Game item reminding method and device, computer equipment and storage medium

By setting priority reminder marks for unprocessed game items in the game hall interface and displaying the pending window, the visual pressure and operational troubles caused by too many red dots on the game interface are solved, and the reminder effect and human-computer interaction efficiency of game items are improved.

CN120437595APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410179154.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-08

AI Technical Summary

Technical Problem

In electronic games, when there are a large number of unprocessed game matters, there are too many red dots on the interface of the game hall, resulting in high visual pressure and operational troubles of players, and the reminder effect is not good.

Method used

The entry controls of multiple functional sections are displayed in the game hall interface, and a reminder mark for the function sections of unprocessed game items is set. The pending window is displayed through the event viewing control, and the game items with priority meet the conditions are displayed in a concentrated manner.

Benefits of technology

It simplifies the display content of the game hall interface, reduces the visual pressure of players, improves the reminder effect of game events, reduces operational troubles, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game item reminding method and device, computer equipment and a storage medium, and belongs to the technical field of computers. The method comprises the steps that a game hall interface is displayed, the game hall interface comprises entry controls and item viewing controls of a plurality of function sections, and each function section has a respective priority; a reminding mark is displayed at the position where an entry control of at least one target function section is located, the target function section refers to the function section with the priority meeting the priority reminding condition in the multiple candidate function sections, and the candidate function sections refer to the function sections including game items which are not processed; and in response to a trigger operation on the item viewing control, displaying a to-be-processed window in the game hall interface, the to-be-processed window comprising game items which are not processed in the at least one target function section. According to the method and the device, players can quickly pay attention to and find important unprocessed items, and the reminding effect of the game items is improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, computer equipment, and storage medium for reminding game matters. Background Art

[0002] With the rapid development of computer technology, a wide variety of electronic games have emerged. To help players keep track of pending game events, a red dot is often displayed in the game lobby interface as a reminder. For example, if a gift package has not been claimed, a red dot will be displayed at the gift package claiming entrance in the game lobby interface to remind the player to claim the gift package promptly.

[0003] However, when there are a large number of unprocessed game matters in an electronic game that need to be reminded, the number of red dots on the game lobby interface will be very large, which will bring greater visual pressure to players on the one hand, and on the other hand, the large number of red dots will also cause operational difficulties for players, so the reminder effect of game matters is not good. Summary of the Invention

[0004] The embodiments of the present application provide a method, apparatus, computer device, and storage medium for game event reminders, which enable players to quickly focus on and find important unprocessed events, thereby improving the effectiveness of game event reminders. The technical solution is as follows:

[0005] In one aspect, a method for reminding a game event is provided, the method comprising:

[0006] Display the game lobby interface, which includes multiple function section entry controls and event viewing controls. Each function section has its own priority, and the priority of the function section refers to the priority level of reminders for game events in the function section;

[0007] Displaying a reminder mark at the location of the entry control of at least one target function section, wherein the target function section refers to a function section whose priority meets the priority reminder condition among multiple candidate function sections, and the candidate function section refers to a function section including unprocessed game items;

[0008] In response to the triggering operation of the item viewing control, a pending window is displayed on the game lobby interface, and the pending window includes game items that have not been processed in the at least one target function module.

[0009] In another aspect, a device for reminding game events is provided, the device comprising:

[0010] An interface display module, configured to display the game lobby interface, which includes multiple entry controls and event viewing controls for functional sections. Each functional section has its own priority, which refers to the priority level of reminders for game events in that section.

[0011] A reminder module, configured to display a reminder mark at the location of an entry control of at least one target function section, wherein the target function section refers to a function section whose priority meets a priority reminder condition among multiple candidate function sections, and the candidate function section refers to a function section including unprocessed game items;

[0012] The reminder module is also used to display a pending window in the game lobby interface in response to a triggering operation on the matter viewing control, wherein the pending window includes game matters that have not been processed in the at least one target function section.

[0013] Optionally, the device further comprises:

[0014] The operation interface display module is used to display the operation interface of the first function block in response to the selection operation of the first game item in the pending window, the first game item belongs to the first function block, and the operation interface of the first function block is used to process the first game item.

[0015] Optionally, the window to be processed further includes a jump control for each game event, and the operation interface display module is used to:

[0016] In response to the triggering operation of the jump control of the first game event, the operation interface of the first function module is displayed.

[0017] Optionally, the pending window further includes a cancel display control for each game item; the reminder module is further configured to:

[0018] In response to the triggering operation of canceling the display control of the second game item in the pending window, the second game item in the pending window is canceled, and the reminder mark at the location of the entry control of the second functional section in the game lobby interface is canceled. The second game item belongs to the second functional section.

[0019] Optionally, the reminder module is further configured to:

[0020] In response to a triggering operation of canceling the display control of the second game event, adding a third game event to the pending window, and adding a reminder mark at the location of the entry control of the third function section in the game lobby interface;

[0021] Among them, the third game item belongs to the third functional section, the third game item is a game item that has not been processed, and the third functional section is a functional section whose priority meets the priority reminder condition among the candidate functional sections that have not been reminded.

[0022] Optionally, the window to be processed further includes a cancel reminder control; and the reminder module is further configured to:

[0023] In response to the triggering operation of the reminder cancel control, all reminder marks in the game lobby interface are canceled.

[0024] Optionally, the reminder module is further configured to:

[0025] In response to the triggering operation of the reminder cancel control, all reminder marks in the game lobby interface are not displayed within a preset time period after the current time point.

[0026] Optionally, the reminder module is further configured to:

[0027] In the case that none of the multiple functional sections include any unprocessed game items, the item viewing control is undisplayed in the game lobby interface.

[0028] Optionally, the reminder module is further configured to:

[0029] When the fourth game item in the pending window is processed, the fourth game item in the pending window is cancelled, and the reminder mark at the location of the entry control of the fourth functional section in the game lobby interface is cancelled. The fourth game item belongs to the fourth functional section.

[0030] Optionally, the reminder module is further configured to:

[0031] When the fourth game item is processed, a fifth game item is added to the pending window, and a reminder mark is added to the location of the entry control of the fifth function section in the game lobby interface;

[0032] Among them, the fifth game item belongs to the fifth functional section, the fifth game item is a game item that has not been processed, and the fifth functional section is a functional section whose priority meets the priority reminder condition among the candidate functional sections that have not been reminded.

[0033] Optionally, the game lobby interface further includes a virtual object that is not controlled by user operation, and the event viewing control is displayed next to the virtual object in the form of a message bubble.

[0034] Optionally, the priority of the function block satisfies the priority reminder condition, which means that among the multiple candidate function blocks, the function block belongs to a preset number of candidate function blocks with higher priorities.

[0035] Optionally, the pending processing window further includes an event expansion control, and the reminder module is further configured to:

[0036] In response to the triggering operation of the event expansion control, all unprocessed game events in the multiple candidate function blocks are displayed in the pending window.

[0037] Optionally, the reminder module is further configured to:

[0038] In response to the triggering operation of the event expansion control, all unprocessed game events in the multiple candidate function blocks are displayed in the pending window according to the priority order of the multiple candidate function blocks.

[0039] Optionally, the pending window further includes a pending quantity, where the pending quantity refers to the sum of the quantities of all unprocessed game items in the multiple candidate function sections.

[0040] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game event reminder method as described in the above aspects.

[0041] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game event reminder method as described in the above aspects.

[0042] On the other hand, a computer program product is provided, including a computer program, which is loaded and executed by a processor to implement the operations performed by the game event reminder method as described in the above aspects.

