Game matching method, device and equipment based on virtual scene, medium and program product

By introducing virtual characters automatically controlled by the system in the virtual game scenario, the problem of players not daring to enter the target point in the point-occupying mode is solved, the resource utilization rate and player participation enthusiasm are improved, and computer resources are avoided.

CN120393437APending Publication Date: 2025-08-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410137104.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-30
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

In the virtual game in point-occupying mode, players are afraid to enter the target point due to competition and conflict reasons, resulting in low enthusiasm for participation, reduced resource utilization, and wasted computer resources.

Method used

Introduce virtual characters automatically controlled by the system, and enter the stronghold in the virtual scene with the virtual characters controlled by the player, share risks, and increase the enthusiasm of players to enter the stronghold.

Benefits of technology

It improves the utilization rate of resources related to the stronghold in the virtual game, avoids the waste of computer resources, and enhances players' enthusiasm for participation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game playing method, device and equipment based on a virtual scene, a medium and a program product, and relates to the field of virtual scenes. The method comprises the following steps: displaying a first virtual character and n second virtual characters belonging to a first camp in a virtual game scene; in response to the first virtual character and at least one virtual character in the n second virtual characters meeting a foothold occupation requirement, displaying a foothold occupation animation; and under the condition that the first camp obtains the foothold occupation permission, updating and displaying the game data of the first camp. In the application, the virtual character automatically controlled by the system is introduced into the virtual game scene in the point occupation mode, and the virtual character can replace or enter the stronghold in the virtual scene together with the virtual character controlled by the player, so that the risk brought by entering the stronghold is shared for the player, the enthusiasm of the player to enter the stronghold to participate in competition is improved, and the user experience is improved. Therefore, the utilization rate of the resources related to the strongholds in the virtual office is improved, and waste of computer resources is avoided.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of virtual scenarios, and in particular, to a confrontation method, device, equipment, medium and program product based on a virtual scenario. Background Art

[0002] Virtual confrontation is an important part of games. In virtual confrontation, players can control virtual characters to fight against other players to compete for advantages and victories in the game. In the game, there are various ways of virtual confrontation. Among them, the point capture mode is a common way of virtual confrontation.

[0003] In the related art, after a player enters a game confrontation in the point capture mode, the player needs to control the virtual character to go to the target point in the virtual confrontation scene and compete with the virtual characters of the opposing camp for the control right of the target point. When the virtual character controlled by the player wins the control right of the target point, the player can obtain certain virtual confrontation advantages, such as equipment, scores, etc.

[0004] However, in the point capture mode, in order to compete for the control right of the target point, there will be more competition and conflicts among the virtual characters in the target point. Some players will not dare to control the virtual character to enter the target point, resulting in a low enthusiasm of players to participate in the virtual confrontation, thereby reducing the resource utilization rate in the virtual confrontation and wasting computer resources. Summary of the Invention

[0005] Embodiments of the present application provide a confrontation method, device, equipment, medium and program product based on a virtual scenario, which can improve the resource utilization rate in a virtual confrontation in the point capture mode. The technical solutions are as follows:

[0006] On the one hand, a confrontation method based on a virtual scenario is provided. The method includes:

[0007] Display a first virtual character belonging to a first camp and n second virtual characters in a virtual confrontation scene, where n is a positive integer. The first virtual character is a virtual character controlled by the current terminal, and the n second virtual characters are virtual characters automatically controlled by the system;

[0008] In response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, display a stronghold occupation animation, where the stronghold occupation animation is used to represent the stronghold occupation situation of the first camp;

[0009] When the first camp obtains the stronghold occupation permission, update and display the confrontation data of the first camp, where the confrontation data is used to determine the confrontation result of the first camp in the virtual confrontation.

[0010] On the other hand, a game device based on a virtual scenario is provided. The device includes:

[0011] A first display module, configured to display a first virtual character belonging to a first camp and n second virtual characters in a virtual game scenario, where n is a positive integer. The first virtual character is a virtual character controlled by the current terminal, and the n second virtual characters are virtual characters automatically controlled by the system;

[0012] The first display module is further configured to display a stronghold occupation animation in response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement. The stronghold occupation animation is used to represent the occupation situation of the first camp in the first scenario area;

[0013] A second display module, configured to update and display the game data of the first camp when the first camp obtains the stronghold occupation permission. The game data is used to determine the game result of the first camp in the virtual game.

[0014] On the other hand, a computer device is provided. The computer device includes a processor and a memory. At least one instruction, at least one program, a code set, or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement any one of the above-mentioned game methods based on a virtual scenario.

[0015] On the other hand, a computer-readable storage medium is provided. At least one instruction, at least one program, a code set, or an instruction set is stored in the storage medium. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement any one of the above-mentioned game methods based on a virtual scenario.

[0016] On the other hand, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes any one of the above-mentioned game methods based on a virtual scenario.

[0017] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:

[0018] A first virtual character belonging to a first camp and n second virtual characters are displayed in a virtual game scene, wherein the second virtual characters are automatically controlled by the system. When at least one of the first virtual character and the n second virtual characters meets the stronghold capture requirements, a corresponding stronghold capture animation is displayed to represent the stronghold capture status of the first camp. When the first camp has stronghold capture authority, the game data of the first camp is updated and displayed. In this application, a virtual character automatically controlled by the system is introduced into the virtual game scene in the point capture mode. This virtual character can replace or enter the stronghold in the virtual scene together with the virtual character controlled by the player, sharing the risk of entering the stronghold with the player, increasing the player's enthusiasm for entering the stronghold and participating in the competition, thereby improving the utilization rate of stronghold-related resources in the virtual game and avoiding the waste of computer resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0020] Figure 1 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;

[0021] Figure 2 is a schematic diagram of a game method based on a virtual scene provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flowchart of a game method based on a virtual scene provided by an exemplary embodiment of the present application;

[0023] Figure 4 is a flowchart of a game method based on a virtual scene provided by another exemplary embodiment of the present application;

[0024] Figure 5 is a flowchart of a game method based on a virtual scene provided by another exemplary embodiment of the present application;

[0025] Figure 6 is a flowchart of a game method based on a virtual scene provided by another exemplary embodiment of the present application;

[0026] Figure 7 is a schematic diagram of a position location range provided by an exemplary embodiment of the present application;

[0027] Figure 8 is a schematic diagram of a virtual game scenario provided by an exemplary embodiment of the present application;

[0028] Figure 9 It is a schematic diagram of a scene thumbnail map of a virtual game scene provided by an exemplary embodiment of the present application;

[0029] Figure 10 It is a flowchart of a game method based on a virtual scene provided by another exemplary embodiment of the present application;

[0030] Figure 11 It is a general flowchart of a game method based on a virtual scene provided by an exemplary embodiment of the present application;

[0031] Figure 12 It is a structural block diagram of a game device based on a virtual scene provided by an exemplary embodiment of the present application;

[0032] Figure 13 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0033] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings. Obviously, the described embodiments are some, but not all, of the embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present application without creative efforts shall fall within the protection scope of the present application.

[0034] First, a brief introduction to the terms involved in the embodiments of the present application is given.

[0035] Virtual scene: The virtual scene includes the scene displayed when the target application program runs on the terminal. For example, the game scene displayed when a shooting game runs on the terminal. The virtual scene includes at least one of a two-dimensional virtual scene, a 2.5D virtual scene, a three-dimensional virtual scene, etc., and the embodiments of the present application do not limit this. The virtual scene can be a completely fictional scene, a simulation scene of the real world, or a semi-simulation and semi-fictional scene. Optionally, the virtual scene can be implemented as a virtual game scene, that is, the virtual scene displayed on the terminal when a virtual game is carried out in the target application program. For example, after entering the game session of a shooting game, the game session scene displayed on the terminal.

[0036] Virtual Character: A virtual character refers to an active object in a virtual scene. Such an active object can be a virtual human, a virtual animal, an anime character, etc. For example, it can be a human, an animal, a plant, an oil barrel, a wall, a stone, etc. displayed in the virtual scene. Optionally, when the virtual scene is implemented as a 3D virtual scene, the virtual character is a 3D solid model created based on the animation skeleton technology. Each virtual character has its own shape and volume in the 3D virtual environment and occupies a part of the space in the 3D virtual environment.

[0037] Point Capture Mode: The point capture mode is a way of virtual confrontation. In the point capture mode, the virtual confrontation scene includes some "point positions" (i.e., strongholds). Players need to compete with players of the opposing camp for the occupation right of the "point position". When a camp occupies the "point position", the players in that camp can obtain additional confrontation resources, such as equipment, scores, etc. Taking scores as an example, the longer a camp occupies the "point position", the more scores it can obtain. When the scores obtained by a camp reach the preset target score, that camp wins the current confrontation.

[0038] Occupation Right: The occupation right refers to the occupation right of a specified camp for a certain point position. When the specified camp has the occupation right of the specified point position, it means that the specified camp has occupied the specified point position. At this time, the specified camp can obtain the corresponding confrontation resources.

[0039] Occupation Progress: The occupation progress refers to the occupation progress of a specified camp for a certain point position. When the specified camp has the occupation progress of the specified point position, it means that the specified camp is in the process of obtaining the occupation right of the specified point position and has not occupied the specified point position yet. At this time, the specified camp cannot obtain the corresponding confrontation resources or can only obtain partial confrontation resources.

[0040] Secondly, the implementation environment for implementing the confrontation method based on a virtual scene provided in this application will be described.

[0041] Figure 1 The figure shows a schematic diagram of the implementation environment provided by an exemplary embodiment of this application. This implementation environment includes: a first terminal 110, a server 120, and a second terminal 130.

[0042] An application program that supports virtual scenarios is installed and running in the first terminal 110. Exemplarily, the application program can be any one of a virtual reality (VR) application program, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a simulation game (SLG), a party game, etc.

[0043] The first terminal 110 is a terminal used by a first user. The first user uses the first terminal 110 to control a first virtual character located in a virtual scenario. The control includes, but is not limited to, at least one of adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc. Schematically, the first user can use the first terminal 110 to interact with non-player characters (NPCs) in the virtual scenario, and can also use the first terminal 110 to control the first virtual character to move in the direction of a specified scene area in the virtual scenario.

[0044] The first terminal 110 is connected to the server 120 through a wireless network or a wired network.

[0045] The server 120 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud computing services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.

[0046] Among them, cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data computing, storage, processing, and sharing. Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model, which can form a resource pool, be used on demand, and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites, and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark and needs to be transmitted to the background system for logical processing. Data at different levels will be processed separately, and various industry data requires the support of a powerful system background, which can only be achieved through cloud computing. Optionally, the server 120 can also be implemented as a node in a blockchain system.

[0047] The server 120 is used to provide background services for application programs in the first terminal 110 and the second terminal 130. Optionally, the server 120 undertakes the main computing work, and the first terminal 110 and the second terminal 130 undertake the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal 110 and the second terminal 130 undertake the main computing work; or, a distributed computing architecture is adopted among the server 120, the first terminal 110, and the second terminal 130 for collaborative computing.

[0048] The second terminal 130 installs and runs an application program that supports virtual scenarios. The application program can be any one of a virtual reality (VR) application program, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a simulation game (SLG), a party game, etc.

[0049] The second terminal 130 is a terminal used by a second user. The second user uses the second terminal 130 to control a third virtual character located in a virtual scene. Such control includes, but is not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc. The second user can use the second terminal 130 to interact with NPCs in the virtual scene and can also use the second terminal 130 to control the third virtual character to move in the direction of a specified scene area in the virtual scene.

[0050] The virtual characters controlled by the first user through the first terminal 110 and the second user through the second terminal 130 are located at different positions in the same virtual scene. For example, the first user and the second user are in the same virtual game session. Optionally, the first virtual character controlled by the first user through the first terminal 110 belongs to the first camp, and the third virtual character controlled by the second user through the second terminal 130 belongs to the second camp. There is a competitive relationship between the first camp and the second camp; or, there is a cooperative relationship between the first camp and the second camp.

[0051] Optionally, the application programs installed on the first terminal 110 and the second terminal 130 are the same, or the application programs installed on the two terminals are of the same type on different control system platforms. The embodiments of the present application do not limit the form of the application programs installed on the first terminal 110 and the second terminal 130, including but not limited to Apps (Applications) installed in the first terminal 110 and the second terminal 130, mini programs, etc., and can also be in the form of web pages. The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to one of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of smart phones, tablet computers, wearable devices, PCs (Personal Computers), e-book readers, digital players, laptop computers, and desktop computers. The following embodiments take the terminal including a smart phone as an example for illustration.

[0052] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminals can be only one (i.e., the user plays a game with artificial intelligence), or the above terminals can be eight (1v1v1v1v1v1v1v1, and cyclic games and eliminations are carried out among eight users, and finally the winner is determined), or a larger number. The embodiments of the present application do not limit the number and device types of the terminals.

[0053] An embodiment of the present application provides a confrontation method based on a virtual scenario, which is executed by a computer device. Optionally, the computer device may be Figure 1 the first terminal 110 or the second terminal 130 shown in the figure. The first terminal 110 and the second terminal 130 are respectively installed and run with application programs that support virtual scenarios.

[0054] Figure 2 The figure shows a schematic diagram of a confrontation method based on a virtual scenario provided by an exemplary embodiment of the present application. Taking the computer device as the first terminal 110 and the application program being implemented as a shooting game as an example, the steps are briefly described as follows:

[0055] Step 1: The first terminal displays a first virtual character belonging to the first camp and n second virtual characters in the virtual confrontation scenario.

[0056] Schematically, please refer to Figure 2 , in the interface 210 displayed on the first terminal 110, a virtual confrontation scenario is displayed, which is a virtual scenario displayed after starting a game confrontation in a shooting game. In this virtual confrontation scenario, there are a first camp and a second camp. The second camp is the opposing camp of the first camp. The first camp needs to compete with the second camp for the occupation right of the confrontation point 201 (i.e., the first scene area). Any camp can obtain a specified score after obtaining the occupation right of the confrontation point 201, and the longer the occupation time, the more scores are obtained; when the scores obtained by one camp reach the preset target score first, that camp wins this virtual confrontation.

[0057] As Figure 2 shown, in the interface 210, a first virtual character 202 belonging to the first camp and n second virtual characters 203 are displayed. Among them, the first virtual character 202 is controlled by the first terminal, and the n second virtual characters 203 are automatically controlled by the system. Schematically, when the server 120 receives a game confrontation start instruction, n automatically active second virtual characters are added to the first camp in the corresponding virtual confrontation scenario. After the game confrontation starts, the server 120 controls the n second virtual characters 203 to move in the virtual confrontation scenario towards the direction where the confrontation point is located.

[0058] Step 2: In response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, a stronghold occupation animation is displayed.

[0059] Schematically, please refer to Figure 2, in interface 220, the second virtual character 203 automatically controlled by the system took the lead in entering the stronghold point 201. At this time, the progress corresponding to the diamond progress bar 204 above the stronghold point 201 began to increase. The progress corresponding to this diamond progress bar 204 represents the occupation progress of the first camp for this stronghold point 201. The progress corresponding to the diamond progress bar 204 will increase as the existence duration of n second virtual characters 203 in the stronghold point 201 increases. When the progress corresponding to the diamond progress bar 204 reaches 100%, it means that the first camp has occupied the stronghold point 201.

[0060] Among them, the diamond progress bar 204 refers to a progress bar presented with a diamond border, and the occupation progress is represented by the color filling within the diamond border. For example Figure 2 as shown, in interface 220, if the area of the gray region filled within the diamond border of the diamond progress bar 204 accounts for 75% of the entire diamond border area, it means that the occupation progress of the first camp for this stronghold point 201 is 75%; in interface 230, if the area of the gray region filled within the diamond border of the diamond progress bar 204 accounts for 100% of the entire diamond border area, it means that the occupation progress of the first camp for this stronghold point 201 is 100%, that is, the first camp has occupied the stronghold point 201.

[0061] Step 3: When the first camp obtains the permission to occupy the stronghold, update and display the game data of the first camp.

[0062] Schematically, please refer to Figure 2 , in interface 230, the progress corresponding to the diamond progress bar 204 has reached 100%, which means that the first camp has occupied the stronghold point 201. Optionally, after the first camp occupies the stronghold point 201, timing starts. Thereafter, every 10 seconds, the game score corresponding to the first camp increases by 1 point. If the game score of the first camp reaches 60 points first, then the first camp wins in this game session.

[0063] In summary, in the embodiment of the present application, a virtual character automatically controlled by the system is introduced into the virtual game scenario in the point capture mode. This virtual character can replace or enter the stronghold in the virtual scenario together with the virtual character controlled by the player, sharing the risks brought by entering the stronghold for the player, improving the enthusiasm of the player to enter the stronghold to participate in the competition, thereby improving the utilization rate of the resources related to the stronghold in the virtual game and avoiding the waste of computer resources.

[0064] It should be noted that before and during the collection of relevant user data in this application, a prompt interface, pop-up window, or voice prompt message can be displayed. The prompt interface, pop-up window, or voice prompt message is used to prompt the user that their relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or pop-up window. Otherwise (that is, when the confirmation operation issued by the user for the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application is collected with the consent and authorization of the user, and the collection, use, and processing of relevant user data need to comply with relevant laws, regulations, and standards.

