdown is less than a preset threshold, and then controlling the prop function of the target scene prop to pause from taking effect; Controlling to resume the prop function of the target scene prop includes: Controlling the prop function of the target scene prop to take effect.

10. The method according to claim 7, characterized in that, The control to move the target scenario prop from the initial position to the target scenario position where the second camp cannot trigger includes: Controlling the follower object to lift the target scenario prop so that the target scenario prop is raised from the initial position to the target scenario position where the second camp cannot trigger at the current position; Wherein, the ability parameter includes the lifting duration and / or the lifting amplitude of the target scenario prop.

11. The method according to claim 6, wherein, The control to make the follower object attack the enemy character includes: Controlling the follower object to attack the enemy character based on the character skill of the first character; Wherein, the ability parameter includes at least one of the attack range, attack attribute, attack speed, attack times, and attack duration of the follower object.

12. The method according to claim 6, wherein The control to make the friendly character displace in a specified direction includes: Controlling the follower object to eject the friendly character based on the specified direction to cause the friendly character to displace; Wherein, the ability parameter includes the ejection speed and / or the ejection amplitude.

13. The method according to claim 4, wherein The method further includes: In response to the health value of the follower object being less than the first preset health threshold, controlling to configure the follower object not to respond to specified game instructions in the game round scene, where the specified game instructions at least include: the game instruction to automatically follow the first character and the control instruction for the follower object triggered through the first terminal.

14. The method according to claim 13, wherein The method further includes: In response to the follower object being configured not to respond to specified game instructions in the game round scene, controlling to restore the health value of the follower object; In response to the health value of the follower object being restored to be greater than the second preset health threshold, controlling to configure the follower object to respond to the specified game instructions again in the game round scene.

15. The game character control method according to claim 1, wherein The method further includes: When the follower object has the first game ability, in response to the hit event for the follower object, controlling the follower object to counterattack; When the follower object has the second game ability, in response to the existence of an enemy character within the preset range of the first character, controlling the follower object to actively attack the enemy character.

16. The method according to claim 1, characterized in that, The method further includes: In response to the first character entering the action restricted state, controlling the follower object to perform a specified displacement behavior on the first character so that the first character displaces in the specified direction in the game round scene, where the specified direction is determined based on the current orientation of the follower object.

17. The method according to claim 1, characterized in that, The method further includes: Controlling to configure the follower object to be immune to the effects of control type skills in the game round scene.

18. The method according to claim 1, wherein The method further includes: Determining the target character ability of the eliminated second character among the at least one second character and endowing the target character ability to the follower object.

19. The method according to claim 1, wherein Configuring the follower object for the first character through the following steps: Providing a summoning control corresponding to the summoning skill in the first terminal corresponding to the first character; In response to a first operation on the summoning control triggered by the first terminal, control the first character to cast the summoning skill in the game match scene and provide the follower object for the first character.

20. The method according to claim 19, wherein The step of controlling the adjustment of the in-game ability of the follower object in response to an elimination event for the at least one second character triggered by the second camp includes: In response to an elimination event for the at least one second character triggered by the second camp, control to provide the first terminal with the upgrade permission for the summoning skill; In response to an upgrade instruction for the summoning skill triggered by the first terminal, control to adjust the in-game ability of the follower object.

21. The method according to claim 1, wherein The method further includes: In response to the completion of the adjustment of the in-game ability of the follower object, control to adjust the appearance of the follower object so that there is a visual distinction between the adjusted appearance and the pre-adjusted appearance of the follower object.

22. A game character control device, characterized in that, The device includes: A scene control module, configured to, in response to a game match start instruction, control the first camp and the second camp participating in the match to enter the game match scene, where the first camp includes a first character and at least one second character, the first character is configured with a follower object, and the follower object is configured with a first in-game ability; An ability adjustment module, configured to, in response to an elimination event for the at least one second character triggered by the second camp, control the adjustment of the in-game ability of the follower object so that the in-game ability of the follower object in the game match scene is updated from the first in-game ability to a second in-game ability, where the ability parameter and / or the number of abilities corresponding to the second in-game ability is better than the first in-game ability.

23. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores multiple instructions; the processor loads the instructions from the memory to execute the steps of the game character control method according to any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game character control method according to any one of claims 1 to 21.