[0043] The solution provided by the embodiment of the present application is that the game lobby interface includes entry controls for multiple functional sections. For functional sections that include unprocessed game items, only the reminder marks corresponding to the functional sections that meet the priority reminder conditions are displayed. That is, the functional sections that meet the priority reminder conditions are reminded to the players first, thereby controlling the number of reminder marks displayed in the game lobby interface, making the display content of the game lobby interface more concise and reducing the visual pressure of the players. In addition, the game lobby interface also includes an item viewing control. By triggering the item viewing control, the unprocessed game items in the functional sections that meet the priority reminder conditions can be displayed in the pending window, making it easier for players to quickly find unprocessed game items, reducing the player's operational troubles, and thus improving the efficiency of human-computer interaction. Therefore, the solution of the present application enables players to quickly pay attention to and find more important unprocessed items, thereby improving the reminder effect of game items. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] 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 embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0045] Figure 1 This is a flow chart of a method for interactive play in a turn-based chess game provided in an embodiment of the present application;

[0046] Figure 2 This is a schematic diagram of a game interface provided by an embodiment of the present application;

[0047] Figure 3 This is a card diagram of a chess piece card provided in an embodiment of the present application;

[0048] Figure 4 This is a card diagram of an effect card provided in an embodiment of the present application;

[0049] Figure 5 This is a card diagram of an equipment card provided in an embodiment of the present application;

[0050] Figure 6 This is a card diagram of a chess player card provided in an embodiment of the present application;

[0051] Figure 7 This is a flowchart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application;

[0052] Figure 8 This is a schematic diagram of a chess player selection interface provided in an embodiment of the present application;

[0053] Figure 9 This is a schematic diagram of an upgrade process of an upgrade button provided in an embodiment of the present application;

[0054] Figure 10 This is a schematic diagram of another game interface provided by an embodiment of the present application;

[0055] Figure 11 This is a schematic diagram of another game interface provided by an embodiment of the present application;

[0056] Figure 12 This is a schematic diagram of a settlement interface provided in an embodiment of the present application;

[0057] Figure 13 This is a schematic diagram of an implementation environment provided by an embodiment of the present application;

[0058] Figure 14 This is a flowchart of a game event reminder method provided by an embodiment of the present application;

[0059] Figure 15 This is a flowchart of another game event reminder method provided by an embodiment of the present application;

[0060] Figure 16 This is a schematic diagram of a game lobby interface provided by an embodiment of the present application;

[0061] Figure 17 is a schematic diagram of a window to be processed provided in an embodiment of the present application;

[0062] Figure 18 This is a flowchart of another game event reminder method provided by an embodiment of the present application;

[0063] Figure 19 This is a flowchart of another game event reminder method provided by an embodiment of the present application;

[0064] Figure 20 This is a flowchart of another game event reminder method provided by an embodiment of the present application;

[0065] Figure 21 This is a schematic structural diagram of a game event reminder device provided in an embodiment of the present application;

[0066] Figure 22 This is a structural diagram of another game event reminder device provided in an embodiment of the present application;

[0067] Figure 23 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. DETAILED DESCRIPTION

[0068] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0069] It is understood that the terms "first," "second," and the like used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used solely to distinguish one concept from another. For example, a first functional block may be referred to as a second functional block, and similarly, a second functional block may be referred to as a first functional block, without departing from the scope of this application.

[0070] Here, "at least one" refers to one or more than one. For example, at least one functional module can be one functional module, two functional modules, three functional modules, or any other integer greater than or equal to one. "Multiple" refers to two or more than two. For example, "multiple functional modules" can be two functional modules, three functional modules, or any other integer greater than or equal to two. "Each" refers to each of at least one. For example, "each functional module" refers to each functional module in the multiple functional modules. If the multiple functional modules are three functional modules, "each functional module" refers to each functional module in the three functional modules.

[0071] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0072] The game event reminder method provided in the embodiments of the present application can be applied to electronic games, such as turn-based chess games (auto chess), first-person shooter games, third-person shooter games, or other MOBA (Multiplayer Online Battle Arena) games.

[0073] In the case of a turn-based chess game, the method provided in the embodiments of the present application can be applied to the game items in the turn-based chess game. In the game lobby interface, reminder marks corresponding to a portion of the function sections that meet the priority reminder conditions are displayed according to the priority of the function sections. By triggering the item viewing control in the game lobby interface, the game items that have not been processed in the function sections with the reminder marks can be viewed in a centralized manner. This allows players to quickly focus on and find more important pending items, improves the reminder effect of game items, and is conducive to improving the player's gaming experience.

[0074] Taking the application in turn-based chess games as an example, the following is a detailed introduction to turn-based chess games.

[0075] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optionally, the turn-based chess game includes Auto Chess.

[0076] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0077] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0078] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.

[0079] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0080] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0081] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0082] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0083] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0084] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.

[0085] Figure 1 This is a flow chart of a method for interactive play in a turn-based chess game provided in an embodiment of the present application. This embodiment of the present application uses the method executed by a terminal as an example. The method includes:

[0086] 101. The terminal displays a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand area, where the hand area displays at least one card.

[0087] The game interface is the interface where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the concepts of user, account, player, chess player, and virtual chess player. Figure 2The game interface includes a chessboard area 201 and a hand area 202. The chessboard area 201 is used to accommodate at least one own chess piece and at least one enemy chess piece participating in the battle. The chessboard area 201 includes multiple chess squares 203 arranged in an array. These chess squares 203 are always displayed or only displayed at certain times. Optionally, the chessboard area 201 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment uses the chessboard area 201 as an example of a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this article refers to a chessboard located in a three-dimensional environment, not necessarily a three-dimensional chessboard itself. The hand area 202 is used to display at least one card held or dealt to the own player object. The at least one card is typically a plurality of cards. The at least one card includes at least one of a card automatically drawn or dealt to the own player object by a background program, a card obtained by playing certain cards with a draw effect, and a player card acquired through the player's skill. The multiple cards have an upper limit, such as a maximum of 8 cards, with any excess automatically discarded. Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 202, with the order of arrangement determined by at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, or the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards, with any excess cards discarded when the upper limit is exceeded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0088] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0089] 102. During the battle preparation phase, the terminal executes battle preparation operations related to the terminal in response to a card-playing operation on at least one card.

[0090] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0091] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.

[0092] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0093] Preparation operations include at least one of: adding a player's own piece, reducing a player's own piece, upgrading a player's own piece, adding equipment to a player's piece, removing equipment from a player's piece, or increasing a buff effect on a player's own piece. Because different card types have different effects, a preparation operation is performed on at least one player's own piece within the board area based on the type of the selected card. During the preparation phase, the player object prepares at least one player's own piece within the board area, and the enemy player object prepares at least one enemy piece within the board area.

[0094] 103. During the battle phase, the terminal displays the automatic battle between the own chess pieces and the enemy chess pieces in the chessboard area.

[0095] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0096] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0097] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0098] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0099] In some embodiments, the card types include at least one of: chess piece cards, effect cards, equipment cards, and player cards. These four card types can be considered primary card types.

[0100] Piece Cards: Piece Cards are used to summon your own pieces in the board area or upgrade the level of your own pieces. Figure 3 This is a schematic diagram of a chess piece card provided in an embodiment of the present application. The chess piece card displays at least one of the following information: a chess piece image 301, a chess piece name 302, the energy consumed when the card is played 303, the chess piece type or faction 304 to which the chess piece belongs, the level increased by the chess piece after the card is played 305, and a description of the chess piece's additional effects 306.