[0065] Combined with the above introduction, Figure 3 is a flowchart of a confrontation method based on a virtual scene provided by an embodiment of this application. Taking the application of this method in the first terminal as shown in Figure 1 as an example for illustration, the method is as follows in steps 310 to 330.

[0066] Step 310, display the first virtual character belonging to the first camp and n second virtual characters in the virtual confrontation scene.

[0067] n is a positive integer.

[0068] Optionally, the first terminal is the current terminal (that is, the terminal currently executing the confrontation method based on the virtual scene). The virtual confrontation scene is the virtual scene provided by the application installed and running on the first terminal. Schematically, taking the application implemented as a shooting game as an example for illustration, a game confrontation entrance of the shooting game is displayed in the first terminal. The first terminal responds to the trigger operation on the game confrontation entrance and displays the first virtual character belonging to the first camp and n second virtual characters in the virtual confrontation scene. Among them, the trigger operation includes at least one of click operation, double-click operation, long-press operation, and touch operation.

[0069] Among them, the first virtual character is the virtual character controlled by the current terminal, and the n second virtual characters are the virtual characters automatically controlled by the system.

[0070] Optionally, the first virtual character is the virtual character controlled by the first terminal. Among them, the number of first virtual characters can be one or more.

[0071] Optionally, the second virtual character can be implemented as a Non-Player Character (NPC), an Artificial Intelligence (AI) character, etc. That is, the second virtual character is not a character controlled manually (by a terminal), but a character that conducts activities automatically. Among them, an AI character refers to a virtual character simulated through artificial intelligence technology, and the artificial intelligence technology endows the virtual character with higher intelligent decision-making capabilities. The AI character can perform autonomous learning and adaptive decision-making through machine learning and reinforcement learning algorithms. That is to say, the AI character can make more intelligent and personalized responses according to the player's behavior and environmental changes, increasing the challenge and realism of the game. Among them, the number of the second virtual characters can be one or multiple, where n is equal to 1 or n is greater than 1.

[0072] In some other embodiments, the above-mentioned second virtual character can also be a virtual character jointly controlled by the player and the system. For example: The player can choose the timing for the second virtual character to move towards the battle point. After the player triggers the second virtual character to move towards the battle point, the system automatically controls the movement trajectory and other activities of the second virtual character in the virtual battle scene (such as: shooting at the virtual characters in the enemy camp, etc.).

[0073] Optionally, the above-mentioned first camp only includes the first virtual character and n second virtual characters, or, the above-mentioned first camp includes multiple virtual characters, and among the multiple virtual characters, there are the first virtual character and n second virtual characters, where among the multiple virtual characters, there are also virtual characters controlled by other terminals (except the first terminal).

[0074] Illustratively, in the first camp, there are 10 player virtual characters controlled by different terminals respectively and 10 AI virtual characters automatically controlled by the system. In some embodiments, there is a corresponding relationship between the player virtual characters and the AI virtual characters. For example: One player virtual character a is associated with one AI virtual character b, then the system controls the AI virtual character b to mainly cooperate with the player virtual character a to conduct activities in the virtual battle scene.

[0075] The above-mentioned virtual battle scene includes a scene area serving as a stronghold. Optionally, the number of scene areas serving as strongholds included in the virtual battle scene can be one or multiple. The embodiments of the present application do not limit this.

[0076] Illustratively, the scene area serving as a stronghold is an area demarcated within the virtual battle scene. For example: a virtual room, a virtual grassland, a virtual cave, etc. The embodiments of the present application do not limit this.

[0077] In some embodiments, in a virtual game scene, the number and location of the scene areas serving as strongholds are fixed; alternatively, the number and location of the scene areas serving as strongholds are dynamically changing. For example: at the start of the game, there are 100 battle points on the field, and the 100 battle points are evenly distributed in the virtual game scene; when the game reaches the middle stage, the 100 battle points are reduced to 50 battle points, and the distribution of these 50 battle points will change according to the distribution of virtual characters in the virtual game scene (for example: the battle points are more densely distributed where there are more virtual characters, and the battle points are more sparsely distributed where there are fewer virtual characters). The above is only illustrative, and the embodiments of the present application do not limit the form of the conditions for the dynamic change of the number and location of the scene areas serving as strongholds.

[0078] The following will be described by taking the scene area serving as a stronghold being implemented as the first scene area in the virtual game scene as an example.

[0079] In some embodiments, in the virtual game scene, the first scene area corresponds to an access permission, and the access permission refers to the permission to enter the first scene area; optionally, when the first virtual character meets the requirements of the access permission, in response to receiving a movement operation on the first virtual character, it is displayed that the first virtual character enters the first scene area.

[0080] Illustratively, in the game, the battle point has an access permission, and only virtual characters that meet the requirements are allowed to enter the battle point. For example: in the game, when the game level of virtual character A reaches the preset level requirement, it is determined that virtual character A meets the requirements of the access permission and can enter the battle point; optionally, the access permissions corresponding to different scene areas are the same or different.

[0081] In some embodiments, a regional prompt identifier corresponding to the first scene area is displayed in the virtual game scene, such as: a regional demarcation line, a regional occupation progress bar, a regional guiding arrow, etc. The first scene area is marked with the regional prompt identifier to prompt the player that the first scene area is the "battle point" in the virtual game scene, that is, the point that needs to be contested to obtain the occupation permission.

[0082] Among them, the regional prompt identifier is displayed in the virtual game scene immediately after the virtual game starts. Or, the regional prompt identifier is displayed when the first camp meets the preset regional requirements. Illustratively, when the distance between any virtual character in the first camp and the first scene area is less than or equal to the preset distance, the regional prompt identifier corresponding to the first scene area is displayed; or, when the virtual characters in the first camp complete a preset task (for example: the obtained game score reaches the preset score, the number of virtual characters eliminated from the opposing camp reaches the preset number, etc.), the regional prompt identifier corresponding to the first scene area is displayed.

[0083] Optionally, the virtual game scene includes a game data display area. Among them, the game data display area is used to display the game data corresponding to the current first camp and other camps. Schematically, taking the game data as the game score as an example, a score panel is displayed in the virtual game scene. If the score panel shows "20:10", it means that the game score obtained by our camp is 20, and the game score obtained by the enemy camp is 10.

[0084] In some embodiments, a first guiding identifier is displayed in the virtual game scene. The first guiding identifier is used to guide the first virtual character to enter the first scene area that serves as a stronghold.

[0085] Schematically, distance information is displayed in the first guiding identifier. The distance information is used to indicate the distance between the first virtual character and the first scene area.

[0086] In some embodiments, the virtual game scene includes multiple strongholds. During the virtual game process, different strongholds are effective in different time periods. For example: the virtual game scene includes Stronghold 1 and Stronghold 2, the virtual game includes Time Period 1 and Time Period 2, the stronghold that is effective in Time Period 1 is Stronghold 1, and the stronghold that is effective in Time Period 2 is Stronghold 2.

[0087] Among them, the effective stronghold means that the stronghold can provide corresponding buff effects for the occupying camp. For example: providing game scores for the occupying camp, etc.; the ineffective stronghold means that the stronghold cannot provide corresponding buff effects for the occupying camp.

[0088] Optionally, the first scene area corresponds to a first effective time period. During the first effective time period, both camps can compete for the occupation right of the first scene area. Whichever camp obtains the occupation right of the first scene area can obtain corresponding buff effects (for example: game scores); outside the effective time period of the stronghold, the first scene area cannot provide corresponding buff effects.

[0089] Optionally, a stronghold refresh countdown corresponding to the first scene area is displayed in the game scene.

[0090] Among them, the stronghold refresh countdown is used to indicate the duration between the current moment and the start moment of the effective time period of the stronghold corresponding to the first scene area.

[0091] In some embodiments, a character identifier is displayed above the AI character. The character identifier is used to mark that the character type of the virtual character is an AI character and mark the camp to which the AI character belongs. Schematically, a circular mark is displayed above the virtual character a, and the mark is green, indicating that the virtual character a is an AI character belonging to our camp; a circular mark is displayed above the virtual character b, and the mark is red, indicating that the virtual character b is an AI character belonging to the enemy camp.

[0092] Optionally, a second guiding identifier is displayed in the game scene, and the second guiding identifier is used to indicate the direction where the AI character is located. Among them, the appearance of the second guiding identifier may be the same as or different from the appearance of the character identifier displayed above the AI character.

[0093] Step 320, in response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, display a stronghold occupation animation.

[0094] Among them, the stronghold occupation animation is used to represent the stronghold occupation situation of the first camp.

[0095] Schematically, the stronghold occupation animation can be implemented as at least one of an occupation identifier, an occupation progress bar, a stronghold change special effect, etc., and the embodiments of the present application do not limit this. Among them, the occupation identifier is used to indicate that the camp has the occupation permission for the corresponding scene area; the occupation progress bar is used to indicate the occupation progress of the camp for the corresponding scene area; the stronghold change special effect is used to indicate the display change of the stronghold after at least one virtual character enters the first scene area. For example, after the first virtual character enters the first scene area, a fireworks special effect is displayed, etc.

[0096] The following describes the case of displaying the stronghold occupation animation.

[0097] Case 1: When the first virtual character enters any stronghold, display the first occupation animation corresponding to any stronghold.

[0098] Among them, the first occupation animation is used to represent the stronghold occupation situation of the first camp for any stronghold.

[0099] Taking any stronghold being implemented as the first scene area as an example for illustration.

[0100] Optionally, the situation where the first virtual character enters the first scene area means that only the first virtual character enters the first scene area, or the first virtual character and other virtual characters in the first camp enter the first scene area, or the first virtual character enters the first scene area and other virtual characters in the first camp enter other strongholds, etc.

[0101] Among them, other virtual characters include virtual characters controlled by other terminals in the first camp and any virtual characters among the n second virtual characters; other strongholds refer to strongholds in the virtual game scene other than the first scene area, etc., and the embodiments of the present application do not limit this.

[0102] Schematically, when the virtual character controlled by the player enters the stronghold point 1 in the game scene, that is, an occupation progress bar is displayed on the first terminal, and the occupation situation of the camp where the player is located for the stronghold point 1 is represented by this occupation progress bar.

[0103] In some embodiments, if the stronghold in the virtual game scene further includes a second scene area.

[0104] Optionally, when the first virtual character enters the first scene area and other virtual characters in the first camp enter the second scene area, display the first occupation animation corresponding to the first scene area and the second occupation animation corresponding to the second scene area.

[0105] Among them, the second occupation animation is used to represent the occupation situation of the first camp in the second scene area.

[0106] Optionally, the first occupation animation and the second occupation animation are different.

[0107] Schematically, when the virtual character controlled by the player enters stronghold point 1 and the AI character enters stronghold point 2 in the game scene, display an occupation progress bar and a banner notification on the first terminal. The occupation progress bar represents the occupation situation of the camp where the player is located in stronghold point 1, and the banner notification notifies the player that our camp is competing for stronghold point 2.

[0108] Case two: When the first virtual character does not enter any stronghold and other virtual characters in the first camp enter any stronghold, display the second occupation animation corresponding to any stronghold.

[0109] Schematically, when the virtual character controlled by the player does not enter any stronghold point in the game scene and other virtual characters in the first camp enter stronghold point 1 in the game scene, a banner notification can be displayed on the first terminal to notify the player that our camp is competing for the occupation right of this stronghold point 1.

[0110] Optionally, when the first virtual character does not enter any stronghold, other virtual characters in the first camp enter the first scene area, and the other virtual characters are within the field of view of the first virtual character, display the first occupation animation corresponding to the first scene area.

[0111] Schematically, when the virtual character a controlled by the player approaches stronghold point 1 in the game scene but does not enter it. At this time, if there are other virtual characters b in the first camp and stronghold point 1 within the field of view of the virtual character a, that is, when the virtual character b and stronghold point 1 are displayed on the display interface of the current first terminal, and the virtual character b is inside stronghold point 1, an occupation progress bar can be displayed on the first terminal, and the occupation progress bar represents the occupation situation of the camp where the player is located in stronghold point 1.

[0112] It should be noted that the above examples of displaying the stronghold occupation animation are only illustrative explanations, and the embodiments of the present application are not limited thereto. For example: when the first virtual character has not entered any stronghold, and the second virtual character associated with the first virtual character in the first camp enters the first scene area, the first occupation animation corresponding to the first scene area is displayed. That is, when the virtual character controlled by the player has not entered any camp point, but the AI character associated with the player enters the camp point 1 in the game scene, an occupation progress bar is displayed on the first terminal, and the occupation situation of the camp where the player is located for the camp point 1 is represented by this occupation progress bar. Among them, the AI character associated with the player can be pre-configured or selected by the player before the game starts, and the embodiments of the present application are not limited thereto.

[0113] The following takes the implementation of the stronghold in the virtual game scene as the first scene area for illustration. In some embodiments, when a virtual character in a designated camp enters the first scene area, the designated camp obtains the occupation permission for the first scene area.

[0114] Optionally, in response to at least one of the first virtual character and n second virtual characters entering the first scene area, a first occupation identifier is displayed. The first occupation identifier is used to indicate that the first camp obtains the occupation permission for the first scene area.

[0115] Schematically, when at least one of the first virtual character and n second virtual characters enters the first scene area, the first occupation identifier is displayed, indicating that the occupation permission for the first scene area belongs to the first camp. In this embodiment , when the virtual character enters the first scene area, it can obtain the occupation permission of the first scene area. It is relatively simple for the player to obtain the occupation permission, which promotes the player to participate in the stronghold competition. At the same time, the system does not require additional progress judgment and calculation, and the permission control is relatively simple, reducing the complexity of technical implementation. In some embodiments, the n second virtual characters are virtual characters that are automatically controlled by the system to move in the virtual game scene. In some embodiments, the first virtual character is a virtual character that is controlled by the terminal to move in the virtual game scene.

[0116] In other embodiments, after the virtual character in the designated camp enters the first scene area, when the virtual character in the designated camp entering the first scene area meets the first progress requirement, the designated camp can obtain the occupation permission for the first scene area.

[0117] Optionally, in response to at least one of the first virtual character and n second virtual characters entering the first scene area, a first occupation progress bar is displayed. The first occupation progress bar is used to represent the occupation progress of the first camp for the first scene area; in response to the progress value of the first occupation progress bar reaching the first progress requirement, a first occupation identifier is displayed. The first occupation identifier is used to indicate that the first camp obtains the occupation permission for the first scene area.

[0118] Schematically, when the first virtual character and at least one of the n second virtual characters enter the first scene area, it means that the first camp starts to obtain the occupation permission for the first camp. During the obtaining process, a first occupation progress bar will be displayed to represent the occupation progress of the first camp for the first scene area. It should be noted that at this time, the first camp has not yet obtained the occupation permission for the first camp. When the first occupation progress bar is displayed, if the progress value of the first occupation progress bar reaches the first progress requirement, a first occupation identifier will be displayed, indicating that the first camp has obtained the occupation permission for the first scene area. In this embodiment, before the occupation identifier is displayed, displaying the occupation progress bar enables players to timely understand their occupation progress for the scene area, improving the human-computer interaction efficiency; in addition, in this embodiment, only when the progress value of the occupation progress bar meets the occupation progress requirement can the corresponding camp obtain the occupation permission, controlling the change speed of the occupation permission and reducing the waste of resources to a certain extent.

[0119] Optionally, in response to the progress value of the first occupation progress bar reaching a preset progress value, it is determined that the progress value of the first occupation progress bar reaches the first progress requirement.

[0120] Schematically, a progress increase animation corresponding to the first occupation progress bar is displayed. The progress increase animation refers to an animation that increases the progress value of the first occupation progress; in response to the progress value of the first occupation progress bar reaching a preset progress value, the progress increase animation is stopped, and the first occupation progress bar that has reached the preset progress value is used as the first occupation identifier. Among them, directly using the first occupation progress bar that has reached the preset progress value as the occupation identifier for display, on the one hand, can reduce the display of additional occupation identifiers, reducing the waste of computer resources, and on the other hand, players can intuitively and timely understand the occupation permission acquisition request through the progress bar that has reached the progress value, improving the human-computer interaction efficiency.

[0121] Among them, the growth value / growth speed of the progress value of the first occupation progress bar is associated with at least one of the following progress influencing elements:

[0122] 1. Existence duration.

[0123] Optionally, the growth value of the progress value of the first occupation progress bar has a positive correlation with the existence duration of the virtual characters of the first camp in the first scene area, that is, the longer the existence duration of the virtual characters of the first camp, the higher the growth value of the progress value of the first occupation progress bar. Optionally, the growth value of the progress value of the first occupation progress bar has a negative correlation with the existence duration of the virtual characters of the second camp in the first scene area, that is, the longer the existence duration of the virtual characters of the second camp, the lower the growth value of the progress value of the first occupation progress bar.

[0124] 2. Number of existing characters.

[0125] Optionally, the growth value / growth speed of the progress value of the first occupation progress bar is positively correlated with the number of virtual characters of the first camp in the first scene area, that is, the more the number of virtual characters of the first camp, the higher the growth value / growth speed of the progress value of the first occupation progress bar. Optionally, the growth value / growth speed of the progress value of the first occupation progress bar is negatively correlated with the number of virtual characters of the second camp in the first scene area, that is, the more the number of virtual characters of the second camp, the lower the growth value / growth speed of the progress value of the first occupation progress bar.