[0101] The chess piece image 301 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of the virtual chess piece. Figure 3In the example, chess piece image 301 is a bust of a virtual chess piece. Chess piece name 302 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero's name. Energy value 303 refers to the amount of energy consumed when the chess piece card is played. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume varying amounts of energy when played. Chess piece type 304 is a categorization of the role a chess piece plays during combat. In one example, different chess pieces can be classified as at least one of the following: tank, warrior, assassin, mage, shooter, and support. Faction is a categorization of chess pieces belonging to the same chess group in the virtual worldview. The level 305 of the chess piece that is increased after a card is played refers to the level of the existing chess piece with the same name (i.e., the same chess piece) that is increased after the card is played. For example, if level 25 is level 3 and the chess piece with the same name was originally level 2, then after playing this card, the chess piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the different levels of the chess piece with the same name after playing. For example, five different quality cards can upgrade the levels of the chess piece with the same name after playing to 1, 2, 3, 4, and 5 respectively. The additional effect description 306 of the chess piece is a description of the effect of the additional effect that the chess piece has. The additional effect can be triggered and take effect when the card is played, or it can be taken effect when a certain trigger condition is met during the battle. For example, the exclusive skill of chess piece 1 is: when chess piece 1 is on the scene, whenever other chess pieces of the same party in the chessboard area are sold, a chess piece of the same party with the chess piece type of "tank" on the scene will be randomly selected, and the chess piece level of the randomly selected chess piece on the scene will be upgraded to a first value, which is half the level of the chess piece being sold.

[0102] Effect Cards: Effect Cards are cards used to apply effects to at least one game factor within the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 4 4 is a card diagram of an effect card provided in an embodiment of the present application. The effect card displays at least one of the following information: an effect icon 401, an effect name 402, an energy value 403 consumed when the card is played, and an effect description 404 of the effect card.

[0103] The effect icon 401 may be an icon for representing the benefit effect of the effect card. Figure 44. The example shown in FIG. 40 is an icon with a hexagonal outer frame. Effect name 402 is the name of the effect card or the name of the buff effect. Energy value 403 is the amount of energy required to play the effect card, which is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy when played. For example, five cards of different qualities require 0, 1, 2, 3, and 4 energy points, respectively, when played. Effect card effect description 404 is used to describe the effect of the effect card after use. The effects of effect cards include but are not limited to at least one of the following: 1. Enhancing the probability and / or quantity of the player's acquisition of chess cards; 2. Enhancing the probability or quantity of the player's acquisition of chess cards with the same name associated with the chess pieces on the field; 3. Reducing the energy required for the player's acquisition of chess cards; 4. Increasing the quantity of chess cards exchanged by the player's party; 5. Reducing the energy required for the player's exchange of chess cards; 6. Improving the chess level of at least one chess piece on the field; 7. Adding equipment to at least one chess piece on the field; 8. Improving the equipment level of at least one chess piece on the field; 9. Reducing the energy consumption when playing / changing cards; 10. Increasing the probability of obtaining certain cards; 11. Increasing the quantity of certain cards obtained; 12. Increasing the chance of exchanging cards, and so on. I will not go into details one by one.

[0104] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type / faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and scope of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card's effects. Faction effect cards are effect cards whose attributes are related to a faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card's effects. For example, a piece-type effect card has a certain chance of being acquired only when a piece card of that piece type is played.

[0105] Equipment Card: An equipment card is a card used to equip at least one of your own pieces. Figure 5 1 is a card diagram of an equipment card provided in an embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 501, an equipment name 502, an energy value 503 consumed when the card is played, and an equipment description 504 of the equipment card.

[0106] The equipment icon 501 may be an icon used to represent the image of the equipment or the effect of the equipment. Figure 55. The circular icon in the figure is used as an example. Equipment name 502 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the own chess piece in different dimensions such as health, armor, defense, and magic points, or weaken the combat capability of the enemy chess piece. Energy value 503 refers to the energy value required to play the equipment card, and the energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy when playing. For example, five cards of different qualities require 0, 1, 2, 3, and 4 energy points when playing, respectively. Optionally, the energy values consumed by different cards may also be adjusted regularly or irregularly based on game balance. Equipment description 504 of the equipment card is used to describe the effect of the equipment after being worn.

[0107] Player Cards: Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, can only be acquired by a specific player avatar, can only be used by a specific player avatar, or are exclusive to a specific player avatar, etc., and this embodiment of the application does not limit this. Figure 6 6 is a card diagram of a chess player card provided in an embodiment of the present application. The chess player card displays at least one of the following information: a card icon 601, a chess player card name 602, an energy value 603 consumed when the card is played, and a description of the effect of the chess player card 604.

[0108] The card icon 601 may be an icon used to represent the effect of the card. Figure 6 6. The example of a hexagonal icon is shown in FIG. Player card name 602 is the name of the player card or the name of its effect. Energy value 603 is the energy value required to play the player card, which is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five cards of different qualities may require 0, 1, 2, 3, and 4 energy points, respectively, to play. Optionally, the energy values of different cards may be adjusted regularly or irregularly based on game balance. Player card effect description 604 is used to describe the effects that a player card can add after use. The effects of a player card can be the same as or similar to those of a piece card, equipment card, or effect card, and can also exceed the effects of a piece card, equipment card, or effect card. In various possible embodiments, the effects of player cards can be designed to summon pieces, upgrade pieces, add equipment, add buffs, reduce energy consumption, affect the hand card acquisition process, and other effects. Player card effects can be designed to affect any process or detail in the game, and this embodiment of the application is not limited to this.

[0109] In some embodiments, the player object obtains at least one card if the obtaining conditions are met. The obtaining conditions include at least one of the following:

[0110] Obtaining Cards: 1. Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and subsequent rounds will draw 2 cards. Obtaining Cards: 2. Use a preset piece card. Preset piece cards are pieces with additional abilities, such as drawing, adding, or copying cards. For example, a piece card with the same name as a currently playing piece will receive an additional effect card when played. Obtaining Cards: 3. Use a preset effect card. Preset effect cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 4. Use a preset player card. Preset player cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 5. Expend resources owned by your side in exchange, such as expending energy to draw or exchange. Obtaining Cards: 6. Upgrade your player avatar's player level. Upgrading your player level unlocks higher-quality cards or a larger number of cards. Obtaining Condition 7: Card pool level upgrade; after the card pool level upgrades, higher quality or more cards can be unlocked. Obtaining Condition 8: Purchase a card. Obtaining Condition 9: Preset Player Skills are triggered. Preset Player Skills are passive skills that have effects such as drawing, adding, or duplicating cards. For example, you can draw a player card every two turns or draw a player card every three cards played.

[0111] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0112] Figure 7 This is a flow chart of another method for interactive play in a turn-based chess game provided in an embodiment of the present application. This embodiment of the present application uses the method executed by a terminal as an example. The method includes:

[0113] Player selection phase:

[0114] 701. The terminal selects a virtual object of a chess player of the own side, where the virtual object of the chess player is used to represent a virtual object that controls at least one chess piece of the own side.

[0115] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0116] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.

[0117] For example, Figure 8 As shown, before starting a game, a player selection interface is displayed. The player selection interface displays six player virtual characters selected by the player objects. Optionally, the player virtual character 801 selected by the player object is highlighted. Taking the player object 4 as an example, the player virtual character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner, while the player virtual characters selected by other player objects are conventionally displayed in a sitting position, normal size, and distributed on both sides. The player selection interface displays several candidate player virtual characters 802, for example, candidate players 1 to 5. You can view other candidate players by swiping left and right, or click the "All" button 803 to view all candidate players. The player selection interface also displays a player skill button 804. In response to the player skill button 804 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right. Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 805 to enter the ready state.

[0118] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0119] Preparation phase for each round:

[0120] 702. The terminal displays a game interface of a turn-based chess game, where the game interface includes a chessboard area and a hand card area.

[0121] The chessboard area is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the chessboard area is used to place at least one enemy chess piece, and the lower half of the chessboard area is used to place at least one friendly chess piece. The hand area is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards in the current round have been played), the number of cards displayed in the hand area is 0. Optionally, attribute information of the n player objects participating in the current game is also displayed in the upper left corner of the game interface. The attribute information includes at least one of the player nickname, player portrait, player health, and player level. Player skill buttons are displayed in the lower left corner of the game interface. A swap button and an upgrade button are also displayed in the lower right corner of the game interface. The swap button is used to replace one or more cards in the hand area. The upgrade button is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment. Optionally, an energy widget is displayed in the upper right corner of the game interface. This widget displays the energy value of the player object. Energy is a game resource that may be used at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0122] 703. In response to the playing operation of at least one card, the terminal performs a battle preparation operation related to its own chess piece.

[0123] Card types include at least one of: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different preparation operations by playing different chess piece cards. This step includes at least one of the following: in response to playing a chess piece card, performing a preparation operation related to at least one player's chess piece in the chessboard area; in response to playing an equipment card, equipping all or part of at least one chess piece with virtual equipment; in response to playing an effect card, performing a preparation operation that adds an effect to at least one factor in the game; and in response to playing a player card, performing a preparation operation related to at least one factor in the game. Due to the varying combat situations in each round of turn-based combat, the varying hand sizes of each player, and the varying playing habits of each player, the number and order of execution of the above steps may vary within each round of turn-based combat, and this is not limited in this embodiment of the present application.

[0124] In one possible implementation, the card in the hand area includes a first chess piece card. In response to a play operation on the first chess piece card, a first own chess piece is added to the chessboard area. The first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the chessboard area. That is, when the first own chess piece does not already exist in the chessboard area, the first own chess piece is added to the chessboard area in response to the play operation on the first chess piece card. In one possible implementation, in response to the play operation on the first chess piece card, at least two candidate chess squares are displayed in the chessboard area, along with a first indicator element corresponding to the first chess piece card. The first indicator element includes at least one of a reduced size of the first chess piece card, the first own chess piece, and a first indicator arrow. In response to a drag operation on the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square. The first candidate chess square is one of the at least two candidate chess squares. The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0125] In one possible implementation, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already existing in the board area, the chess piece level of the second local chess piece is upgraded in the board area. The second local chess piece is the chess piece corresponding to the second chess piece card. The play operation on the second chess piece card can also be a drag operation. However, since the second local chess piece already exists in the board area, the release position of the drag operation can be anywhere in the board area, and the drag operation does not require the player object to precisely drag the second local chess piece.

[0126] In one possible implementation, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced-size equipment card, virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation of dragging the second indicator element to a second own chess piece, the virtual equipment is equipped on the second own chess piece; wherein the second own chess piece is already in the chessboard area.

[0127] In one possible implementation, the cards in the hand area include effect cards. In response to playing an effect card, an effect is added to at least one friendly chess piece and / or an effect is added to the card acquisition process. Effect cards fall into two categories based on the objects they affect: Type 1: Effects added to friendly chess pieces within the board area; Type 2: Effects added to the card acquisition process. In response to playing a Type 1 effect card, an effect is added to at least one friendly chess piece, such as a buff specific to the chess piece type or a combined buff when at least two chess pieces from the same faction are present. In response to playing a Type 2 effect card, an effect is added to the card acquisition process, such as drawing two identical chess pieces consecutively.

[0128] In a possible implementation, in response to the playing operation of the chess player card, at least one of the following preparation operations is performed: the increase of one's own chess piece, the reduction of one's own chess piece, the upgrading of one's own chess piece, the addition of effects to one's own chess piece, the wearing of props to one's own chess piece, the operation related to card acquisition, the operation related to card selling, the operation related to card exchange, the operation related to subsequent rounds, and the operation related to the life value of one's own player object. That is, the function of the chess player card is relatively special, and can be any function among chess piece cards, equipment cards, and effect cards, or can be a function related to the card acquisition process, or can be a function related to the life value of the chess player. In different design implementations, as long as it is a function that can affect a certain factor in the game, it may be designed as a function of the chess player card, and the embodiments of the present application do not limit this.

[0129] In one possible implementation, during the preparation phase, the player object can also use at least one of the following functions: card exchange, card deletion, and player level upgrade. Card exchange: During the preparation phase, the player object can also exchange one or more cards in the hand area. Clicking the exchange button to swap one or more cards consumes energy. For example, cards can only be swapped once per turn, but multiple cards can be swapped at once. Each card swap consumes 1 energy point. Card deletion: During the play process, dragging a card to a designated location deletes or sells it. The resources consumed by deleted cards cannot be recycled, or a portion or a fixed amount of energy can be recycled. For example, each card deleted earns 1 energy point. Player level upgrade: The player object gains a certain amount of energy during each turn. Unused energy from a turn accumulates and can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level upgrades, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 9 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible. For example, when the player object reaches the 1 / 2 / 3 / 4 / 5 player level, cards of 1 / 2 / 3 / 4 / 5 quality are unlocked respectively.

[0130] The battle phase of each round:

[0131] 704. During the battle phase, the terminal displays the automatic battle between the own chess piece and the enemy chess piece in the chessboard area.

[0132] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed. Figure 10 The figure shows an automatic battle diagram of a player's chess piece 1001 and an enemy chess piece 1002 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.

[0133] Battle settlement phase:

[0134] 705. The terminal calculates the health value of the virtual character of the chess player on the other side, and starts the next round of turn-based battle or ends the current game based on the health value.

[0135] Both the player object and the enemy player object have health points. After the current round ends, a portion of the health points of the losing player object will be deducted. This portion of the health points can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment. When the health points are deducted to zero, the player is eliminated from the current game. If the health points have not yet been deducted to zero, the next round of turn-based battle in the current game begins, and the player continues to fight with one of the n player objects until they are eliminated, or, as the last player not eliminated, they win the current game.

[0136] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 11 The figure shows that when the opponent is the loser, there is only one enemy chess piece 1002 left, and then the life value of the opponent's chess piece virtual object 801 is calculated. A life value progress bar can be displayed above the head of the chess piece virtual character 801. Figure 12 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0137] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0138] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0139] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0140] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0141] The above content is a detailed introduction to turn-based chess games. The game event reminder method provided in the embodiments of the present application can be applied to the above-mentioned turn-based chess games. The detailed implementation method of the game event reminder method provided in the embodiments of the present application can be found in the following embodiments.

[0142] The following is an introduction to the implementation environment of the technical solution provided in the embodiments of the present application.

[0143] Figure 13 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application. The implementation environment includes: a terminal 1301 and a server 1302. The terminal 1301 and the server 1302 are directly or indirectly connected via wired or wireless communication.

[0144] Terminal 1301 has a client installed and running. This client can be a turn-based chess game program, a first-person shooter game program, a third-person shooter game program, or another MOBA game program. When terminal 1301 runs the client, the client's user interface is displayed on the screen of terminal 1301. Players using terminal 1301 can play games in the client. The client maintains the status of each player's game items to be processed, thereby determining which game items the player has not yet processed. The client's user interface includes a game lobby interface, which can display reminder marks corresponding to unprocessed game items.

[0145] Among them, server 1302 provides game data to terminal 1301. Terminal 1301 can display the game game screen based on the game data provided by server 1302, and terminal 1301 can play the game based on the game screen. Optionally, server 1302 is the background server of the client on terminal 1301, which is used to provide services for the client. Optionally, server 1302 performs the primary computing work and terminal 1301 performs the secondary computing work; alternatively, server 1302 performs the secondary computing work and terminal 1301 performs the primary computing work; alternatively, server 1302 and terminal 1301 adopt a distributed computing architecture to perform collaborative computing.