[0126] Optionally, the number of virtual characters of the first camp mentioned above refers to the number of virtual characters of a specified type in the first camp, and the number of virtual characters of the second camp refers to the number of virtual characters of a specified type in the second camp; among them, the virtual characters of the specified type refer to the virtual characters controlled by the terminal.

[0127] Schematically, if the initial growth speed of the progress value of the first occupation progress bar corresponding to the first camp is set to V0, the gain coefficient of the initial growth speed is A, and the loss coefficient of the initial growth speed is B. When there is one more player virtual character belonging to the first camp in the first scene area, the gain coefficient is one more time of A; when there is one more player virtual character belonging to the second camp in the first scene area, the loss coefficient is one more time of B. When the gain coefficient is 2A, that is, there are 2 player virtual characters belonging to the first camp in the first scene area, and the loss coefficient is 2B, that is, there are 2 player virtual characters belonging to the second camp in the first scene area, the growth speed V1 of the progress value of the first occupation progress bar = V0×(1 + 2A)×(1 - 2B).

[0128] 3. There is a character level.

[0129] Optionally, the growth value / growth speed of the progress value of the first occupation progress bar is positively correlated with the character level of the virtual characters of the first camp in the first scene area, that is, the higher the character level of the virtual characters of the first camp, the higher the growth value / growth speed of the progress value of the first occupation progress bar. Optionally, the growth value / growth speed of the progress value of the first occupation progress bar is negatively correlated with the character level of the virtual characters of the second camp in the first scene area, that is, the higher the character level of the virtual characters of the second camp, the lower the growth value / growth speed of the progress value of the first occupation progress bar.

[0130] 4. The completion progress of the specified task.

[0131] Schematically, the specified tasks include picking up specified virtual equipment, defeating specified virtual characters, etc. in the first scene area, and the embodiments of the present application do not limit this.

[0132] Optionally, the growth value / growth speed of the progress value of the first occupation progress bar is positively correlated with the progress of the specified tasks performed by the virtual characters of the first camp in the first scene area. Schematically, the more specified tasks completed by the virtual characters of the first camp, the higher the growth value / growth speed of the progress value of the first occupation progress bar. Optionally, the growth value / growth speed of the progress value of the first occupation progress bar is negatively correlated with the progress of the specified tasks performed by the virtual characters of the second camp in the first scene area. Schematically, the more specified tasks completed by the virtual characters of the second camp, the lower the growth value / growth speed of the progress value of the first occupation progress bar.

[0133] It should be noted that the above examples of the progress influencing elements are only schematic explanations, and the embodiments of the present application do not limit this. Among them, the growth value of the progress value of the first occupation progress bar is determined according to at least one of the existence duration, the existence character level, the specified task completion progress, the existence character level, etc.; the growth speed of the progress value of the first occupation progress bar is determined according to at least one of the existence character level, the specified task completion progress, the existence character level, etc. Associating the growth situation of the first progress value with the activities of the virtual characters in the first scene area improves the enthusiasm of the virtual characters to participate in occupying the first scene area and increases the interactivity of the players during the occupation process of the first scene area.

[0134] In some embodiments, a scene thumbnail map is provided in the virtual game scene, and the occupation progress bar and / or occupation identifier of the corresponding area can also be displayed in the scene thumbnail map.

[0135] Optionally, the scene thumbnail map corresponding to the virtual game scene is displayed. The scene thumbnail map includes a regional map identifier corresponding to the first scene area, and the regional map identifier is used to mark the regional range of the first scene area in the scene thumbnail map; in response to at least one of the first virtual character and n second virtual characters entering the first scene area, the changed regional map identifier is displayed as the first occupation identifier.

[0136] Schematically, the identifier change refers to the change in the appearance performance of the regional map identifier. For example, when the occupation permission of the first scene area has not been obtained by any camp, the regional map identifier with the first appearance performance is displayed; when the first camp obtains the occupation permission of the first scene area, the regional map identifier with the second appearance performance is displayed. Among them, the first appearance performance and the second appearance performance are different.

[0137] Optionally, the regional map identifier can be implemented as a regional boundary line, regional filling, circular symbol element, etc. Optionally, the appearance performance of the regional map identifier can be implemented as at least one of shape, color, texture, transparency, animation effect, etc., and the embodiments of the present application do not limit this.

[0138] Taking the implementation of the regional map identifier as a semi - transparent circular symbol as an example for illustrative purposes, when the occupation right of the first scene area has not been obtained by any camp, the filling color of the semi - transparent circular symbol is white; when the first camp obtains the occupation right of the first scene area, the filling color of the semi - transparent circular symbol changes to red, and the semi - transparent circular symbol filled with red is the first occupation identifier. Optionally, when the second camp obtains the occupation right of the first scene area, the filling color of the semi - transparent circular symbol changes to blue, and the semi - transparent circular symbol filled with blue is the occupation identifier corresponding to the second camp.

[0139] Optionally, the method of displaying the changed regional map identifier as the first occupation identifier further includes: in response to at least one of the first virtual character and n second virtual characters entering the first scene area, displaying a first occupation progress bar at the regional map identifier in the scene thumbnail map; in response to the progress value of the first occupation progress bar reaching the first progress requirement, displaying an identifier change animation corresponding to the regional map identifier; in response to the end of the playback of the identifier change animation, displaying the changed regional map identifier as the first occupation identifier.

[0140] Illustratively, a diamond - shaped progress bar is displayed in the semi - transparent circular symbol filled with white. The diamond - shaped progress bar represents the progress of the first camp occupying the first scene area. When the progress reaches 100, the filling color of the semi - transparent circular symbol changes from white to red.

[0141] Alternatively, during the display of the first occupation progress bar, an identifier change animation corresponding to the regional map identifier is displayed; in response to the progress value of the first occupation progress bar reaching the first progress requirement, the playback of the identifier change animation ends, and the changed regional map identifier is displayed as the first occupation identifier.

[0142] Illustratively, a diamond - shaped progress bar is displayed in the semi - transparent circular symbol filled with white. During the display of the first occupation progress bar, the progress value of the first occupation progress bar continuously increases. As the progress value increases, the pixel value of the filled area in the semi - transparent circular symbol also changes. On the interface, it is manifested as the filling color of the semi - transparent circular symbol changing from white to light red, from light red to normal red, from normal red to dark red, and from dark red to dull red. When the progress value of the first occupation progress bar reaches 100 when it becomes dark red, the finally displayed semi - transparent circular symbol filled with dark red is the occupation identifier corresponding to the second camp.

[0143] In the above embodiments, a scene thumbnail map is displayed in the virtual game scene, and an occupation progress bar / occupation identifier can be displayed through the scene thumbnail map. On the one hand, the live broadcast can more conveniently and intuitively understand the occupation situation of the overall scene area in the virtual game scene, improving the human-computer interaction efficiency; on the other hand, the thumbnail map can be quickly loaded and displayed, and players can quickly preview the occupation progress of a certain scene area in the thumbnail map, avoiding the operation overhead caused by players having to frequently approach or enter a certain scene area to view the occupation progress, and improving the convenience and real-time nature of the game.

[0144] Method 1: Eliminate the opponent's virtual character. Method 2: Occupy the first scene area.

[0145] Optionally, display the first movement animation corresponding to any one of the n second virtual characters. The first movement animation refers to the animation in which any one of the n second virtual characters automatically moves in the direction of the first scene area.

[0146] Illustratively, after the virtual game starts, the system immediately controls the second virtual characters to automatically move in the virtual game scene, and the movement destination is the first scene area in the virtual game scene; or, in response to receiving a start instruction for the second virtual characters on the first terminal (or, the control terminal corresponding to other virtual characters in the first camp), display the first movement animation corresponding to the second virtual characters, that is, the terminal controls when the second virtual characters start to participate in the virtual game scene, but the activities of the second virtual characters in the virtual game scene are still automatically controlled by the system and do not require the terminal to control.

[0147] Optionally, in response to any one of the n second virtual characters being located at the target position, display the first movement animation corresponding to any one of the n second virtual characters. The target position is used to indicate a position in the virtual game scene where the distance from the first scene area meets the distance requirement.

[0148] Optionally, the distance from the first scene area meeting the distance requirement includes that the distance from the corresponding preset center position of the first scene area is less than or equal to the first preset distance, the distance from the boundary line of the first scene area is less than or equal to the second preset distance, etc. The embodiments of the present application do not limit this.

[0149] It should be noted that the target position is not just a single point. In most cases, the target position is any point within the target range. For example: the area range of the first scene area is a circular range with a target point as the center and a radius of 50 meters. If the target position is restricted to a position where the distance from the first scene area is less than or equal to 100 meters, then the target position refers to any point within the circular range with a target point as the center and a radius of 100 meters.

[0150] Schematically, the area range of the first scene area is a circular range with the target point as the center and a radius of 50 meters; the positions that meet the distance requirement from the first scene area can be implemented as target positions in the virtual game scene where the distance from the target point is less than or equal to 100 meters. That is to say, when the second virtual character moves within 100 meters of the target point, the second virtual character will automatically move into the first scene area.

[0151] Among them, when restricting the second virtual character to be at the target position, the second virtual character will automatically move towards the first scene area, which avoids interfering with the player. For example, if an AI character moves towards the formation point too early, it may force the player to react in advance, thus disrupting the game rhythm. Restricting its movement can avoid such interference, enabling the player to have more time and opportunities to formulate and execute strategies; and it can reduce unnecessary calculations, thereby saving processing resources and improving the running efficiency of the game.

[0152] In addition, when there are many first scene areas in the virtual game scene, the target position can be used as the anchor point for the corresponding scene area, that is, area A corresponds to position A, and area B corresponds to position B. When the AI character is at position A, it moves in the direction where area A is located, and when the AI character is at position B, it moves in the direction where area B is located, avoiding the situation where the AI character frequently moves between multiple scene areas, improving the movement quality of the AI in the scene, and saving the computing resources of the computer.

[0153] Case 1: Before at least one of the first virtual character and the n second virtual characters enters the first scene area, the first scene area is not occupied by the second camp. Figure 4

[0154] Optionally, in response to receiving a movement control operation for the first virtual character, a second movement animation is displayed, where the second movement animation refers to the animation of the first virtual character moving within the virtual game scene.

[0155] Schematically, a movement control control is displayed on the virtual game scene of the first terminal. In response to receiving a trigger operation on the movement control control, a second movement animation of the first virtual character moving within the virtual game scene is displayed; or, a scene thumbnail map is displayed, and the area map identifier of the first scene area is included in the scene thumbnail map. In response to receiving a trigger operation on the area map identifier of the first scene area in the scene thumbnail map, a second movement animation of the first virtual character moving in the direction where the first scene area is located within the virtual game scene is displayed.

[0156] In some embodiments, among the n second virtual characters, there is a target second virtual character, and the target second virtual character is a virtual character associated with the first virtual character.

[0157] Optionally, when the second movement animation indicates that the first virtual character moves in the direction of the first scene area, a following movement animation corresponding to the target second virtual character is displayed. The following movement animation refers to the animation in which the target second virtual character follows the first virtual character to move.

[0158] Schematically, when the first virtual object moves in the direction of the first scene area, the target second virtual character will follow the first virtual character to move. On the one hand, it improves the interaction between the player and the AI character and enhances the player's gaming experience; on the other hand, the player can go to the formation point together with the AI character, increasing the probability for the player to obtain the occupancy permission of the formation point.

[0159] Optionally, when the second movement animation indicates that the first virtual character moves in the opposite direction of the first scene area, a first navigation area is displayed. The first position identification point corresponding to the first scene area and the second position identification point corresponding to the target second virtual character are marked in the first navigation area; in response to receiving a path generation operation in the first navigation area, a target path connecting the first position identification point and the second position identification point is displayed; based on the target path, a path movement animation corresponding to the target second virtual character is displayed. The path movement animation refers to the animation in which the target second virtual character moves to the first scene area according to the target path.

[0160] Among them, the first navigation area can be implemented as a navigation grid or a scene thumbnail map, etc., and the embodiments of the present application do not limit this.

[0161] Schematically, when the first virtual character moves in the opposite direction of the first scene area, a navigation grid can be displayed on the player interface. In this navigation grid, a starting point representing the position of the target second virtual character and an ending point representing the position of the first scene area are displayed. The player can plan the path for the target second virtual character to go to the first scene area in this navigation grid. In the first navigation area, the player can generate the target path in a customized manner (for example: drawing a path diagram, etc.); can also trigger the system to automatically generate the target path; can also, after triggering the system to generate multiple candidate paths, the player selects one of the candidate paths as the target path. The embodiments of the present application do not limit this. After generating the target path, the target second virtual character will move to the first scene area according to this target path.

[0162] Among them, when the player is far from the formation point, allowing the player to plan the path for the AI character to go to the first scene area improves the player's sense of participation in the process of occupying the formation point. At the same time, the player can adjust the movement path of the AI according to their own preferences and level, choose a simpler path to reduce the game difficulty or choose a more complex path to increase the game challenge; in addition, the player's participation in decision-making in the AI's movement process also reduces the burden on the system to calculate the AI's movement path.

[0163] It should be noted that the above first scenario area can also be implemented as a target position. For example, when the second movement animation indicates that the first virtual character moves in the direction of the target position, the follow-up movement animation corresponding to the target second virtual character is displayed; when the second movement animation indicates that the first virtual character moves in the opposite direction of the target position, the first navigation area is displayed, etc. The embodiments of the present application do not limit this.

[0164] In some embodiments, when the target second virtual character among the n second virtual characters enters the first scenario area, a target field of view area is displayed. The target field of view area is used to display the first scenario area within the field of view of the target second virtual character. The target second virtual character is a virtual character associated with the first virtual character.

[0165] Schematically, after the AI character associated with the player virtual character enters the first scenario area, a target field of view area can be displayed on the player interface to display the first scenario area under the field of view of the AI character.

[0166] Optionally, in response to the first scenario area within the field of view of the target second virtual character including the target virtual character, a character position identifier corresponding to the target virtual character is displayed in the target field of view area. The character position identifier is used to indicate the position of the target virtual character in the first scenario area.

[0167] Among them, the target virtual character includes the virtual character of the first camp and / or the virtual character of the second camp; the target virtual character also includes the virtual character controlled by the terminal and / or the virtual character controlled by the system. The embodiments of the present application do not limit this.

[0168] Schematically, when an enemy virtual character appears in the first scenario area under the field of view of the AI character, a position identifier corresponding to the enemy virtual character can be displayed in the target field of view area to indicate the position of the enemy virtual character in the first scenario area.

[0169] In this embodiment, the AI character at the camp point can help the player remotely view the situation inside the camp point, so that the player can quickly and real-time understand the occupancy situation of the camp point without entering the camp point, which is convenient for the player to make further decisions; in addition, using the AI character for vision control improves the utilization rate of in-game resources.

[0170] In some embodiments, the first virtual character is associated with at least one second virtual character, and the virtual game scene includes at least two scenario areas.

[0171] Optionally, when there is a second virtual character associated with the first virtual character in at least two scenario areas, a first guiding identifier is displayed, and the first guiding identifier is used to guide a first virtual object into a target scenario area among the at least two scenario areas; wherein, the target scenario area is the area with the most second virtual characters associated with the first virtual character among the at least two scenario areas.

[0172] Schematically, the first guiding identifier can be implemented as an arrow identifier, a path identifier, a dot identifier, a dynamic identifier (e.g., a guiding pet character, etc.); among them, the first guiding identifier can also be replaced by voice guidance, etc., and the embodiments of the present application do not limit this.

[0173] When the virtual character controlled by the player is associated with an AI character, then when the AI character enters the formation point in the virtual game scene, the player can be guided to the formation point with the most AI characters. Thereby increasing the probability for the player to obtain permissions after entering the formation point, and guiding the player to enter the corresponding formation point through the guiding identifier, reducing the player's misoperations, improving the efficiency of the player entering the formation point, and improving the human-computer interaction efficiency.

[0174] Step 330, when the first camp obtains the permission to occupy the stronghold, update and display the game data of the first camp.

[0175] Optionally, the following takes the permission to occupy the stronghold being implemented as the permission to occupy the first scenario area as an example for illustration.

[0176] Among them, the game data is used to determine the game result of the first camp in the virtual game. [[ID=*16]]

[0177] Optionally, the game data includes at least one of the following data:

[0178] 1. Game score.

[0179] Schematically, the game score refers to the key data that determines the outcome of the virtual game, that is, which camp obtains more game scores, or which camp's game scores first reach the preset target score, and that camp will obtain the game victory. When the first camp obtains the permission to occupy the first scenario area, the game score of the first camp will increase, and the increased game score will be displayed in real time on the game score display module in the virtual game scene.

[0180] 2. Game equipment data.

[0181] Schematically, for the virtual equipment owned by the virtual character in the game equipment data, in the virtual game, the type and quantity of the virtual equipment may affect the final result of the virtual game. When the first camp obtains the occupation right of the first scene area, all virtual characters in the first camp will obtain the virtual equipment corresponding to the first scene area; or, the designated virtual character in the first camp will obtain the virtual equipment corresponding to the first scene area. For example, the virtual character belonging to the first camp existing in the first scene area will obtain the virtual equipment corresponding to the first scene area.