[0146] In one possible implementation, the terminal 1301 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart TV, a smart watch, a handheld portable gaming device, an e-book reader, an MP3 player, an MP4 player, or a laptop computer, etc., but is not limited thereto.

[0147] In one possible implementation, the server 1302 is an independent physical server, or the server 1302 is a server cluster or distributed system composed of multiple physical servers, or the server 1302 is a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.

[0148] In one possible implementation, server 1302 includes a processor 1312, a user account database 1322, a battle service module 1332, and a user-oriented input / output interface (I / O interface) 1342. Processor 1312 is configured to load instructions stored in server 1302 and process data in user account database 1322 and battle service module 1332. User account database 1322 is configured to store user account data used by terminal 1301, such as user account avatars, user account nicknames, user account combat power indexes, user account rankings, and the service areas where user accounts are located. Battle service module 1332 is configured to provide multiple battle rooms for users to engage in battles. User-oriented I / O interface 1342 is configured to establish communication and exchange data with terminal 1301 via a wireless network or a wired network.

[0149] Those skilled in the art will know that although Figure 13 Only one terminal is shown, but in different embodiments, multiple other terminals can access server 1302. Optionally, there are one or more terminals 1303 corresponding to developers. A client development and editing platform supporting a virtual environment is installed on terminal 1303. Developers can edit and update the client on terminal 1303 and transmit the updated client installation package to server 1302 via a wired or wireless network. Terminal 1301 can download the client installation package from server 1302 to update the client.

[0150] After introducing the implementation environment of the embodiments of this application, the following describes the game event reminder method provided by the embodiments of this application. It should be noted that the following description of the technical solution provided by this application uses a terminal as an example of the execution entity. In other possible implementations, the technical solution provided by this application can also be jointly executed by a terminal and a server. The embodiments of this application do not limit the type of execution entity.

[0151] Figure 14 This is a flowchart of a game event reminder method provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device, such as a terminal. Figure 14 , the method comprising:

[0152] 1401. The terminal displays a game lobby interface, which includes entry controls and event viewing controls for multiple function blocks. Each function block has its own priority, and the priority of a function block refers to the priority level of reminders for game events in the function block.

[0153] The game lobby interface aggregates multiple functions, each of which falls into distinct functional sections. Each section has an entry control that triggers a jump to the corresponding interface. For example, multiple functional sections include login, game matching, chat, top-up, events, personalization, rewards, and avatar settings.

[0154] Optionally, the terminal is installed and running a game client, and the game lobby interface is the main interface in the game client. For example, the game lobby interface is an interface displayed before starting a game or after ending a game, and the multiple function sections are function sections provided by the game client.

[0155] Each functional section also includes corresponding game matters, which refer to matters that players need to handle. For example, in the login section, it includes game matters such as binding an email address and binding a mobile phone number. For example, in the personalization section, it includes game matters such as viewing newly acquired background cards and viewing newly acquired game avatars. For example, in the reward collection section, it includes game matters such as collecting daily rewards and collecting weekly rewards. For example, in the avatar settings section, it includes game matters such as viewing newly acquired equippable accessories, viewing newly acquired avatars, and viewing newly acquired virtual costumes. For example, in the chat section, it includes game matters such as viewing friend requests. For example, in the event section, it includes game matters such as participating in events and collecting event rewards.

[0156] Among them, each function section also has its own priority. The priority of a function section refers to the priority level of reminders for game items in the function section. The higher the priority of a function section, the higher the priority of the game items in the function section. For example, if only one of the game items in function section A and the game items in function section B can be reminded, if the priority of function section A is higher than the priority of function section B, the game items in function section A will be reminded first. If the priority of function section B is higher than the priority of function section A, the game items in function section B will be reminded first. Among them, the priority of a function section is determined based on the importance of the function section. The priority of a function section is positively correlated with the importance of the function section. The higher the importance of the function section, the higher the priority of the function section, and the lower the importance of the function section, the lower the priority of the function section. Optionally, the priority of each function section can be set by the developer based on the importance of the function section. Optionally, the importance of a function section is measured based on the urgency and necessity of the game items handled in the function section, the benefits it brings to players, and other aspects. For example, rewards in the reward collection section are only available for a limited time, while newly acquired virtual accessories in the avatar settings section can be viewed and equipped at any time. This means that the reward collection section is more important than the avatar settings section, and thus the reward collection section has a higher priority than the avatar settings section.

[0157] In an embodiment of the present application, the game lobby interface also provides an event viewing control, which is used to trigger the display of game events that have not been processed. For details, please refer to the content in step 1403 below.

[0158] 1402. The terminal displays a reminder mark at the location of the entry control of at least one target function section. The target function section refers to a function section whose priority meets the priority reminder condition among multiple candidate function sections. The candidate function section refers to a function section that includes game matters that have not been processed.

[0159] The multiple function sections in the game lobby interface include candidate function sections. A candidate function section refers to a function section that includes unprocessed game items. Each candidate function section has a corresponding priority. Among these candidate function sections, the one whose priority satisfies the priority reminder criteria is determined as the target function section. In other words, if the target function section includes unprocessed game items and its priority satisfies the priority reminder criteria, the target function section is the section that currently requires a priority reminder.

[0160] Therefore, in the game lobby interface, the terminal displays a reminder mark at the location of the entry control of each target function section. The reminder mark is used to remind players that the target function section includes game matters that have not been processed, so that players can pay attention to the game matters and process them, thereby reminding players to process game matters.

[0161] Optionally, the reminder mark may be a red dot, a blue dot, a yellow dot, a star pattern, a triangle pattern, etc. The embodiment of the present application does not limit the display form of the reminder mark.

[0162] 1403. In response to the triggering operation of the event viewing control, the terminal displays a pending window in the game lobby interface, where the pending window includes at least one game event that has not been processed in the target function section.

[0163] If the player wants to focus on viewing the game matters that have not been processed in the target game section, he can trigger the matter viewing control in the game lobby interface to make the terminal display a pending window. The pending window includes the game matters that have not been processed in each target function section. Therefore, by viewing the pending window, the player can quickly understand which game matters need to be processed so that the player can process the game matters of interest.

[0164] The method provided in the embodiment of the present application is that the game lobby interface includes entry controls for multiple function blocks. For function blocks that include unprocessed game items, only the reminder marks corresponding to the function blocks that meet the priority reminder conditions are displayed. That is, the function blocks that meet the priority reminder conditions are reminded to the players first, thereby controlling the number of reminder marks displayed in the game lobby interface, making the display content of the game lobby interface more concise and reducing the visual pressure on the players. In addition, the game lobby interface also includes an item viewing control. By triggering the item viewing control, the unprocessed game items in the function blocks that meet the priority reminder conditions can be displayed in the pending window, making it easier for players to quickly find unprocessed game items, reducing the player's operational troubles, and thus improving the efficiency of human-computer interaction. Therefore, the solution of the present application enables players to quickly pay attention to and find more important unprocessed items, thereby improving the reminder effect of game items.

[0165] above Figure 14 The embodiment is a brief introduction to the game event reminder method provided by the embodiment of the present application. The following will combine some examples to more clearly explain the ranking-based display method provided by the embodiment of the present application. Figure 15 This is a flowchart of another game event reminder method provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device, such as a terminal. Figure 15 , the method comprising:

[0166] 1501. The terminal displays a game lobby interface, which includes entry controls and event viewing controls for multiple functional sections. Each functional section has its own priority, and the priority of a functional section refers to the priority level of reminders for game events in the functional section.

[0167] In one possible implementation, the game lobby interface also includes a virtual object that is not controlled by user operation, and the event viewing control is displayed next to the virtual object in the form of a message bubble.

[0168] The virtual object not controlled by user operation may be referred to as an NPC (Non-Player Character). A message bubble is displayed next to the NPC, and the message bubble is a touchable event viewing control.

[0169] Optionally, each game item corresponds to its own pattern, and the pattern of the game item represents the game item. A pattern of a game item is displayed in the message bubble, and the game item is any one of the game items that have not been processed in the target function section.

[0170] Optionally, a reminder text is displayed in the message bubble, and the reminder text is used to remind the player to check the game matters that have not been processed, for example, the reminder text is "See which tasks are not completed".

[0171] Optionally, the game lobby interface also includes a virtual object of the currently logged-in account.

[0172] Figure 16 This is a schematic diagram of a game lobby interface provided by an embodiment of the present application. Figure 16 As shown, the game lobby interface displays a virtual object 1601 of the currently logged-in account, a virtual object 1602 not controlled by user operation, and a message bubble 1603 displayed next to the virtual object 1602, wherein the message bubble 1603 displays a pattern of game matters that have not yet been processed.

[0173] In an embodiment of the present application, the event viewing control is displayed next to the virtual object in the form of a message bubble. On the one hand, it is helpful to quickly attract the player's attention to the event viewing control so that the player can deal with the unprocessed game events as soon as possible. On the other hand, it improves the fun of the event viewing control and makes the display screen of the game lobby interface richer and more interesting.

[0174] In one possible implementation, a game client is installed and running on the terminal, and the game lobby interface is provided by the game client. Optionally, the terminal displays the game lobby interface in response to launching the game client. Optionally, the terminal displays the game lobby interface in response to exiting a game session in the game client.

[0175] 1502. The terminal displays a reminder mark at the location of the entry control of at least one target function section. The target function section refers to a function section whose priority meets the priority reminder condition among multiple candidate function sections. The candidate function section refers to a function section that includes game matters that have not been processed.

[0176] In the game lobby interface, the terminal displays a reminder mark at the location of the entry control of each target function section. The reminder mark is used to remind players that the target function section includes unprocessed game matters, so that players can notice the game matters and process them.

[0177] like Figure 16 As shown, for example, the target function section includes the activity section, the personalization section, and the avatar setting section. The activity section includes activity rewards that have not yet been claimed, the personalization section includes background cards that have not yet been viewed, and the avatar setting section includes accessories that have not yet been viewed. In the game lobby interface, reminder marks 1604 are displayed at the locations where the entry controls for the activity section, personalization section, and avatar setting section are located. Figure 16 In the figure, the reminder mark 1604 is taken as a black dot for example. In addition, the reminder mark 1604 can also be a red dot, a yellow dot, etc.

[0178] In a possible implementation, the priority of the function block satisfies the priority reminder condition when: among multiple candidate function blocks, the function block belongs to a preset number of candidate function blocks with higher priorities.

[0179] That is, multiple candidate function blocks are sorted in descending order of priority, and a preset number of candidate function blocks at the top are determined as target function blocks. Therefore, in the game lobby interface, reminders for a maximum of a preset number of function blocks are displayed simultaneously. The preset number can be flexibly set according to actual circumstances, for example, 3 or 5.

[0180] Optionally, when it is necessary to select b candidate function blocks from a candidate function blocks with the same priority as the target function blocks, and b is less than a, b candidate function blocks are randomly selected from a candidate function blocks as the target function blocks.

[0181] In the embodiment of the present application, game matters in the functional blocks with higher priorities are reminded first according to the order of priority. Therefore, more important game matters can be reminded to players first so that players can pay attention to and handle more important game matters first, which is conducive to improving the playability of the game and the player's gaming experience.

[0182] 1503. In response to the triggering operation of the event viewing control, the terminal displays a pending window in the game lobby interface, where the pending window includes at least one game event that has not been processed in the target function section.

[0183] If a player wishes to review unprocessed game items within a specific game section, they can trigger the item view control in the game lobby interface to display a pending window containing unprocessed game items for each target section. For example, if the game lobby interface displays reminder icons for three target sections, the pending window will contain unprocessed game items for each of these sections.

[0184] Figure 17 is a schematic diagram of a window to be processed provided by an embodiment of the present application, such as Figure 17 As shown, the game lobby interface includes an event viewing control 1701, and the target function section includes an activity section, a personalization section, and an avatar setting section. The activity section includes unclaimed activity rewards, the personalization section includes unviewed background cards, and the avatar setting section includes unviewed accessories. Therefore, the game lobby interface also displays reminder marks 1702 at the locations where the entry controls for the activity section, personalization section, and avatar setting section are located. After the player triggers the event viewing control 1701, the game lobby interface displays a pending window 1703, which includes three game items 1713: "Equippable Accessories," "Changeable Background Cards," and "Event Rewards."

[0185] After the terminal displays the pending window, it can execute at least one of the following steps 1504, 1505, 1506 or 1507 based on the player's operation. For detailed process, please refer to the content of the following steps 1504-1507.

[0186] 1504. In response to the selection operation on the first game item in the processing window, the terminal displays the operation interface of the first functional section, the first game item belongs to the first functional section, and the operation interface of the first functional section is used to process the first game item.

[0187] The pending window displays multiple unprocessed game items, and the first game item is any one of the multiple game items in the pending window. If the player is interested in the first game item and wants to process the first game item, the player selects the first game item in the pending window, causing the terminal to jump to the operation interface of the first functional section to which the first game item belongs. The operation interface includes the first game item, and the operation interface is used to process the first game item. That is, the player can perform processing operations on the first game item in the operation interface.

[0188] In an embodiment of the present application, players can quickly jump to the operation interface of the game item by performing a selection operation on the game item in the pending window, so that the player can directly process the unprocessed game item in the operation interface. Therefore, there is no need for the player to view the entry control corresponding to the game item in the game lobby interface, thereby improving the efficiency of human-computer interaction.

[0189] In one possible implementation, the pending window further includes a jump control for each game item, and the terminal displays the operation interface of the first functional section in response to a triggering operation on the jump control for the first game item.

[0190] That is, the selection operation of the first game item refers to the triggering operation of the jump control of the first game item. If the player is interested in the first game item and wants to process the first game item, the triggering operation of the jump control of the first game item is executed in the pending window to make the terminal jump to the corresponding operation interface. Among them, the jump control of the game item can be referred to Figure 17 The jump control 1723 in the pending window 1703 is displayed.

[0191] In an embodiment of the present application, a jump control for each unprocessed game item is provided in the pending window. By triggering the jump control of a certain game item, you can jump to the operation interface of the game item with one click. Therefore, when the player notices that the game item has not been processed, he can quickly enter the corresponding operation interface to process it, which further improves the efficiency of human-computer interaction, reduces the player's operating burden, and is conducive to improving the player's gaming experience.

[0192] 1505. The terminal responds to the triggering operation of canceling the display control of the second game item in the processing window, cancels the display of the second game item in the processing window, and cancels the reminder mark at the location of the entry control of the second functional section in the game lobby interface. The second game item belongs to the second functional section.

[0193] The pending window displays multiple unprocessed game items, and the second game item is any one of the multiple game items in the pending window. The pending window also includes a cancel display control for each game item. The cancel display control for each game item is used to trigger the cancellation of the reminder for the game item. If the player is not interested in the second game item and does not want to see the reminder for the second game item, the cancel display control for the second game item is triggered, causing the terminal to cancel the display of the second game item in the pending window and cancel the reminder mark for the second game item in the game lobby interface.

[0194] Among them, the cancel display control of game events can be found in Figure 17The cancel display control 1733 in the pending window 1703 is displayed.

[0195] In an embodiment of the present application, a cancel display control for each unprocessed game item is provided in the pending window. If the player does not want to process a game item temporarily and does not want to see the reminder mark of the game item, the player can cancel the reminder mark of the game item by triggering the cancel display control of the game item. This gives the player the operating space to independently choose whether to display the reminder mark, rather than having to process the game item before removing the reminder mark. This improves the flexibility of operation and is conducive to improving the player's gaming experience.