[0182] 3. In-game economic data.

[0183] Schematically, the in-game economic data refers to the virtual resources that the virtual character can control in the virtual game. In the virtual game, the virtual character can use this virtual resource to exchange for virtual equipment, etc. When the first camp obtains the occupation right of the first scene area, the in-game economic data of all virtual characters in the first camp will increase; or, the in-game economic data of the designated virtual character in the first camp will increase. For example, the in-game economic data of the virtual character belonging to the first camp that eliminates the largest number of virtual characters of the enemy camp in the first scene area will increase.

[0184] 4. Character attribute data.

[0185] Schematically, the character attribute data refers to the attribute values corresponding to the virtual character, such as: health value, energy value, attack power, attack speed, movement speed, etc. In the virtual game, the character attribute data may affect the final result of the virtual game. When the first camp obtains the occupation right of the first scene area, the character attribute data of all virtual characters in the first camp will obtain a buff effect; or, the character attribute data of the designated virtual character in the first camp will obtain a buff effect. For example, the character attribute data of the virtual character belonging to the first camp that exists in the first scene area for the longest time will obtain a buff effect.

[0186] It should be noted that the above examples of in-game data are only schematic descriptions, and the embodiments of the present application are not limited thereto.

[0187] In some embodiments, the first virtual character or the n second virtual characters are characters that cannot re-enter the virtual game after being eliminated once in the virtual game, that is, the first virtual character or the n second virtual characters cannot be revived in one virtual game; alternatively, the first virtual character or the n second virtual characters are characters that cannot re-enter the virtual game after being eliminated n times in the virtual game, where n is an integer greater than 1, that is, the first virtual character or the n second virtual characters can be revived a limited number of times in one virtual game; alternatively, the first virtual character or the n second virtual characters are characters that can re-enter the virtual game after being eliminated, that is, the first virtual character or the n second virtual characters can be revived infinitely in one virtual game. The embodiments of the present application do not limit this.

[0188] In some embodiments, when the game data of the first camp reaches a preset target, a first game result is displayed, and the first game result indicates that the first camp has won the game.

[0189] Illustratively, when the first camp wins the game, if the first virtual character is still in the virtual game scene, that is, not eliminated, it can safely search for the reward resources in the virtual game scene and then evacuate. After returning to the lobby, the player can obtain the winning party reward sent via email; if the first virtual character is not in the virtual game scene when the game is won, that is, eliminated, the first virtual character can obtain the winning party reward sent via email.

[0190] Optionally, when the game result of the first camp in the virtual game indicates that the first camp has won the game, in response to any one of the n second virtual characters being currently in the virtual game scene, a character pursuit animation is displayed. The character pursuit animation refers to the animation of any one of the second virtual characters pursuing the virtual characters of the second camp in the current virtual game scene.

[0191] Optionally, the virtual character of the second camp pursued by the first virtual character is the one closest to the first virtual character in the current virtual game scene; or the virtual character of the second camp pursued by the first virtual character is the one farthest from the evacuation point in the current virtual game scene; or the virtual character of the second camp pursued by the first virtual character is the one with the most equipment resources in the current virtual game scene. The embodiments of the present application do not limit this.

[0192] Illustratively, if the second virtual character is still in the virtual game scene, that is, not eliminated, the second virtual character will automatically pursue the remaining virtual characters of the second camp in the scene until it goes to the evacuation point and leaves the virtual game scene, thereby prompting the virtual characters to leave the ended virtual game as soon as possible, accelerating the release process of the game resources, and reducing the computer parallel processing pressure caused by delaying the virtual game.

[0193] In some embodiments, when a virtual character in the first camp eliminates a virtual character belonging to the second camp, the game data of the first camp is updated and displayed.

[0194] Among them, the virtual characters in the first camp include the first virtual character controlled by the current terminal, n second virtual characters, virtual characters controlled by other terminals, etc.

[0195] Taking the game result of the virtual game being determined by the game score as an example, optionally, when the game score of the first camp reaches the preset target score, the first game result is displayed.

[0196] Among them, the update method of the game score of the first camp includes at least one of the following methods:

[0197] Figure 3

[0198] Optionally, in response to a virtual character in the first camp eliminating a third virtual character belonging to the second camp, the game score of the first camp is updated with the first score; in response to a virtual character in the first camp eliminating a third virtual character belonging to the second camp, the game score of the first camp is updated with the second score.

[0199] Among them, the second camp is the opposing camp of the first camp. The third virtual character is the virtual character controlled by the terminal in the second camp, and the fourth virtual character is the virtual character automatically controlled by the system in the second camp.

[0200] Optionally, the first score and the second score are the same or different. Schematically, taking the first score being greater than the second score as an example, if a virtual character in the first camp defeats a virtual character controlled by the terminal in the second camp, the game score of the first camp increases by 3 points; if a virtual character in the first camp defeats a virtual character automatically controlled by the system in the second camp, the game score of the first camp increases by 1 point.

[0201] Optionally, when there is a game score display area in the virtual game scene, in response to a virtual character in the first camp eliminating a third virtual character belonging to the second camp, the game score of the first camp in the game score display area is updated and displayed with the first score; in response to a virtual character in the first camp eliminating a fourth virtual character belonging to the second camp, the game score of the first camp in the game score display area is updated and displayed with the second score.

[0202] Case 2: In some embodiments, before at least one of the first virtual character and the n second virtual characters enters the first scene area, the first scene area has been occupied by the second camp.

[0203] Optionally, when the first camp obtains the occupation permission of the first scene area, the game score of the first camp is updated and displayed based on the duration of the first camp holding the occupation permission of the first scene area.

[0204] Schematically, after the first camp obtains the occupation right of the first scene area, every 10 seconds, the game score of the first camp increases by 1 point. Assuming that the duration for which the first camp holds the occupation right of the first scene area is 60 seconds, the game score of the first camp increases by 6 points.

[0205] Optionally, when the first camp obtains the occupation right of the first scene area, based on the duration for which the first camp holds the occupation right of the first scene area, the game score of the first camp in the game score display area is updated.

[0206] Optionally, when the current moment is the end moment of the first effective time period corresponding to the first scene area, a failure prompt identifier is displayed, and the failure prompt identifier is used to prompt that the first scene area has failed. Schematically, the failure prompt identifier can be implemented as a failure prompt banner. For example, the banner "This position has lost its strategic significance. Prepare to attack the next position" is displayed to prompt the player that this position has failed and cannot provide game scores.

[0207] In summary, in the display method of the virtual game provided by the embodiment of the present application, a first virtual character belonging to the first camp and n second virtual characters are displayed in the virtual game scene, where the second virtual characters are virtual characters automatically controlled by the system. When at least one of the first virtual character and the n second virtual characters meets the stronghold occupation requirement, the corresponding stronghold occupation animation is displayed to represent the stronghold occupation situation of the first camp; when the first camp has the stronghold occupation right, the game data of the first camp is updated. In the present application, virtual characters automatically controlled by the system are introduced into the virtual game scene in the point capture mode. These virtual characters can replace or enter the strongholds in the virtual scene together with the virtual characters controlled by the player, sharing the risks brought by entering the strongholds for the player, improving the enthusiasm of the player to enter the strongholds to participate in the competition, thereby improving the utilization rate of the resources related to the strongholds in the virtual game and avoiding the waste of computer resources.

[0208] Taking the example that a virtual character in a specified camp enters the first scene area and the specified camp obtains the occupation right of the first scene area for illustration. Optionally, the game situation based on the virtual scene includes at least one of the following situations:

[0209] Figure 5 Figure 3

[0210] Schematically, please refer to Figure 4 , the above Case 3: Before at least one of the first virtual character and the n second virtual characters enters the first scene area, the first scene area is not occupied by the second camp, and the first scene area does not have the occupation progress of other camps. illustrated embodiment can also be implemented as steps 410 to 430.

[0211] Step 410, display a first virtual character belonging to the first camp and n second virtual characters in the virtual game scene.

[0212] Among them, the first virtual character is a virtual character controlled by the current terminal, and the n second virtual characters are virtual characters automatically controlled by the system. The virtual game scene includes a first scene area.

[0213] Optionally, the virtual game scene further includes virtual characters of a second camp, and the second camp is the opposing camp of the first camp. After at least one of the first virtual character and the n second virtual characters enters the first scene area, virtual characters of the second camp may enter the first scene area. The following describes various display situations through steps 420a to 420c.

[0214] Step 420a, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being higher than the second occupation priority of the second camp, display a first occupation identifier.

[0215] Among them, the first occupation identifier is used to indicate that the first camp obtains the occupation permission of the first scene area.

[0216] Optionally, the first occupation identifier can be implemented as at least one of an occupation prompt banner, a regional map identifier, etc., and the embodiments of the present application do not limit this.

[0217] Optionally, taking the first occupation priority as an example for description, the influencing factors for the size of the occupation priority include at least one of the following factors:

[0218] 1. The number of existing characters.

[0219] Among them, the first camp further includes virtual characters controlled by other terminals.

[0220] Optionally, the first occupation priority is positively correlated with the number of virtual characters of the first camp in the first scene area, that is, the more the number of virtual characters of the first camp, the higher the first occupation priority. Optionally, the first occupation priority is negatively correlated with the number of virtual characters of the second camp in the first scene area, that is, the more the number of virtual characters of the second camp, the lower the first occupation priority.

[0221] 2. The existing character level.

[0222] Optionally, the first occupation priority is positively correlated with the character level of the virtual characters of the first camp in the first scene area, that is, the higher the character level of the virtual characters of the first camp, the higher the first occupation priority. Optionally, the first occupation priority is negatively correlated with the character level of the virtual characters of the second camp in the first scene area, that is, the higher the character level of the virtual characters of the second camp, the lower the first occupation priority.

[0223] 3. Specify the completion progress of the task.

[0224] Illustratively, the specified task includes picking up a specified virtual equipment within the first scenario area, defeating a specified virtual character, etc., and the embodiments of the present application do not limit this.

[0225] Optionally, the first occupation priority is positively correlated with the progress of the specified tasks performed by the virtual characters of the first camp within the first scenario area. Illustratively, the more specified tasks completed by the virtual characters of the first camp, the higher the first occupation priority. Optionally, the first occupation priority is negatively correlated with the progress of the specified tasks performed by the virtual characters of the second camp within the first scenario area. Illustratively, the more specified tasks completed by the virtual characters of the second camp, the lower the first occupation priority.

[0226] It should be noted that the above examples of the influencing factors for the size of the occupation priority are only illustrative explanations, and the embodiments of the present application do not limit this.

[0227] Taking the implementation of the influencing factor for the size of the occupation priority as the number of existing characters as an example for illustration:

[0228] Optionally, when the number of virtual characters belonging to the first camp within the first scenario area is greater than the number of virtual characters belonging to the second camp, the first occupation priority is higher than the second occupation priority.

[0229] Optionally, the number of virtual characters belonging to the first camp may only include the number of virtual characters controlled by the terminal (e.g., the first virtual character); or, include the number of virtual characters controlled by the terminal and the number of virtual characters automatically controlled by the system (e.g., the first virtual character and n second virtual characters); or, only include the number of virtual characters automatically controlled by the system.

[0230] Optionally, the number of virtual characters belonging to the second camp may only include the number of virtual characters controlled by the terminal; or, include the number of virtual characters controlled by the terminal and the number of virtual characters automatically controlled by the system; or, only include the number of virtual characters automatically controlled by the system.

[0231] Illustratively, when at least one of the first virtual character and n second virtual characters enters the first scenario area, if the number of virtual characters belonging to the first camp within the first scenario area is greater than the number of virtual characters belonging to the second camp, a banner notification of "Our side has occupied the position point A" is displayed on the first terminal, notifying the player that the position point A has been occupied by our side's camp. And / or, a thumbnail map of the virtual game scene is displayed; the thumbnail map of the virtual game scene displays the regional map identifier corresponding to the position point A, and the area of this regional map is displayed in red, indicating that the position point A has been occupied by our side's camp.

[0232] It should be noted that when the number of virtual characters belonging to the first camp in the first scene area is greater than the number of virtual characters belonging to the second camp, there may or may not be virtual characters of the second camp in the first scene area.

[0233] In the above embodiments, the occupation priority levels of each camp are directly determined by the number of virtual characters of each camp existing in the camp point. It is simple and easy to calculate, and without wasting too much computing resources, it can also stimulate the enthusiasm of players to enter the camp point to compete for the occupation right.

[0234] Or, when the number of virtual characters belonging to the first camp in the first scene area is the same as the number of virtual characters belonging to the second camp, and the time when the virtual characters of the first camp enter the first scene area is earlier than the time when the virtual characters of the second camp enter the first scene area, the first occupation priority is higher than the second occupation priority.

[0235] Illustratively, if the first scene area includes virtual characters a and b belonging to the first camp and virtual characters c and d belonging to the second camp, and at the time of entering the first scene area, virtual character a > virtual character c > virtual character b > virtual character d, it indicates that the occupation priority of the first camp is higher than that of the second camp.

[0236] In the above embodiments, when the number of virtual characters belonging to the first camp in the first scene area is the same as the number of virtual characters belonging to the second camp, the camp priority levels are determined by the time when the virtual characters enter the first scene area. Thus, the players who enter the camp point first can gain a greater advantage, prompting players to participate in occupying the camp point at the beginning of the virtual game and improving the players' enthusiasm.

[0237] Step 420b, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being lower than the second occupation priority of the second camp, display a second occupation identifier.

[0238] Wherein, the second occupation identifier is used to indicate that the second camp obtains the occupation right of the first scene area.

[0239] Optionally, the second occupation identifier can be implemented as at least one of an occupation prompt banner, a regional map identifier, etc., and the embodiments of the present application do not limit this.

[0240] Optionally, in response to the number of virtual characters belonging to the first camp in the first scene area being less than the number of virtual characters belonging to the second camp, determine that the first occupation priority is lower than the second occupation priority.

[0241] Schematically, when at least one virtual character among the first virtual character and n second virtual characters enters the first scene area, if the number of virtual characters belonging to the first camp in the first scene area is less than the number of virtual characters belonging to the second camp, a second occupation mark corresponding to the first scene area is displayed on the first terminal, prompting the player that the current first scene area has been occupied by the second camp.

[0242] Schematically, a banner notification of "The enemy has occupied position A" is displayed on the first terminal, notifying the player that position A has been occupied by the enemy camp. And / or, a thumbnail map of the virtual game scene is displayed; the thumbnail map of the virtual game scene displays a regional map mark corresponding to position A, and the regional map is shown in blue, indicating that position A has been occupied by the enemy camp.

[0243] Or, when the number of virtual characters belonging to the first camp in the first scene area is the same as the number of virtual characters belonging to the second camp, and the moment when the virtual characters of the first camp enter the first scene area is later than the moment when the virtual characters of the second camp enter the first scene area, the first occupation priority is lower than the second occupation priority.

[0244] Schematically, if the first scene area includes virtual character a and virtual character b belonging to the first camp and includes virtual character c and virtual character d belonging to the second camp, and at the moment of entering the first scene area, virtual character c > virtual character a > virtual character b > virtual character d, it indicates that the occupation priority of the first camp is lower than that of the second camp.

[0245] Step 420c, in response to at least one virtual character among the first virtual character and n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being equal to the second occupation priority of the second camp, a neutral state mark is displayed.

[0246] Among them, the neutral state mark indicates that the occupation permission of the first scene area has not been obtained by any camp.

[0247] Optionally, the neutral state mark can be implemented as at least one of a neutral state prompt banner, a regional map mark, etc., and the embodiments of the present application do not limit this.

[0248] Optionally, in response to the number of virtual characters belonging to the first camp in the first scene area being less than the number of virtual characters belonging to the second camp, it is determined that the first occupation priority is equal to the second occupation priority.

[0249] Schematically, when the first virtual character and at least one of the n second virtual characters enter the first scene area, and the number of virtual characters belonging to the first camp in the first scene area is equal to the number of virtual characters belonging to the second camp, a banner notification of "Position A is not occupied" is displayed on the first terminal to notify the player that Position A is not occupied by any camp. And / or, a thumbnail map of the virtual game scene is displayed; the thumbnail map of the virtual game scene displays the area map identifier corresponding to Position A, and the area map representation is displayed in white, indicating that Position A is not occupied by any camp.

[0250] It should be noted that during the game process of the virtual game, when no virtual character has entered the first scene area, a neutral state identifier will also be displayed.

[0251] In addition, in this embodiment, the number of virtual characters in each camp in the first scene area will change dynamically, and the displayed identifiers (including the first occupation identifier, the second occupation identifier, and the neutral state identifier) will also change accordingly.

[0252] For example, when the first occupation identifier is displayed, if the virtual characters of the first camp leave the first scene area, resulting in the number of virtual characters belonging to the first camp in the first scene area being less than the number of virtual characters belonging to the second camp, the display changes from the first occupation identifier to the second occupation identifier; another example is that when the second occupation identifier is displayed, if the virtual characters of the first camp eliminate the virtual characters of the second camp, resulting in the number of virtual characters belonging to the first camp in the first scene area being greater than the number of virtual characters belonging to the second camp, the display changes from the second occupation identifier to the first occupation identifier. The embodiments of the present application do not limit this.