[0196] In one possible implementation, the terminal responds to the triggering operation of canceling the display control of the second game item, adds a third game item to the pending window, and adds a reminder mark at the location of the entry control of the third function block in the game lobby interface; wherein, the third game item belongs to the third function block, the third game item is a game item that has not been processed, and the third function block is a function block whose priority meets the priority reminder conditions among the candidate function blocks that have not yet been reminded.

[0197] After the terminal cancels the display of the reminder for the second game item in the game lobby interface and the pending processing window, it will re-identify a target function block from the remaining candidate function blocks that have not yet been reminded, and the aforementioned third function block will be the target function block. The terminal will then display the reminder for the third game item that has not yet been processed in the third function block in the game lobby interface and the pending processing window. In other words, after canceling the display of the reminder for a game item, a new game item that has not yet been processed will be added as a reminder in order of priority.

[0198] If a function section's priority meets the priority reminder criteria, meaning it's one of a preset number of candidate function sections ranked higher in priority among multiple candidate function sections, then limiting reminders by priority will keep the number of game items being reminded in the lobby interface and pending window within the preset number.

[0199] In an embodiment of the present application, when the player cancels the reminder mark of a game item that has not been processed, the reminder mark of the next game item that has not been processed is displayed in order of priority, so that the currently reminded game item is updated in order of priority to remind the player, so that the number of reminders received by the player at the same time is controlled within a certain number, which can avoid the confusion caused by reminding the player of all game items at the same time, which is conducive to ensuring the simplicity of the game lobby interface and bringing a more comfortable visual effect to the player.

[0200] 1506. In response to the triggering operation on the reminder cancel control, the terminal cancels all reminder marks displayed in the game lobby interface.

[0201] The pending window also includes a reminder cancel control, which is used to trigger and cancel all game event reminders. If the player does not want to handle the game event reminder or see any game event reminders, they can trigger the reminder cancel control to cause the terminal to cancel all reminders displayed in the game lobby interface.

[0202] Among them, the reminder cancellation control can be found in Figure 17 The reminder cancel control 1743 in the pending window 1703 is displayed.

[0203] It should be noted that if after canceling the display of all reminder marks in the game lobby interface, the player wants to view the game matters that have not been processed, then the player can still trigger the matter viewing control in the game lobby interface to make the terminal display the pending window, which still includes the game matters that have not been processed.

[0204] In the embodiment of the present application, the player can cancel all reminder marks displayed in the game lobby interface with one click by triggering the reminder cancel control, without the player having to eliminate the reminder marks one by one, thereby reducing the player's operating burden and improving the efficiency of human-computer interaction.

[0205] In one possible implementation, in response to the triggering operation of the reminder cancel control, the terminal does not display all reminder marks in the game lobby interface within a preset time period after the current time point.

[0206] The duration for canceling all reminders in the game lobby is limited. When the reminder cancel control is triggered at night, no reminders will be displayed for a preset duration after the current time. After the preset duration, reminders will still be displayed normally. This preset duration can be flexibly set based on actual conditions or can be set by the player, for example, 1 day or 72 hours.

[0207] For example, Figure 17 As shown, "No more reminder today" is displayed next to the reminder cancel control 1743. Then, when the player checks the reminder cancel control 1743, no reminder mark will be displayed in the game lobby interface within today.

[0208] In an embodiment of the present application, after the player triggers the reminder cancel control, all reminder marks will not be displayed for a preset time period after the current time point. After the preset time period, the reminder marks can be restored to avoid the situation where the player can only manually search for unprocessed game matters later, making the reminder mechanism for game matters more humane.

[0209] 1507. When the fourth game item in the pending window is processed, the terminal cancels the display of the fourth game item in the pending window and cancels the display of the reminder mark at the location of the entry control of the fourth functional section in the game lobby interface. The fourth game item belongs to the fourth functional section.

[0210] The pending window displays multiple unprocessed game items, and the fourth game item is any one of the multiple game items in the pending window. When the player completes processing the fourth game item, the terminal no longer displays the reminder for the fourth game item, that is, cancels the display of the fourth game item in the pending window and cancels the reminder mark for the fourth game item in the game lobby interface.

[0211] In an embodiment of the present application, if a game item that has not been processed has been processed, the reminder mark of the game item will no longer be displayed, and the pending window will no longer display the game item, avoiding the trouble caused to the player by the reminder mark being displayed all the time, and simplifying the display content of the game lobby interface.

[0212] In one possible implementation, when the fourth game item is processed, the terminal adds a fifth game item to the pending window and adds a reminder mark at the location of the entry control of the fifth function block in the game lobby interface; wherein, the fifth game item belongs to the fifth function block, the fifth game item is a game item that has not been processed, and the fifth function block is a function block whose priority meets the priority reminder conditions among the candidate function blocks that have not yet been reminded.

[0213] After the terminal cancels the display of the reminder for the fourth game item in the game lobby interface and the pending processing window, it will re-identify a target function section that meets the priority reminder criteria from the remaining candidate function sections that have not yet been reminded. The aforementioned fifth function section is also the target function section. The terminal will then display the reminder for the unprocessed fifth game item in the fifth function section in the game lobby interface and the pending processing window. In other words, after canceling the display of the reminder for a game item, a new unprocessed game item will be added as a reminder in the order of priority.

[0214] If a function section's priority meets the priority reminder criteria, meaning it's one of a preset number of candidate function sections ranked higher in priority among multiple candidate function sections, then limiting reminders by priority will keep the number of game items being reminded in the lobby interface and pending window within the preset number.

[0215] In an embodiment of the present application, after the reminder mark of the processed game item is cancelled, the reminder mark of the next game item that has not been processed is supplemented and displayed in order of priority, so that the currently reminded game item is updated in order of priority for reminder, so that the number of reminders received by the player at the same time is controlled within a certain number, which can avoid the confusion caused by reminding the player of all game items at the same time, which is conducive to ensuring the simplicity of the game lobby interface and bringing a more comfortable visual effect to the player.

[0216] The method provided in the embodiment of the present application is that the game lobby interface includes entry controls for multiple function blocks. For function blocks that include unprocessed game items, only the reminder marks corresponding to the function blocks that meet the priority reminder conditions are displayed. That is, the function blocks that meet the priority reminder conditions are reminded to the players first, thereby controlling the number of reminder marks displayed in the game lobby interface, making the display content of the game lobby interface more concise and reducing the visual pressure on the players. In addition, the game lobby interface also includes an item viewing control. By triggering the item viewing control, the unprocessed game items in the function blocks that meet the priority reminder conditions can be displayed in the pending window, making it easier for players to quickly find unprocessed game items, reducing the player's operational troubles, and thus improving the efficiency of human-computer interaction. Therefore, the solution of the present application enables players to quickly pay attention to and find more important unprocessed items, thereby improving the reminder effect of game items.

[0217] In some embodiments, the pending window in the game lobby interface also includes an event expansion control, which is used to trigger the display of all unprocessed game events in the pending window. For detailed process, please refer to the following Figure 18 Example of . Figure 18 This is a flowchart of another game event reminder method provided by an embodiment of the present application. The embodiment of the present application is executed by a terminal. Figure 18 , the method comprising:

[0218] 1801. The terminal displays the game lobby interface, which includes entry controls and event viewing controls for multiple functional sections. Each functional section has its own priority. The priority of a functional section refers to the priority level of reminders for game events in the functional section.

[0219] 1802. The terminal displays a reminder mark at the location of the entry control of at least one target function section. The target function section refers to a function section whose priority meets the priority reminder condition among multiple candidate function sections. The candidate function section refers to a function section that includes game matters that have not been processed.