[0253] Step 430, when the first camp obtains the occupation permission of the first scene area, update and display the game data of the first camp.

[0254] Among them, the game data is used to determine the game result of the first camp in the virtual game.

[0255] Schematically, the game data can be implemented as a game score. After the first camp obtains the occupation permission of the first scene area, every 10 seconds, the game score of the first camp increases by 1 point. Assuming that the duration for which the first camp holds the occupation permission of the first scene area is 60 seconds, the game score of the first camp increases by 6 points.

[0256] Optionally, when the game score of the first camp reaches the preset target score, display the first game result, and the first game result indicates that the first camp has won the game.

[0257] In summary, in the embodiments of the present application, before the first camp virtual character enters the first scene area, when the first scene area is not occupied by the second camp, if the first virtual character and at least one of the n second virtual characters enter the first scene area, the ownership of the occupation right is directly determined according to the occupation priority of the first camp and the second camp in the current first scene area. The distribution process of the occupation right is optimized to the greatest extent through the occupation priority, maintaining the balance of the game and enhancing the game experience; in addition, the virtual character can obtain the occupation right of the first scene area when entering the first scene area, and it is relatively simple for the player to obtain the occupation right, improving the player's enthusiasm for participating in the capture of the stronghold.

[0258] Figure 6 Figure 3

[0259] Schematically, please refer to Figure 7 , the above Figure 7 illustrated embodiments can also be implemented as steps 510 to 530.

[0260] Step 510, display the first virtual character belonging to the first camp and the n second virtual characters in the virtual game scene.

[0261] Among them, the first virtual character is the virtual character controlled by the current terminal, the n second virtual characters are the virtual characters automatically controlled by the system, and the virtual game scene includes the first scene area.

[0262] Optionally, the virtual game scene further includes a second camp, and the first scene area is an area with occupation rights of the second camp.

[0263] Step 521, display the second occupation mark.

[0264] Among them, the second occupation mark is used to indicate that the second camp obtains the occupation right of the first scene area.

[0265] Schematically, if the acquisition right of the current first scene area belongs to the second camp, the second occupation mark corresponding to the first scene area is displayed on the first terminal to prompt the player that the current first scene area has been occupied by the second camp.

[0266] Step 522a, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being higher than the second occupation priority of the second camp, display the first occupation mark.

[0267] Optionally, the process of displaying the first occupation mark includes: displaying the first mark clearing animation; in response to the end of the playback of the first mark clearing animation, displaying the first occupation mark.

[0268] Schematically, the first identification clearing animation includes stopping the playback of the banner notification "The enemy has occupied position A of the battle site" and starting to play the banner notification "Our side has occupied position A of the battle site". Alternatively, the first identification clearing animation includes an animation in which the area map identification corresponding to position A in the thumbnail map of the virtual game scene changes from blue to red.

[0269] Step 522b, in response to the first virtual character and at least one of the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being lower than the second occupation priority of the second camp, keep displaying the second occupation identification.

[0270] Schematically, after the first virtual character and at least one of the n second virtual characters enter the first scene area, if the number of virtual characters belonging to the first camp in the current first scene area is less than the number of virtual characters belonging to the second camp, keep the display of the second occupation identification unchanged.

[0271] Step 523c, in response to the first virtual character and at least one of the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being equal to the second occupation priority of the second camp, display a neutral state identification.

[0272] Optionally, the process of displaying the neutral state identification includes: displaying a second identification clearing animation; in response to the end of the playback of the second identification clearing animation, displaying the neutral state identification.

[0273] Schematically, the second identification clearing animation includes stopping the playback of the banner notification "The enemy has occupied position A of the battle site" and starting to play the banner notification "Position A is not occupied". Alternatively, the second identification clearing animation includes an animation in which the area map identification corresponding to position A in the thumbnail map of the virtual game scene changes from blue to white.

[0274] Step 530, when the first camp obtains the occupation permission of the first scene area, update and display the game data of the first camp.

[0275] Among them, the game data is used to determine the game result of the first camp in the virtual game.

[0276] Among them, the method for determining the size of the camp occupation priority has been described in the Figure 7 illustrated embodiments and will not be elaborated here.

[0277] In summary, in the embodiments of the present application, before the virtual character of the first camp enters the first scene area, when the first scene area is occupied by the second camp, if the first virtual character and at least one of the n second virtual characters enter the first scene area, the identifier of the second camp will be cleared first, and then the identifier of the corresponding camp will be displayed based on the camp occupation priority, enriching the diversity of the occupation identifier display process and enhancing the player's gaming experience.

[0278] Taking the example that after the virtual character in the specified camp enters the first scene area, the specified camp can obtain the occupation right of the first scene area only when the virtual character in the specified camp entering the first scene area meets the first progress requirement. Optionally, the game situation based on the virtual scene includes at least one of the following situations:

[0279] Figure 8 Figure 4

[0280] Schematically, please refer to Figure 9 , the above Figure 9 The illustrated embodiment can also be implemented as steps 630 to 630.

[0281] Step 610, display the first virtual character belonging to the first camp and the n second virtual characters in the virtual game scene.

[0282] Among them, the first virtual character is the virtual character controlled by the current terminal, the n second virtual characters are the virtual characters automatically controlled by the system, and the virtual game scene includes the first scene area.

[0283] Schematically, the first scene area is an area with a certain range divided in the virtual game scene. Please refer to Figure 9 , which shows a schematic diagram of the range of a first scene area provided by the embodiments of the present application. As Figure 9 shown, after starting the virtual game, a "battle point" 701 will be refreshed in the center of the virtual game scene 700. The range of the "battle point" 701 is shown as a transparent rectangular body, which only serves to determine whether the player has walked in. The player cannot see it. The rectangular body enclosed by the dotted line in Figure 9 indicates the range of the "battle point" 701.

[0284] Optionally, the virtual game scene also includes virtual characters of the second camp, and the second camp is the opposing camp of the first camp. After at least one of the first virtual character and the n second virtual characters enters the first scene area, virtual characters of the second camp may enter the first scene area. Then, it is necessary to determine the owner of the occupation right of the first scene area according to the number of virtual characters. This will be described below through steps 621a to 620c.

[0285] Step 621a, in response to at least one of the first virtual character and n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being higher than the second occupation priority of the second camp, display a first occupation progress bar.

[0286] Wherein, the first occupation progress bar is used to represent the occupation progress of the first camp in the first scene area.

[0287] Illustratively, the first occupation progress bar can be implemented as at least one of a text progress bar, a graphical progress bar, a dynamic effect progress bar, a custom progress bar, etc., and the embodiments of the present application do not limit this.

[0288] Illustratively, please refer to Figure 9 , in the virtual game scene 800, when the first virtual character 801 controlled by the player enters the camp point 802, and the first occupation priority of the first camp in the camp point 802 is greater than the second occupation priority of the second camp, then display a first occupation progress bar 803 in the virtual game scene 800. The first occupation progress bar 803 is used to represent the occupation progress of the first camp in the first scene area.

[0289] Wherein, the description of determining the size of the camp occupation priority can refer to Figure 9 Embodiments, which will not be elaborated here. Taking determining the size of the camp occupation priority based on the number of virtual characters in the first scene area as an example:

[0290] Illustratively, when at least one of the first virtual character and n second virtual characters enters the first scene area, if the number of virtual characters belonging to the first camp in the first scene area is greater than the number of virtual characters belonging to the second camp, a first occupation progress bar will be displayed, indicating that the first camp has an occupation advantage and is occupying the first scene area.

[0291] Optionally, when the number of virtual characters belonging to the first camp in the first scene area is greater than the number of virtual characters belonging to the second camp, there may or may not be virtual characters of the second camp in the first scene area.

[0292] In some other embodiments, in response to the first occupation speed of the first camp in the first scene area being greater than the second occupation speed of the second camp, determine that the first occupation priority is higher than the second occupation priority.

[0293] Optionally, the first occupation speed is a speed determined according to the number of virtual characters belonging to the first camp and the number of virtual characters belonging to the second camp in the first scene area, a first preset speed, a first preset coefficient, and a second preset coefficient.

[0294] Schematically, the number of virtual characters belonging to the first camp in the first scene area is a = 5, the number of virtual characters belonging to the second camp is b = 2, the first preset speed is v1 = 1 progress value / second, the first preset coefficient is s1 = 0.2, and the second preset coefficient is s2 = 0.1. Then the first occupation speed v2 = v1×[(1 + a×s1)×(1 - b×s2)] = 1.6 progress values / second.

[0295] Optionally, the second occupation speed is a speed determined according to the number of virtual characters belonging to the first camp and the number of virtual characters belonging to the second camp in the first scene area, the second preset speed, the third preset coefficient, and the fourth preset coefficient.

[0296] Schematically, the number of virtual characters belonging to the first camp in the first scene area is a = 5, the number of virtual characters belonging to the second camp is b = 2, the second preset speed is v3 = 1 progress value / second, the third preset coefficient is s3 = 0.3, and the fourth preset coefficient is s4 = 0.1. Then the second occupation speed v4 = v2×[(1 + b×s3)×(1 - a×s4)] = 0.8 progress values / second. At this time, the first occupation speed of the first camp in the first scene area is greater than the second occupation speed of the second camp, and it is determined that the first occupation priority is higher than the second occupation priority.

[0297] Optionally, the first preset speed and the second preset speed may be the same or different; the first preset coefficient and the third preset coefficient may be the same or different; the second preset coefficient and the fourth preset coefficient may be the same or different. The embodiments of the present application do not limit this.

[0298] Step 622a, in response to the progress value of the first occupation progress bar reaching the first progress requirement, display the first occupation identifier.

[0299] Among them, the first occupation identifier is used to indicate that the first camp obtains the occupation permission of the first scene area.

[0300] Optionally, based on the existence duration and the first speed of the virtual characters in the first camp in the first scene area, update and display the progress value of the first occupation progress bar. The following introduces the update rules of the progress value of the first occupation progress bar in two cases:

[0301] (1) There are no virtual characters of the second camp in the first scene area, and the first speed is a speed determined according to the virtual characters belonging to the first camp in the first scene area, the first preset speed, and the first preset coefficient.

[0302] Schematically, in the first scenario area, there are a = 5 virtual characters belonging to the first camp, the first preset speed v1 = 1 progress value / second, and the first preset coefficient s1 = 0.2. Then the first speed v = v1×(1 + a×s1) = 2 progress values / second. That is, the progress value of the first occupation progress bar increases at a rate of 2 progress values / second. Currently, the existence duration of the virtual characters in the first camp in the first scenario area is 10 seconds, so the progress value of the first occupation progress bar has increased by 20.

[0303] (2) There are virtual characters of the second camp in the first scenario area, and the first speed is the first occupation speed.

[0304] That is, there are virtual characters of the second camp in the first scenario area, and the first occupation priority of the first camp in the first scenario area is higher than the second occupation priority of the second camp. Then the progress value of the first occupation progress bar increases at a rate of 1.6 progress values / second.

[0305] Optionally, in response to the progress value of the first occupation progress bar reaching the preset progress value, display the first occupation identifier. Schematically, the preset progress value is 100. Then when the progress value of the first occupation progress bar increases to 100, display the first occupation identifier.

[0306] Optionally, the first occupation identifier can be implemented as at least one of an occupation prompt banner, a regional map identifier, etc. The embodiments of the present application do not limit this.

[0307] Taking the first occupation identifier being implemented as the regional map identifier in the thumbnail map of the virtual game scene as an example for illustration. Schematically, please refer to Case 4: Before at least one of the first virtual character and the n second virtual characters enters the first scene area, the first scene area is not occupied by the second camp and the first scene area has the occupation progress of the second camp or , which shows an interface schematic diagram of a thumbnail map of a virtual game scene. In the thumbnail map 900 of the virtual game scene, a regional map identifier 901 is displayed. The regional map identifier 901 is shown as a circular mark with a boundary line being a first type of dotted line, indicating that the occupation permission of the battle point A marked by the current regional map identifier 901 belongs to the first camp. It should be noted that the first scene area is occupied. The display of the regional map identifier 901 is only a schematic example. The regional map identifier 901 can also be implemented in other forms. For example: it can be shown as a semi - transparent circular mark with a filled color of red, etc.

[0308] Step 621b, in response to at least one of the first virtual character and n second virtual characters entering the first scenario area, and the first occupation priority of the first camp in the first scenario area being lower than the second occupation priority of the second camp, display the second occupation progress bar.

[0309] Among them, the second occupation progress bar is used to represent the occupation progress of the second camp for the first scenario area.

[0310] Schematically, the second occupation progress bar can be implemented as at least one of a text progress bar, a graphical progress bar, a dynamic effect progress bar, a custom progress bar, etc.

[0311] In some embodiments, in response to the number of virtual characters belonging to the first camp in the first scene area being less than the number of virtual characters belonging to the second camp, it is determined that the first occupation priority is lower than the second occupation priority.

[0312] Schematically, when the first virtual character and at least one of the n second virtual characters enter the first scene area, if the number of virtual characters belonging to the first camp in the first scene area is less than the number of virtual characters belonging to the second camp, the second occupation progress bar will be displayed, indicating that the second camp has an occupation advantage and is occupying the first scene area.

[0313] In other embodiments, in response to the first occupation speed of the first camp in the first scene area being less than the second occupation speed of the second camp, it is determined that the first occupation priority is lower than the second occupation priority.

[0314] Among them, the method for calculating the first occupation speed and the second occupation speed can refer to step 621a, which will not be elaborated here.

[0315] Step 622b, in response to the progress value of the second occupation progress bar reaching the second progress requirement, display the second occupation identifier.

[0316] Among them, the second occupation identifier is used to indicate that the second camp obtains the occupation permission for the first scene area.

[0317] Optionally, based on the existence duration of the virtual characters in the second camp in the first scene area and the second speed, update the progress value of the displayed second occupation progress bar.

[0318] Among them, in the case where there are no virtual characters of the first camp in the first scene area, the second speed is a speed determined according to the number of virtual characters belonging to the second camp in the first scene area, the second preset speed, and the third preset coefficient. In the case where there are virtual characters of the first camp in the first scene area, the second speed is the second occupation speed.

[0319] For the method of updating the progress value of the displayed second occupation progress bar, reference can be made to the introduction of the update rule for updating the progress value of the first occupation progress bar in step 622a, which will not be elaborated here.

[0320] Optionally, in response to the progress value of the second occupation progress bar reaching the preset progress value, display the second occupation identifier. Schematically, if the preset progress value is 100, then when the progress value of the second occupation progress bar increases to 100, display the second occupation identifier.

[0321] Optionally, the second occupation identifier may be implemented as at least one of an occupation prompt banner, a regional map identifier, etc., and the embodiments of the present application do not limit this.

[0322] Taking the second occupation identifier being implemented as a regional map identifier in the thumbnail map of the virtual game scene as an example for illustration, schematically, please refer to Figure 10 , in the thumbnail map 900 of the virtual game scene, there is a display of a regional map identifier 902. The regional map identifier 902 is shown as a circular mark with a boundary line being a second-type dotted line, indicating that the occupation permission of the position point B marked by the current regional map identifier 902 belongs to the second camp. It should be noted that Figure 3 The display of the regional map identifier 902 is only a schematic example, and the regional map identifier 902 may also be implemented in other forms. For example: it may be shown as a semi-transparent circular mark with a filled color of blue, etc.

[0323] Step 621c, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being equal to the second occupation priority of the second camp, display a neutral state identifier.

[0324] Among them, the neutral state identifier indicates that the occupation permission of the first scene area has not been obtained by any camp.

[0325] Optionally, the neutral state identifier may be implemented as at least one of a neutral state prompt banner, a regional map identifier, etc., and the embodiments of the present application do not limit this.

[0326] Taking the neutral state identifier being implemented as a regional map identifier in the thumbnail map of the virtual game scene as an example for illustration, schematically, please refer to Figure 9 , in the thumbnail map 900 of the virtual game scene, there is a display of a regional map identifier 903. The regional map identifier 903 is shown as a circular mark with a boundary line being a solid line, indicating that the occupation permission of the position point C marked by the current regional map identifier 903 does not belong to any camp. It should be noted that Figure 11 The display of the regional map identifier 903 is only a schematic example, and the regional map identifier 903 may also be implemented in other forms. For example: it may be shown as a semi-transparent circular mark with a filled color of white, etc.

[0327] In some embodiments, in response to the number of virtual characters belonging to the first camp in the first scene area being equal to the number of virtual characters belonging to the second camp, determine that the first occupation priority is equal to the second occupation priority.

[0328] In other embodiments, in response to the first occupation speed of the first camp in the first scene area being equal to the second occupation speed of the second camp, determine that the first occupation priority is equal to the second occupation priority.

[0329] It should be noted that in this embodiment, the occupation priorities of each camp in the first scenario area will change dynamically, and the displayed identifiers (including the first occupation identifier, the second occupation identifier, and the neutral state identifier) will also change accordingly. In this embodiment, the dynamic change situations include at least one of the following situations:

[0330] (1) When the second occupation identifier or the second occupation progress bar is displayed, in response to the first occupation priority of the first camp in the first scenario area being higher than the second occupation priority of the second camp, display the first occupation progress bar; in response to the progress value of the first occupation progress bar reaching the first progress requirement, display the first occupation identifier.

[0331] Optionally, when the second occupation progress bar or the second occupation progress bar is displayed, the above method for displaying the first occupation progress bar further includes: displaying a first clearing progress bar, where the first clearing progress bar is used to indicate the clearing progress of the second camp's occupation progress in the first scenario area; in response to the progress value of the first clearing progress bar meeting the first clearing progress requirement, display the first occupation progress bar.

[0332] (2) When the first occupation identifier or the first occupation progress bar is displayed, in response to the first occupation priority of the first camp in the first scenario area being lower than the second occupation priority of the second camp, display the second occupation progress bar; in response to the progress value of the second occupation progress bar reaching the second progress requirement, display the second occupation identifier.

[0333] Optionally, when the first occupation identifier or the first occupation progress bar is displayed, the above method for displaying the second occupation progress bar further includes: displaying a second clearing progress bar, where the second clearing progress bar is used to indicate the clearing progress of the first camp's occupation progress in the first scenario area; in response to the progress value of the second clearing progress bar meeting the second clearing progress requirement, display the second occupation progress bar.

[0334] (3) When the neutral state identifier is displayed, in response to the first occupation priority of the first camp in the first scenario area being equal to the second occupation priority of the second camp, display the first occupation progress bar; in response to the progress value of the first occupation progress bar reaching the first progress requirement, display the first occupation identifier.

[0335] (4) When the neutral state identifier is displayed, in response to the first occupation priority of the first camp in the first scenario area being equal to the second occupation priority of the second camp, display the second occupation progress bar; in response to the progress value of the second occupation progress bar reaching the second progress requirement, display the second occupation identifier.

[0336] Among them, the introduction of the clearing progress bar and the clearing progress requirements will be described in Case 3 and Case 4 below, and will not be elaborated here.

[0337] Step 630, when the first camp obtains the occupation right of the first scene area, update and display the game data of the first camp.

[0338] Among them, the game data is used to determine the game result of the first camp in the virtual game.

[0339] In summary, in the embodiment of the present application, before the virtual character of the first camp enters the first scene area, when the first scene area is not occupied by the second camp, if the first virtual character and at least one of the n second virtual characters enter the first scene area, then directly determine which camp's occupation progress starts (that is, display the occupation progress bar) according to the occupation priority of the first camp and the second camp in the current first scene area. The distribution process of the occupation right is optimized to the greatest extent by the occupation priority, the balance of the game is maintained, and the game experience is improved; in addition, before displaying the occupation identifier, displaying the occupation progress bar enables the player to timely understand the occupation progress of the scene area by him, improving the human-computer interaction efficiency.

[0340] Figure 12 Figure 13 Figure 13

[0341] Please refer to ​ , the above ​ illustrated embodiment can also be implemented as steps 1010 to 1030.

[0342] Step 1110, display the first virtual character belonging to the first camp and n second virtual characters in the virtual game scene.

[0343] Among them, the first virtual character is a virtual character controlled by the current terminal, the n second virtual characters are virtual characters automatically controlled by the system, and the virtual game scene includes a first scene area.

[0344] Optionally, the virtual game scene further includes a second camp, and the first scene area is an area with an occupation progress or an occupation right of the second camp.

[0345] Step 1021, display a second occupation progress bar or display a second occupation identifier.

[0346] Among them, the second occupation progress bar is an element displayed when the virtual object of the second camp is in the first scene area and occupies the first scene area, and the second occupation progress bar is used to represent the occupation progress of the second camp for the first scene area.

[0347] Schematically, if a virtual character of the second camp enters the first scene area before at least one of the first virtual character and the n second virtual characters enters the first scene area, a second occupation progress bar corresponding to the first scene area is displayed on the first terminal, prompting the player that the first scene area is currently being occupied by the second camp. It should be noted that at this time, the second camp only has the occupation progress of the first scene area and has not obtained the occupation permission of the first scene area.

[0348] Among them, the second occupation identifier is used to indicate that the second camp obtains the occupation permission of the first scene area.

[0349] Schematically, if the acquisition permission of the current first scene area belongs to the second camp, a second occupation identifier corresponding to the first scene area is displayed on the first terminal, prompting the player that the first scene area has been occupied by the second camp.

[0350] By displaying the second occupation progress bar or the second occupation identifier, the player can intuitively understand that the current battle location is the battle location where the second camp has the occupation progress or occupation, improving the human-computer interaction efficiency.

[0351] Step 1022a, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first clearing priority of the first camp in the first scene area being higher than the second clearing priority of the second camp, display a first clearing progress bar.

[0352] Among them, the first clearing progress bar is used to indicate the clearing progress of the occupation progress of the first scene area by the second camp.

[0353] Schematically, the first clearing progress bar can be implemented as at least one of a text progress bar, a graphic progress bar, a dynamic effect progress bar, a custom progress bar, etc., and the embodiments of the present application do not limit this.

[0354] Among them, when the second occupation progress bar is displayed, the starting progress of the first clearing progress bar is the progress value corresponding to the second occupation progress bar when the first clearing progress bar is displayed. Schematically, assuming that the progress value of the second occupation progress bar is 50, at this time, after the virtual character of the first camp enters the first scene area, the clearing of the second occupation progress bar starts, then the starting progress value of the first clearing progress bar is 50. By displaying the clearing progress bar, the player can more clearly understand the clearing situation of the progress of other camps, improving the human-computer interaction efficiency, and prompting other teammate players to participate in the enthusiasm for clearing this progress. In addition, determining whether to display the first clearing progress bar based on the occupation priority optimizes the clearing process of the occupation progress to the greatest extent, maintains the balance of the game, and improves the game experience.

[0355] When displaying the second occupation identifier, the starting progress of the first clearing progress bar is the progress value corresponding to the second occupation identifier, for example: 100.

[0356] In some embodiments, in response to the number of virtual characters belonging to the first camp in the first scene area being greater than the number of virtual characters belonging to the second camp, it is determined that the first clearing priority is higher than the second clearing priority.

[0357] In this embodiment, when at least one of the first virtual character and n second virtual characters enters the first scene area, if the number of virtual characters belonging to the first camp in the first scene area is greater than the number of virtual characters belonging to the second camp, the first clearing progress bar will be displayed, indicating that the first camp has an occupation advantage and the occupation progress of the first camp needs to be cleared before proceeding with the occupation progress of the first camp.

[0358] In other embodiments, in response to the first clearing speed of the first camp in the first scene area being greater than the second clearing speed of the second camp, it is determined that the first clearing priority is higher than the second clearing priority.

[0359] Optionally, the first clearing speed is a speed determined according to the number of virtual characters belonging to the first camp and the number of virtual characters belonging to the second camp in the first scene area, a third preset speed, a fifth preset coefficient, and a sixth preset coefficient.

[0360] Illustratively, the number of virtual characters belonging to the first camp in the first scene area is a = 5, the number of virtual characters belonging to the second camp is b = 2, the third preset speed is v5 = 1.5 progress values / second, the fifth preset coefficient is s5 = 0.2, and the sixth preset coefficient is s6 = 0.1. Then the first clearing speed v6 = v5 × [(1 + a × s5) × (1 - b × s6)] = 2.4 progress values / second.

[0361] Optionally, the second clearing speed is a speed determined according to the number of virtual characters belonging to the first camp and the number of virtual characters belonging to the second camp in the first scene area, a fourth preset speed, a seventh preset coefficient, and an eighth preset coefficient.

[0362] Illustratively, the number of virtual characters belonging to the first camp in the first scene area is a = 5, the number of virtual characters belonging to the second camp is b = 2, the fourth preset speed is v7 = 1.5 progress values / second, the seventh preset coefficient is s7 = 0.3, and the eighth preset coefficient is s8 = 0.1. Then the second clearing speed v8 = v7 × [(1 + b × s7) × (1 - a × s8)] = 1.2 progress values / second. At this time, the first clearing speed of the first camp in the first scene area is greater than the second clearing speed of the second camp, and it is determined that the first clearing priority is higher than the second clearing priority.

[0363] Optionally, the third preset speed and the fourth preset speed may be the same or different; the fifth preset coefficient may be the same as or different from any one of the first preset coefficient, the third preset coefficient, and the seventh preset coefficient; the second preset coefficient may be the same as or different from any one of the fourth preset coefficient, the sixth preset coefficient, and the eighth preset coefficient. The embodiments of the present application do not limit this.

[0364] Step 1023a, in response to the progress value of the first clearing progress bar meeting the first clearing progress requirement, display the first occupation progress bar.

[0365] Wherein, the first occupation progress bar is used to represent the occupation progress of the first camp in the first scene area.

[0366] Optionally, based on the existence duration of the virtual character in the first camp in the first scene area and the third speed, update the progress value of the displayed first clearing progress bar. The following introduces the update rules of the progress value of the first clearing progress bar in two cases:

[0367] (1) There is no virtual character of the second camp in the first scene area, and the third speed is the speed determined according to the virtual characters belonging to the first camp in the first scene area, the third preset speed, and the fifth preset coefficient.

[0368] Illustratively, the number of virtual characters belonging to the first camp in the first scene area a = 5, the third preset speed v5 = 1.5 progress values / second, and the fifth preset coefficient s5 = 0.2, then the third speed v = v5×(1 + a×s5) = 3 progress values / second, that is, the progress value of the first clearing progress bar decreases at a rate of 3 progress values / second. If the current existence duration of the virtual character in the first camp in the first scene area is 10 seconds, then the progress value of the first clearing progress bar decreases by 30.

[0369] (2) There is a virtual character of the second camp in the first scene area, and the third speed is the first clearing speed.

[0370] That is, there is a virtual character of the second camp in the first scene area, and the first clearing priority of the first camp in the first scene area is higher than the second clearing priority of the second camp, then the progress value of the first clearing progress bar increases at a rate of 2.4 progress values / second.

[0371] Optionally, in response to the progress value of the first clearing progress bar reaching the preset clearing value, display the first occupation progress bar. Illustratively, the preset clearing value is 0, then when the progress value of the first clearing progress bar decreases to 0, display the first occupation progress bar.

[0372] In this embodiment, when the first occupation progress bar is displayed, in response to the first occupation priority of the first camp in the first scenario area being lower than the second occupation priority of the second camp, a second clearing progress bar is displayed to indicate the clearing progress of the occupation progress of the first camp in the first scenario area; in response to the progress value of the second clearing progress bar meeting the second clearing progress requirement, a second occupation progress bar is displayed.

[0373] Schematically, the above process can refer to steps 1022a to 1023a, which will not be elaborated here.

[0374] In an embodiment of the present application, when the first occupation progress bar is displayed, in response to the first occupation priority of the first camp in the first scenario area being equal to the second occupation priority of the second camp, the first occupation progress bar in the paused state is displayed.

[0375] Schematically, the above process can refer to step 1022c, which will not be elaborated here.

[0376] In an embodiment of the present application, when the first occupation progress bar is displayed, in response to the non-existence of virtual characters belonging to the first camp in the first virtual scenario, a progress clearing animation corresponding to the first occupation progress bar is displayed, and the progress clearing animation refers to an animation that reduces the progress value of the first occupation progress.

[0377] Schematically, the progress clearing animation refers to an animation in which the first occupation progress bar reduces the progress value at a preset attenuation speed. Please refer to ​ , the area map identifier 903 indicates that the occupation permission of the battle point C has not been obtained by any camp, and the first occupation progress bar corresponding to the first camp is displayed in the area map identifier 903. The progress value corresponding to the first occupation progress bar 904 is 80. At this time, if there are no virtual characters of any camp in the battle point C, the first occupation progress bar 904 will reduce the progress value at a preset attenuation speed (for example: 5 progress values per second), that is, after 16 seconds, the first occupation progress bar will disappear.

[0378] By displaying the progress clearing animation, the retention rate of players in the battle point is improved, the utilization rate of resources in the battle point is improved, and the elimination of progress display can also reduce the consumption of display resources.

[0379] Optionally, if the occupation permission of the first scenario area has not been obtained by any camp and there is no occupation progress of any camp in the first scenario area, a blank progress bar is displayed.

[0380] Step 1024a, in response to the progress value of the first occupation progress bar reaching the first progress requirement, a first occupation identifier is displayed.

[0381] Among them, the first occupation identifier is used to indicate that the first camp obtains the occupation permission of the first scenario area.

[0382] Schematically, for the description of displaying the first occupation identifier, reference can be made to step 622a, which will not be elaborated here.

[0383] Step 1022b, when at least one of the first virtual character and the n second virtual characters enters the first scene area, and the first clearance priority of the first camp in the first scene area is lower than the second clearance priority of the second camp, in response to the progress value of the second occupation progress bar reaching the second progress requirement, display the second occupation identifier.

[0384] In some embodiments, in response to the number of virtual characters belonging to the first camp in the first scene area being less than the number of virtual characters belonging to the second camp, it is determined that the first clearance priority is lower than the second clearance priority.

[0385] In other embodiments, in response to the first clearance speed of the first camp in the first scene area being less than the second clearance speed of the second camp, it is determined that the first clearance priority is lower than the second clearance priority.

[0386] Among them, for the description of displaying the second occupation identifier in response to the progress value of the second occupation progress bar reaching the second progress requirement, reference can be made to step 622b, which will not be elaborated here.

[0387] Step 1022c, when at least one of the first virtual character and the n second virtual characters enters the first scene area, and the first clearance priority of the first camp in the first scene area is equal to the second clearance priority of the second camp, display the second occupation progress bar in a paused state.

[0388] Among them, the second occupation progress bar in a paused state means that the progress value of the second occupation progress bar pauses from increasing or decreasing.

[0389] In some embodiments, in response to the number of virtual characters belonging to the first camp in the first scene area being equal to the number of virtual characters belonging to the second camp, it is determined that the first clearance priority is equal to the second clearance priority.

[0390] In other embodiments, in response to the first clearance speed of the first camp in the first scene area being equal to the second clearance speed of the second camp, it is determined that the first clearance priority is equal to the second clearance priority.

[0391] Step 1030, when the first camp obtains the occupation permission of the first scene area, update and display the game data of the first camp.

[0392] Among them, the game data is used to determine the game result of the first camp in the virtual game.

[0393] In summary, in the embodiments of the present application, before the virtual character of the first camp enters the first scene area, if the first scene area is occupied by the second camp or there is a progress of the second camp's occupation, when at least one of the first virtual character and the n second virtual characters enters the first scene area, the occupation identifier or the occupation progress is first cleared, and then the occupation progress bar of the corresponding camp is displayed based on the camp occupation priority, enriching the diversity of the occupation progress bar display and enhancing the player's gaming experience.

[0394] Applying the above-mentioned confrontation method based on a virtual scene, the present application provides a brand-new point capture mode that conforms to the "Survival Gold Rush Game". The "Survival Gold Rush Game" is a game type mainly composed of survival and competition. Players usually need to compete for rare resources and equipment in the game and fight to the death with other players to compete for the final victory. In the embodiments of the present application, it is stipulated that players cannot be resurrected in the virtual confrontation and only have one chance to be eliminated.

[0395] The point capture mode provided by the present application is described as follows:

[0396] (1) Basic rules

[0397] The two sides of the players are 12V12, and each side has 12 AI teammates, that is, the overall is 24V24. The camp that gets 60 points first wins, and the score is displayed on the HUD (Heads-Up Display, human-computer interaction) interface. For each real player of the enemy camp killed by our side, our side gets +3 points, and for each AI of the enemy camp killed by our side, our side gets +1 point. In the center of the battlefield, a "point capture location" will be refreshed, which is a transparent rectangular body and only serves to determine whether the player has walked into it, and the player cannot see it.

[0398] When a real player / AI enters the rectangular judgment volume of this point capture location, the diamond progress bar above the screen and the diamond progress bar on the opened mini-map will start to move until the entire figure is filled, at which time it means that this point has been captured. The color of the progress bar is used to identify the camp of the players / AI of the camp that is capturing the point; on the mini-map, a semi-transparent circle is used to mark the range of this point capture location, and then semi-transparent circles of different colors are used to mark the camp that has captured this point.

[0399] When there are no enemy camp players / AI in a point capture location, if one of our side's players / AI enters the point and stays for a period of time, and no enemy camp enters the point during this period, then this point belongs to our camp. After that, every 10S, our side gets +1 point until our occupation status is cleared.

[0400] When our player enters a capture point occupied by the enemy, if there are no enemies in this capture point, they will wait for a period of time first, and the enemy's occupation status will be eliminated (the HUD and the UI (User Interface) on the map will change from the enemy camp's color to white). If there are still no enemies at this time, they will continue to wait for a period of time, and this camp will belong to us.

[0401] When both our and the enemy camps are present in the point, according to the formula preset by the planner, based on the number of players on both sides, it will be calculated whether the capture progress at this time should move in the direction of the enemy's occupation, the direction of our occupation, or be in a paused state.

[0402] When our side enters a capture point where the enemy already has capture progress (but the capture point has not been fully occupied), and there are no enemy players or AI in the point, the enemy's capture progress will regress at a certain speed until it reaches zero. In the HUD and the map UI, the performance effect is that the enemy's capture progress bar will regress; then if there are still no players or AI of the enemy camp in the point, the capture logic mentioned above will start.

[0403] (2) Capture Point Calculation Rules

[0404] First, define several values:

[0405] Total Capture Progress: When the capture progress reaches this value, it means this point has been occupied.

[0406] Speed A: When a player enters a point where there are no enemies and it is not occupied by the enemy, the speed at which the capture starts.

[0407] Speed B: When a player enters a point where there are no enemies and it is occupied by the enemy, the speed at which the enemy's capture progress is cleared.

[0408] Speed C: When there is no one in the point and the point already has capture progress, the capture progress will decline at this speed.

[0409] Multiplier A: When our side starts capturing the point / eliminating the enemy's occupation status, for each additional player (a character controlled by a real person), the multiplier A will double. For example, if there are 2 players in the point, the value presented by the multiplier A is 2A, and then this value will be added to the capture speed A or the capture speed B for clearing, manifested as speed A × (1 + actual multiplier A) or speed B × (1 + actual multiplier A).

[0410] Multiplier B: When our side starts to capture a point / clear the occupied state of the enemy, if there are enemy players in the point, the obstruction coefficient of the enemy players to our capture progress is the same as multiplier A. For each additional player, multiplier B doubles. For example, if there are 2 players in the point, the value presented by multiplier B is 2B. This value will be added to the capture speed A or the clear speed B of the captured point, manifested as speed A×(1 - actual multiplier B) or speed B×(1 - actual multiplier B), and this value is at least 0.

[0411] Finally, the capture speed when our side starts to capture a point should be:

[0412] Speed A×[(1 + the number of our side's players × multiplier A)×(1 - the number of enemy players × multiplier B)]

[0413] The clear speed when our side starts to clear the occupied progress of the enemy is:

[0414] Speed B×[(1 + the number of our side's players × multiplier A)×(1 - the number of enemy players × multiplier B)]

[0415] The program will compare these two speeds of both sides, that is, compare the value calculated from our side's capture speed with the value calculated from the enemy's capture speed; or compare the value calculated from our side's clear speed with the value calculated from the enemy's clear speed; the side with the faster speed will be manifested as the progress bar moving towards that side.

[0416] Simply put, that is, the side with more people in the point can capture the point / clear the occupied progress.

[0417] The following uses an actual numerical example to illustrate the above rules for calculating the point of the battle formation, where the numerical settings are:

[0418] Total capture progress: 100

[0419] Speed A: 10 / s

[0420] Speed B: 5 / s

[0421] Speed C: 2 / s

[0422] Multiplier A: 0.2

[0423] Multiplier B: 0.1

[0424] Situation 1: 5 players of our side enter the neutral state (i.e., not belonging to any camp) battle formation point, and at this time the capture progress is 0 and there are 4 enemy personnel in the point.

[0425] At this time, our side's capture speed is:

[0426] 10×[(1 + 5×0.2)×(1 - 4×0.1)] = 12

[0427] The enemy's capture speed is:

[0428] 10 × [(1 + 4 × 0.2) × (1 - 5 × 0.1)] = 9

[0429] Comparing the speeds of both sides, our side > the enemy side. Therefore, the capture progress bar will tilt towards our side.

[0430] The capture time = 100 / 12 ≈ 8.333S. That is, in this state, our side will capture this point in 8.333s.

[0431] Situation 2: Five of our side enter the enemy's occupied position, and at this time the capture progress is 100, and there are 4 enemy personnel inside the point.

[0432] At this time, the capture speed of our side is:

[0433] 5 × [(1 + 5 × 0.2) × (1 - 4 × 0.1)] = 6

[0434] The capture speed of the enemy side is:

[0435] 5 × [(1 + 4 × 0.2) × (1 - 5 × 0.1)] = 4.5

[0436] Comparing the speeds of both sides, our side > the enemy side. Therefore, the capture progress bar will tilt towards our side.

[0437] The time to clear the occupied state = 100 / 6 ≈ 16.6666s

[0438] Therefore, our side will clear the enemy's occupation of this point in 16.6666s, and then execute the process under Situation 2.

[0439] Situation ③: After our side's capture progress reaches 50, we leave the point. At this time, the enemy has not entered this point, and there is no one inside the point. At this time:

[0440] The point will decay the progress at a speed of 50 / speed C, that is, 50 / 2 = 25s, until the capture progress of the point returns to 0.

[0441] (3) Rules regarding AI

[0442] Therefore, this solution is designed to configure a circle with a radius of 100m centered on the position. The AI of both sides on the field within the circle will continuously move towards the position, replacing the players to enter the position (at the same time, the players can also enter the position to participate in the capture), sharing the pressure for the players who dare not enter the point, and ensuring that the game can operate in a virtuous cycle in the capture mode.

[0443] (4) Reward and punishment rules after winning or losing

[0444] Surviving winning player: Can safely search the reward boxes on the field (the boxes generated on the ground after killing enemy AI / players, which contain reward items, in-game currency, etc.), then evacuate, and after returning to the lobby, receive the winning player rewards sent via email.

[0445] Surviving winning AI: Will start chasing the surviving losing players and AI on the field until they go to the evacuation point and leave the battlefield.

[0446] Surviving losing AI: Will actively go to the evacuation point and then leave the battlefield (manifested as directly disappearing from the in-game model).

[0447] Surviving losing player: Must quickly go to the evacuation point and leave the battlefield. This can preserve all the items and equipment carried on them, but after exiting the single game, they cannot receive the winning player rewards sent via email in the lobby. Otherwise, they will be continuously chased by the surviving winning AI and then be killed and become "dead losing players".

[0448] Dead losing player: Due to death, loses all the equipment and items carried on them and has no additional rewards after returning to the lobby.

[0449] Dead winning player: Due to death, loses all the equipment and items carried on them, but after returning to the lobby, will receive additional winning player rewards sent via email.

[0450] (5) Total process of the point capture mode.

[0451] Schematically, please refer to ​ , which shows the total process of the point capture mode of the in-game method based on virtual scenarios provided by the embodiments of the present application. The steps of this process are briefly described as follows:

[0452] S1110: In the case where no virtual character enters the range of the point location, determine whether the point is occupied.

[0453] S1120: If the point is not occupied, determine whether the point has an occupation progress.

[0454] If the point is occupied, end this branch process.

[0455] S1130: If the point has an occupation progress, reduce its occupation progress at the decay rate C until a virtual character enters the point.

[0456] If the point has no occupation progress, end this branch process.

[0457] The decay rate C is the rate C mentioned in (2).

[0458] S1140: In the case where a virtual character enters the range of the point location, determine whether the point is occupied.

[0459] S1150: If the point is occupied, determine whether the camp of the occupied point is the same as the camp of the virtual character entering the point.

[0460] S1160: If the camp of the occupied point is not the same as the camp of the virtual character entering the point, determine whether there are virtual characters of another camp inside the point.

[0461] If the camp of the occupied point is the same as the camp of the virtual character entering the point, end this branch process.

[0462] In the case where the point is not occupied, directly determine whether there are virtual characters of another camp inside the point.

[0463] S1161a: If there are virtual characters of another camp inside the point, determine what stage the point capture progress bar is at.

[0464] S1162a: If the point capture progress bar is in the neutral state stage / our camp already has point capture progress stage at this time, calculate the point capture speeds of our side and the enemy side at this time.

[0465] The point capture speed is the point capture speed calculated as above in (2). Among them, the calculated speed is at least 0.

[0466] If the point capture speed of our side is greater than that of the enemy side, increase the point capture progress of our side according to the point capture speed of our side calculated as above in (2); if the point capture speed of our side is less than that of the enemy side, increase the point capture progress of the enemy side according to the point capture speed of the enemy side calculated as above in (2); if the point capture speed is equal to or less than that of the enemy side, the point capture progress remains unchanged.

[0467] S1163a: If the point capture progress bar is in the stage of being occupied by another camp / another camp already has point capture progress stage at this time, calculate the clearing speeds of our side and the enemy side at this time.

[0468] The point capture speed is the point capture speed calculated as above in (2). Among them, the calculated speed is at least 0.

[0469] If the clearing speed of our side is greater than that of the enemy side, increase the clearing progress of our side according to the clearing speed of our side calculated as above in (2); if the clearing speed of our side is less than that of the enemy side, increase the clearing progress of the enemy side according to the clearing speed of the enemy side calculated as above in (2); if the clearing speed is equal to or less than that of the enemy side, the clearing progress remains unchanged.

[0470] S1161b: If there are no virtual characters of another camp inside the point, determine what stage the point capture progress bar is at.

[0471] S1162b: If the point capture progress bar is in the stage of being occupied by another camp at this time, deduct the progress bar of this point belonging to another camp according to speed B and the character amplification factor.

[0472] Among them, speed B is the speed B mentioned in (2), and the character amplification ratio is the ratio A mentioned in (2) above. Note that the actual character amplification ratio should be the number of characters in our point × ratio A.

[0473] Among them, before the progress bar finishes and becomes neutral, the point still belongs to the other camp. When the progress bar finishes and becomes neutral, that is, the progress bar of the other camp is deducted to 0, and it increases according to speed A and the character amplification ratio to the camp to which the character in the point belongs.

[0474] Among them, speed A is the speed A mentioned in (2), and the character amplification ratio is the ratio A mentioned in (2) above. Note that the actual character amplification ratio should be the number of characters in our point × ratio A.

[0475] S1163b: If the progress bar of capturing the point is in the neutral state at this time, determine whether the other camp has a capture progress in the neutral state.

[0476] S1164b: If the other camp has no capture progress, the progress bar increases according to speed A and the character amplification ratio to the camp to which the character in the point belongs.

[0477] Among them, speed A is the speed A mentioned in (2), and the character amplification ratio is the ratio A mentioned in (2) above. Note that the actual character amplification ratio should be the number of characters in our point × ratio A.

[0478] S1165b: If the other camp has a capture progress, deduct the progress bar of this point belonging to the other camp according to speed B and the character amplification ratio.

[0479] Among them, speed B is the speed B mentioned in (2), and the character amplification ratio is the ratio A mentioned in (2) above. Note that the actual character amplification ratio should be the number of characters in our point × ratio A.

[0480] Among them, before the progress bar finishes and becomes neutral, the point still belongs to the other camp. When the progress bar finishes and becomes neutral, that is, the progress bar of the other camp is deducted to 0, and it increases according to speed A and the character amplification ratio to the camp to which the character in the point belongs.

[0481] It should be noted that the virtual scenario-based game method provided in the embodiments of the present application can be applied to various games that support the point capture mode, including but not limited to shooting games. For example, the virtual scenario-based game method provided in the embodiments of the present application can also be applied to racing games, simulation management games, party games, tower defense games, etc. The embodiments of the present application do not limit this.

[0482] The following takes a racing game as an example for illustration. <>

[0483] Step 1, display the virtual game scenario of the racing game.

[0484] Optionally, the virtual game scenario refers to a scenario where the first camp and the second camp conduct a game.

[0485] The first camp includes a plurality of first vehicles and a plurality of second vehicles. Among them, the first vehicle is a vehicle driven by a virtual character controlled by the terminal, and the second vehicle is a vehicle driven by a virtual character automatically controlled by the system.

[0486] Among the plurality of first vehicles, there is a vehicle driven by a first virtual character controlled by the current terminal.

[0487] The second camp includes a plurality of third vehicles and a plurality of fourth vehicles. Among them, the third vehicle is a vehicle driven by a virtual character controlled by the terminal, and the fourth vehicle is a vehicle driven by a virtual character automatically controlled by the system.

[0488] Step 2, in response to at least one of the first vehicle and the plurality of second vehicles meeting the stronghold occupation requirement, display the stronghold occupation animation.

[0489] Schematically, in a racing game, the map includes a plurality of strongholds. When a player reaches a stronghold on the map, each stronghold has a certain score. The player needs to occupy as many strongholds as possible within the game time and can obtain scores after occupation.

[0490] Optionally, in response to any one of the first vehicle or the plurality of second vehicles reaching the first stronghold, display the occupation animation of the first stronghold.

[0491] Schematically, if a player drives the first vehicle or an AI character drives the first vehicle to reach Stronghold 1, a corresponding stronghold arrival prompt will be displayed, for example: display the prompt "Player 1 or AI Character 1 has reached Stronghold 1".

[0492] Step 3, when the first camp obtains the stronghold occupation permission, update and display the game data of the first camp.

[0493] The game data is used to determine the game result of the first camp in the virtual game.

[0494] Taking the implementation of the game data as the game score as an example for illustration.

[0495] Schematically, in a racing game, the strongholds have an arrival order. If the vehicle in the first camp reaches the stronghold first, the first camp can obtain the score corresponding to the stronghold; if the vehicle in the first camp does not reach the stronghold first, the first camp cannot obtain the score corresponding to the stronghold.

[0496] Alternatively, if the vehicle in the first camp arrives at the stronghold first, the first camp can obtain the first score corresponding to the stronghold; if the vehicle in the first camp arrives at the stronghold second, the first camp obtains the second score corresponding to the stronghold, where the first score is greater than the second score.

[0497] Optionally, in a racing game, the update method of the game score further includes: completing a specified technical action (e.g., drifting), hitting the vehicle of the other party, etc., which is not limited in the embodiments of the present application.

[0498] Optionally, when the game score corresponding to the first camp reaches the preset score, display the first game result, and the first game result indicates that the first camp wins the game. Optionally, when the game score corresponding to the second camp reaches the preset score, display the second game result, and the second game result indicates that the first camp loses the game.

[0499] Schematically, please refer to ​ which shows a structural block diagram of a game device based on a virtual scene provided by an exemplary embodiment of the present application. The device includes the following modules:

[0500] The first display module 1210 is configured to display a first virtual character belonging to the first camp and n second virtual characters in the virtual game scene, where n is a positive integer. The first virtual character is a virtual character controlled by the current terminal, and the n second virtual characters are virtual characters automatically controlled by the system;

[0501] The first display module 1210 is further configured to display a stronghold occupation animation in response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, and the stronghold occupation animation is used to represent the stronghold occupation situation of the first camp;

[0502] The second display module 1220 is configured to update and display the game data of the first camp when the first camp obtains the stronghold occupation permission, and the game data is used to determine the game result of the first camp in the virtual game.

[0503] In some embodiments, the virtual game scene includes a first scene area as a stronghold; the first display module 1210 is further configured to:

[0504] display a first occupation progress bar in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first occupation progress bar is used to represent the occupation progress of the first camp for the first scene area;

[0505] In response to the progress value of the first occupation progress bar reaching the first progress requirement, a first occupation identifier is displayed, and the first occupation identifier is used to indicate that the first camp obtains the occupation permission for the first scene area.

[0506] In some embodiments, the first display module 1210 is further configured to, in response to the first virtual character and at least one of the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being higher than the second occupation priority of the second camp, display the first occupation progress bar.

[0507] In some embodiments, the first camp further includes virtual characters controlled by other terminals; when the number of virtual characters belonging to the first camp in the first scene area is greater than the number of virtual characters belonging to the second camp, the first occupation priority is higher than the second occupation priority; or, when the number of virtual characters belonging to the first camp in the first scene area is the same as the number of virtual characters belonging to the second camp, and the moment when the virtual characters of the first camp enter the first scene area is earlier than the moment when the virtual characters of the second camp enter the first scene area, the first occupation priority is higher than the second occupation priority.

[0508] In some embodiments, the first display module 1210 is further configured to:

[0509] Display a second occupation progress bar, where the second occupation progress bar is an element displayed when a virtual object of the second camp is in the first scene area and occupies the first scene area, and the second occupation progress bar is used to represent the occupation progress of the second camp for the first scene area; or,

[0510] Display a second occupation identifier, where the second occupation identifier is used to indicate that the second camp has the occupation permission for the first scene area.

[0511] In some embodiments, the first display module 1210 is further configured to:

[0512] In response to the first virtual character and at least one of the n second virtual characters entering the first scene area, display a first clearing progress bar, where the first clearing progress bar is used to indicate the clearing progress of the occupation progress of the first scene area corresponding to the second camp;

[0513] In response to the progress value of the first clearing progress bar meeting the first clearing progress requirement, display the first occupation progress bar.

[0514] In some embodiments, the first display module 1210 is further configured to, in response to the first virtual character and at least one of the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being higher than the second occupation priority of the second camp, display the first clearance progress bar.

[0515] In some embodiments, the first display module 1210 is further configured to, in response to there being no virtual characters belonging to the first camp in the first virtual scene, display a progress clearance animation corresponding to the first occupation progress bar, where the progress clearance animation refers to an animation that reduces the progress value of the first occupation progress.

[0516] In some embodiments, the first display module 1210 is further configured to:

[0517] display a progress increase animation corresponding to the first occupation progress bar, where the progress increase animation refers to an animation that increases the progress value of the first occupation progress;

[0518] In response to the progress value of the first occupation progress bar reaching a preset progress value, stop playing the progress increase animation, and use the first occupation progress bar that has reached the preset progress value as the first occupation identifier.

[0519] In some embodiments, the first camp further includes virtual characters controlled by other terminals; the growth value of the progress value of the first occupation progress bar has a positive correlation with the number of virtual characters of the first camp in the first scene area, and the growth value of the progress value of the first occupation progress bar has a negative correlation with the number of virtual characters of the second camp in the first scene area; or, the growth rate of the progress value of the first occupation progress bar has a positive correlation with the number of virtual characters of the first camp in the first scene area, and the growth rate of the progress value of the first occupation progress bar has a negative correlation with the number of virtual characters of the second camp in the first scene area.

[0520] In some embodiments, the number of virtual characters of the first camp refers to the number of virtual characters of a specified type in the first camp, and the number of virtual characters of the second camp refers to the number of virtual characters of the specified type in the second camp; where the specified type of virtual character refers to a virtual character controlled by a terminal.

[0521] In some embodiments, the first display module 1210 is further configured to:

[0522] display a scene thumbnail map corresponding to the virtual game scene, where the scene thumbnail map includes a regional map identifier corresponding to the first scene area;

[0523] In response to at least one of the first virtual character and the n second virtual characters entering the first scene area, a first occupation progress bar is displayed at the area map identifier in the scene thumbnail map;

[0524] In response to the progress value of the first occupation progress bar reaching the first progress requirement, an identifier change animation corresponding to the area map identifier is displayed;

[0525] In response to the end of the playback of the identifier change animation, the area map identifier after the identifier change is displayed as the first occupation identifier.

[0526] In some embodiments, the first display module 1210 is further configured to, in response to any one of the n second virtual characters being located at a target position, display a first movement animation corresponding to the any one of the second virtual characters, where the target position is used to indicate a position in the virtual game scene where the distance from the first scene area meets a distance requirement, and the first movement animation refers to an animation in which the any one of the second virtual characters automatically moves in the direction of the first scene area.

[0527] In some embodiments, among the n second virtual characters, there is a target second virtual character, and the target second virtual character is a virtual character associated with the first virtual character; the first display module 1210 is further configured to:

[0528] In response to receiving a movement control operation for the first virtual character, display a second movement animation, where the second movement animation refers to an animation in which the first virtual character moves in the virtual game scene;

[0529] In the case where the second movement animation indicates that the first virtual character moves in the direction of the first scene area, display a following movement animation corresponding to the target second virtual character, where the following movement animation refers to an animation in which the target second virtual character follows the first virtual character to move;

[0530] In the case where the second movement animation indicates that the first virtual character moves in the direction opposite to the direction of the first scene area, display a first navigation area, where a first position identifier point corresponding to the first scene area and a second position identifier point corresponding to the target second virtual character are marked in the first navigation area; in response to receiving a path generation operation in the first navigation area, display a target path connecting the first position identifier point and the second position identifier point; based on the target path, display a path movement animation corresponding to the target second virtual character, where the path movement animation refers to an animation in which the target second virtual character moves to the first scene area according to the target path.

[0531] In some embodiments, the first display module 1210 is further configured to:

[0532] When a target second virtual character among the n second virtual characters enters the first scene area, display a target field of view area, where the target field of view area is used to display the first scene area within the field of view of the target second virtual character; the target second virtual character is a virtual character associated with the first virtual character;

[0533] In response to the target virtual character being included in the first scene area within the field of view of the target second virtual character, display a character position identifier corresponding to the target virtual character in the target field of view area, where the character position identifier is used to indicate the position of the target virtual character in the first scene area.

[0534] In some embodiments, the first virtual character is associated with at least one second virtual character, and the virtual game scene includes at least two scene areas; the first display module 1210 is further configured to display a first guiding identifier when there is a second virtual character associated with the first virtual character in at least two scene areas, where the first guiding identifier is used to guide the first virtual object into a target scene area among the at least two scene areas. The target scene area is the area with the most second virtual characters associated with the first virtual character among the at least two scene areas. In some embodiments, the first display module 1210 is further configured to:

[0535] When the game data indicates that the first camp wins the game, in response to any second virtual character among the n second virtual characters being currently in the virtual game scene, display a character pursuit animation, where the character pursuit animation refers to the animation of any second virtual character pursuing the virtual characters of the second camp in the current virtual game scene.

[0536] In some embodiments, the stronghold in the virtual game scene includes a first scene area and a second scene area; the first display module 1210 is further configured to display a first occupation animation corresponding to the first scene area in response to the first virtual character entering the first scene area and any second virtual character among the n second virtual characters entering the second scene area, where the first occupation animation is used to represent the occupation situation of the first camp for the first scene area.

[0537] In some embodiments, the second display module 1220 is further configured to update and display the game data of the first camp when a virtual character in the first camp eliminates a virtual character belonging to the second camp.

[0538] In summary, the display device for virtual games provided in the embodiments of the present application displays a first virtual character belonging to the first camp and n second virtual characters in a virtual game scenario, where the second virtual characters are virtual characters automatically controlled by the system. When at least one of the first virtual character and the n second virtual characters meets the stronghold occupation requirements, the corresponding stronghold occupation animation is displayed to represent the stronghold occupation situation of the first camp; when the first camp has the stronghold occupation permission, the game data of the first camp is updated and displayed. In the present application, virtual characters automatically controlled by the system are introduced into the virtual game scenario in the point capture mode. These virtual characters can enter the strongholds in the virtual scenario instead of or together with the virtual characters controlled by the players, sharing the risks brought by entering the strongholds for the players, improving the enthusiasm of the players to enter the strongholds to participate in the competition, thus improving the utilization rate of the resources related to the strongholds in the virtual game and avoiding the waste of computer resources.

[0539] It should be noted that: for the game device based on the virtual scenario provided in the above embodiments, only the above division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the game device based on the virtual scenario and the method embodiments based on the virtual scenario provided in the above embodiments belong to the same concept. For the specific implementation process, please refer to the method embodiments, which will not be elaborated here.

[0540] ​ The block diagram of a computer device 1300 provided by an exemplary embodiment of the present application is shown. The computer device 1300 may be: a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer or a desktop computer. The computer device 1300 may also be referred to by other names such as user equipment, portable computer device, laptop computer device, desktop computer device, etc.

[0541] Generally, the computer device 1300 includes: a processor 1301 and a memory 1302.

[0542] The processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1301 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), or programmable logic array (PLA). The processor 1301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 may further include an artificial intelligence (AI) processor, and the AI processor is used to process computational operations related to machine learning.

[0543] The memory 1302 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1302 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1301 to implement the virtual-scene-based game method provided in the method embodiments of the present application.

[0544] Illustratively, the computer device 1300 further includes other components, and those skilled in the art can understand that ​ the structure shown does not limit the computer device 1300, and it may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.

[0545] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing relevant hardware through a program. The program can be stored in a computer-readable storage medium, which can be the computer-readable storage medium included in the memory in the above embodiments; it can also exist separately and be a computer-readable storage medium not assembled into a computer device. The computer-readable storage medium stores at least one instruction, at least one segment of program, a code set or an instruction set, and the at least one instruction, the at least one segment of program, the code set or the instruction set are loaded and executed by the processor to implement any one of the virtual-scenario-based game methods in the above embodiments.

[0546] Optionally, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), solid state drives (SSD, Solid State Drives), or optical discs, etc. Among them, the random access memory may include resistive random access memory (ReRAM, Resistance RandomAccess Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory). The serial numbers of the embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.

[0547] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware or by instructing relevant hardware through a program. The program can be stored in a computer-readable storage medium, and the storage medium mentioned above can be read-only memory, a magnetic disk, or an optical disc, etc. The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A game method based on a virtual scenario, characterized in that The method includes: Displaying a first virtual character belonging to a first camp and n second virtual characters in a virtual game scene, where n is a positive integer. The first virtual character is a virtual character controlled by the current terminal, and the n second virtual characters are virtual characters automatically controlled by the system; In response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, displaying a stronghold occupation animation, where the stronghold occupation animation is used to represent the stronghold occupation situation of the first camp; When the first camp obtains the stronghold occupation permission, updating and displaying the game data of the first camp, where the game data is used to determine the game result of the first camp in the virtual game.

2. The method according to claim 1, characterized in that The virtual game scene includes a first scene area as a stronghold; The step of, in response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, displaying a stronghold occupation animation, includes: In response to at least one of the first virtual character and the n second virtual characters entering the first scene area, displaying a first occupation progress bar, where the first occupation progress bar is used to represent the occupation progress of the first camp for the first scene area; In response to the progress value of the first occupation progress bar reaching a first progress requirement, displaying a first occupation identifier, where the first occupation identifier is used to indicate that the first camp obtains the occupation permission for the first scene area.

3. The method according to claim 2, characterized in that The step of, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, displaying a first occupation progress bar, includes: In response to at least one of the first virtual character and the n second virtual characters entering the first scene area, and the first occupation priority of the first camp in the first scene area being higher than the second occupation priority of the second camp, displaying the first occupation progress bar.

4. The method according to claim 3, wherein The first camp further includes virtual characters controlled by other terminals; When the number of virtual characters belonging to the first camp in the first scene area is greater than the number of virtual characters belonging to the second camp, the first occupation priority is higher than the second occupation priority; Or, When the number of virtual characters belonging to the first camp in the first scene area is the same as the number of virtual characters belonging to the second camp, and the moment when the virtual characters of the first camp enter the first scene area is earlier than the moment when the virtual characters of the second camp enter the first scene area, the first occupation priority is higher than the second occupation priority.

5. The method according to claim 2, characterized in that Before the step of, in response to at least one of the first virtual character and the n second virtual characters entering the first scene area, displaying a first occupation progress bar, it further includes: Displaying a second occupation progress bar, where the second occupation progress bar is an element displayed when virtual objects of the second camp are in the first scene area and occupying the first scene area, and the second occupation progress bar is used to represent the occupation progress of the second camp for the first scene area; or Display a second occupation identifier, where the second occupation identifier is used to indicate that the second camp has the occupation permission for the first scenario area.

6. The method according to claim 5, wherein The step of displaying a first occupation progress bar in response to at least one of the first virtual character and the n second virtual characters entering the first scenario area includes: In response to at least one of the first virtual character and the n second virtual characters entering the first scenario area, display a first clearing progress bar, where the first clearing progress bar is used to indicate the clearing progress of the occupation progress of the first scenario area corresponding to the second camp; In response to the progress value of the first clearing progress bar meeting the first clearing progress requirement, display the first occupation progress bar.

7. The method according to claim 6, characterized in that, The step of displaying a first clearing progress bar in response to at least one of the first virtual character and the n second virtual characters entering the first scenario area includes: In response to at least one of the first virtual character and the n second virtual characters entering the first scenario area, and the first occupation priority of the first camp in the first scenario area being higher than the second occupation priority of the second camp, display the first clearing progress bar.

8. The method according to claim 2, wherein After displaying the first occupation progress bar in response to at least one of the first virtual character and the n second virtual characters entering the first scenario area, the method further includes: In response to there being no virtual character belonging to the first camp in the first virtual scenario, display a progress clearing animation corresponding to the first occupation progress bar, where the progress clearing animation is an animation that reduces the progress value of the first occupation progress.

9. The method according to claim 2, wherein The step of displaying a first occupation identifier in response to the progress value of the first occupation progress bar reaching the first progress requirement includes: Display a progress increasing animation corresponding to the first occupation progress bar, where the progress increasing animation is an animation that increases the progress value of the first occupation progress; In response to the progress value of the first occupation progress bar reaching a preset progress value, stop playing the progress increasing animation, and use the first occupation progress bar that has reached the preset progress value as the first occupation identifier.

10. The method according to claim 9, wherein The first camp further includes virtual characters controlled by other terminals; The growth value of the progress value of the first occupation progress bar is positively correlated with the number of virtual characters of the first camp in the first scenario area, and the growth value of the progress value of the first occupation progress bar is negatively correlated with the number of virtual characters of the second camp in the first scenario area; Or, The growth rate of the progress value of the first occupation progress bar is positively correlated with the number of virtual characters of the first camp in the first scenario area, and the growth rate of the progress value of the first occupation progress bar is negatively correlated with the number of virtual characters of the second camp in the first scenario area.

11. The method according to claim 10, wherein The number of virtual characters of the first camp refers to the number of virtual characters of a specified type in the first camp, and the number of virtual characters of the second camp refers to the number of virtual characters of the specified type in the second camp; where the specified type of virtual character refers to a virtual character controlled by a terminal.

12. The method according to any one of claims 2 to 11, characterized in that, The method further includes: Display a scene thumbnail map corresponding to the virtual game scene, where the scene thumbnail map includes a regional map identifier corresponding to a first scene area; In response to the first virtual character and at least one of the n second virtual characters entering the first scene area, display the first occupation progress bar at the regional map identifier in the scene thumbnail map; In response to the progress value of the first occupation progress bar reaching the first progress requirement, display an identifier change animation corresponding to the regional map identifier; In response to the end of the playback of the identifier change animation, display the regional map identifier after the identifier change as the first occupation identifier.

13. The method according to any one of claims 2 to 11, characterized in that The method further includes: In response to any one of the n second virtual characters being located at a target position, display a first movement animation corresponding to the any one of the second virtual characters, where the target position is used to indicate a position in the virtual game scene where the distance from the first scene area meets a distance requirement, and the first movement animation refers to an animation in which the any one of the second virtual characters automatically moves in the direction of the first scene area; 14. The method according to claim 13, wherein Among the n second virtual characters, there is a target second virtual character, and the target second virtual character is a virtual character associated with the first virtual character; The step of, in response to any one of the n second virtual characters being located at a target position, displaying a first movement animation corresponding to the any one of the second virtual characters includes: In response to receiving a movement control operation on the first virtual character, display a second movement animation, where the second movement animation refers to an animation in which the first virtual character moves in the virtual game scene; When the second movement animation indicates that the first virtual character moves in the direction of the first scene area, display a following movement animation corresponding to the target second virtual character, where the following movement animation refers to an animation in which the target second virtual character follows the first virtual character to move; When the second movement animation indicates that the first virtual character moves in the direction opposite to the direction of the first scene area, display a first navigation area, where the first navigation area is marked with a first position identification point corresponding to the first scene area and a second position identification point corresponding to the target second virtual character; in response to receiving a path generation operation in the first navigation area, display a target path connecting the first position identification point and the second position identification point; based on the target path, display a path movement animation corresponding to the target second virtual character, where the path movement animation refers to an animation in which the target second virtual character moves to the first scene area according to the target path.

15. The method according to any one of claims 2 to 11, characterized in that, After the step of, in response to the first virtual character and at least one of the second virtual characters entering the first scene area, displaying the first occupation progress bar, the method further includes: When a target second virtual character among the n second virtual characters enters the first scene area, a target visual field area is displayed, and the target visual field area is used to display the first scene area within the visual field range of the target second virtual character; the target second virtual character is a virtual character associated with the first virtual character; In response to the target virtual character being included in the first scene area within the visual field range of the second virtual character, a character position identifier corresponding to the target virtual character is displayed in the target visual field area, and the character position identifier is used to indicate the position of the target virtual character in the first scene area.

16. The method according to any one of claims 1, characterized in that, At least one second virtual character is associated with the first virtual character, and at least two scene areas serving as strongholds are included in the virtual game scene; After displaying the stronghold occupation animation in response to at least one virtual character among the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, the method further includes: When there is a second virtual character associated with the first virtual character in the at least two scene areas, a first guiding identifier is displayed, and the first guiding identifier is used to guide the first virtual object into a target scene area among the at least two scene areas; Wherein, the target scene area is the area with the most second virtual characters associated with the first virtual character among the at least two scene areas.

17. The method according to claim 1, wherein After updating and displaying the game data of the first camp when the first camp obtains the stronghold occupation permission, the method further includes: When the game data indicates that the first camp wins the game, in response to any one of the n second virtual characters being currently in the virtual game scene, a character pursuit animation is displayed, and the character pursuit animation refers to the animation of any one of the second virtual characters pursuing the virtual characters of the second camp in the current virtual game scene.

18. The method according to claim 1, wherein The stronghold in the virtual game scene includes a first scene area and a second scene area; The displaying the stronghold occupation animation in response to at least one virtual character among the first virtual character and the n second virtual characters meeting the stronghold occupation requirement includes: In response to the first virtual character entering the first scene area and any second virtual character among the n second virtual characters entering the second scene area, a first occupation animation corresponding to the first scene area is displayed, and the first occupation animation is used to represent the occupation situation of the first scene area by the first camp.

19. The method according to claim 1, wherein The method further includes: When a virtual character in the first camp eliminates a virtual character belonging to the second camp, the game data of the first camp is updated and displayed.

20. A game device based on a virtual scenario, characterized in that, The device includes: A first display module, configured to display a first virtual character belonging to the first camp and n second virtual characters in a virtual game scene, where n is a positive integer, the first virtual character is a virtual character controlled by the current terminal, and the n second virtual characters are virtual characters automatically controlled by the system; The first display module is further configured to display a stronghold occupation animation in response to at least one of the first virtual character and the n second virtual characters meeting the stronghold occupation requirement, where the stronghold occupation animation is used to represent the stronghold occupation situation of the first camp; The second display module is configured to update and display the game data of the first camp when the first camp obtains the stronghold occupation permission, where the game data is used to determine the game result of the first camp in the virtual game.

21. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the virtual scene-based game method according to any one of claims 1 to 19.

22. A computer-readable storage medium, characterized in that, At least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the virtual scene-based game method according to any one of claims 1 to 19.

23. A computer program product, characterized in that, It includes a computer program, and when the computer program is executed by a processor, it implements the virtual scene-based game method according to any one of claims 1 to 19.

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