[0220] 1803. In response to the triggering operation of the event viewing control, the terminal displays a pending window in the game lobby interface, where the pending window includes at least one game event that has not been processed in the target function section.

[0221] The process of the above steps 1801 to 1803 is the same as the process of the above steps 1501 to 1503, and will not be repeated here.

[0222] 1804. In response to the triggering operation of the expand control for the items in the to-be-processed window, the terminal displays all unprocessed game items in the plurality of candidate function blocks in the to-be-processed window.

[0223] The pending window also includes an item expansion control, which is used to trigger the display of all unprocessed game items in the pending window. If a player wishes to view all unprocessed game items from multiple candidate function sections in the pending window, the item expansion control can be triggered to cause the terminal to display all unprocessed game items from multiple candidate function sections in the pending window.

[0224] Among them, the multiple candidate function sections refer to the function sections in the game lobby interface, which include game matters that have not been processed. Then all the game matters that have not been processed in the multiple candidate function sections are also all the game matters that have not been processed in all function sections in the game lobby interface.

[0225] In one possible implementation, in response to the triggering operation of the event expansion control, the terminal displays all unprocessed game events in multiple candidate function blocks in a pending window according to the priority order of the multiple candidate function blocks.

[0226] That is, all unprocessed game items in the pending window are arranged in order of priority of the candidate function blocks to which they belong. The higher the priority of the candidate function block, the higher the position of the unprocessed game items in the candidate function block in the pending window, and the lower the priority of the candidate function block, the lower the position of the unprocessed game items in the candidate function block in the pending window. Since the pending window only includes unprocessed game items in the target function block before it is expanded, and the target function block is the function block with a higher game level among multiple candidate function blocks, the unprocessed game items in the target function block are ranked first among all unprocessed game items. This is equivalent to displaying the remaining game items in order of priority after the item expansion control is triggered, following the displayed game items.

[0227] In the embodiment of the present application, all unprocessed game matters in the pending window are arranged in order of priority. On the one hand, it is convenient for players to quickly find more important game matters. On the other hand, it is helpful for players to quickly grasp the overall importance of all unprocessed game matters so that players can make processing decisions, further improving the player's operating efficiency.

[0228] In a possible implementation, the pending window also includes a pending quantity, which refers to the sum of the numbers of all unprocessed game items in multiple candidate function sections.

[0229] The pending number may be displayed at the upper left, upper right, lower left, or lower right of the pending window. Optionally, a reminder text is displayed next to the pending number, indicating that the pending number is the sum of all unprocessed game items, so that the player knows how many game items are still unprocessed.

[0230] In an embodiment of the present application, the pending window provides the sum of the number of all unprocessed game items, so that players can quickly grasp the sum of the number of all unprocessed game items, thereby having a psychological expectation of the time required to process all game items, assisting players in making processing decisions, and helping to improve the playability of the game and the player's gaming experience.

[0231] The method provided in the embodiment of the present application provides an item expansion control in the pending window. By triggering the item expansion control, the player can view all unprocessed game items in the pending window, thereby displaying all unprocessed game items in the pending window, making it convenient for the player to quickly grasp all unprocessed game items as a whole, and making it convenient for the player to quickly find unprocessed game items, thereby helping to improve the player's operating efficiency.

[0232] It should be noted that the above embodiment is only described by taking the game lobby interface displaying the event viewing control as an example. In some embodiments, when multiple function sections do not include unprocessed game events, the event viewing control is canceled in the game lobby interface.

[0233] If there are no unprocessed game items, there is no need to display the game items to the player, and therefore no need to display the pending items window. Therefore, the item view control can be removed in this case. Optionally, the item view control is displayed in the game lobby interface as a message bubble. Removing the item view control is equivalent to removing the message bubble, so it does not cause any abruptness to the player.

[0234] In an embodiment of the present application, if there are currently no unprocessed game matters, the matter viewing control in the game lobby interface is canceled to simplify the display content of the game lobby interface, save the display space of the game lobby interface, and improve the simplicity of the game lobby interface.

[0235] The embodiment of the present application provides a solution for controlling the number of reminders of game items based on priority, which can remind players of a certain number of game items with higher priority, and can centrally display game items that have not been processed to players. The implementation process of this solution can be found in the following Figure 19 and Figure 20 .

[0236] Figure 19 This is a flowchart of another game event reminder method provided by an embodiment of the present application. Figure 19 As shown, the method includes the following steps:

[0237] 1901. The player starts the game client in the terminal;

[0238] 1902. After the game client is started, the game lobby interface is displayed by default;

[0239] 1903. In the game lobby interface, reminder marks are displayed at the locations of the entry controls for the N highest-priority function sections, and an event view control is displayed on the game lobby interface. This event view control is a unified entry point for viewing game events.

[0240] 1904. The player clicks the item view control to display the game items that have not been processed. After entering the game item operation interface to process them, the corresponding reminder mark is removed;

[0241] 1905. Display the reminder mark of the next functional section according to priority until all game matters are processed.

[0242] Figure 20 This is a flowchart of another game event reminder method provided by an embodiment of the present application. Figure 20As shown, the method involves the interaction between the player, the game client (presentation layer), and the game server (logic layer). The player starts the game client, and the game client transmits an animation start signal to the game server. The game server returns the game items and their priorities in the function section that need to be reminded to the game client. The game client displays the reminder mark and the item view control of the game item. When the item view control is triggered, the pending window is displayed. The player clicks to enter the operation interface of the function section and operates the game items that have not been processed. The game client transmits the corresponding operation signal to the game server. The game server returns the reminder cancellation record to the game client. After receiving the reminder cancellation record, the game client cancels the reminder mark of the game item that has been processed and displays the reminder mark of the next game item.

[0243] Traditionally, electronic games use red dots to remind players to attend to specific game items. The game lobby interface displays red dots for all pending game items. However, when there are a large number of game item cancellation reminders, the number of red dots can become overwhelming, creating significant visual pressure and confusion for players. Furthermore, faced with so many red dots, players can be unsure which game item to attend to first, causing operational difficulties. Furthermore, the numerous red dots are scattered throughout the game lobby interface, forcing players to search for each one, further complicating and frustrating the user experience.

[0244] The game item reminder method provided in the embodiment of the present application prioritizes game items in higher-priority function sections by setting priorities, thereby controlling the number of reminder marks. Players no longer need to be faced with too many reminder marks, reducing the player's visual pressure, allowing players to easily pay attention to and handle more important game items, improving the player experience and the playability of the game. Moreover, through priority division and priority number reminder push, players can quickly notice the more important game items, facilitating players to pay more attention to and use the various function sections in the electronic game more targeted. In addition, providing a unified entry point for the item view control allows players to centrally view unprocessed game items, which can compensate for the problem of scattered reminder marks that are difficult to find. Players only need to pay attention to one entry point to obtain multiple unprocessed game items, and players no longer need to be troubled by the number and location of reminder marks, further improving the efficiency and convenience of operation. In summary, the technical solution of the embodiment of the present application reduces the player's visual pressure, improves the player experience, and improves the operational efficiency by dividing priorities, centrally displaying game items, and pushing a limited number of reminders, providing players with a better gaming experience and higher game engagement.

[0245] Figure 21This is a schematic diagram of the structure of a game event reminder device provided by an embodiment of the present application. Figure 21 , the device comprises:

[0246] The interface display module 2101 is used to display the game lobby interface. The game lobby interface includes multiple function section entry controls and event viewing controls. Each function section has its own priority. The priority of a function section refers to the priority level of reminders for game events in the function section.

[0247] Reminder module 2102, configured to display a reminder mark at the location of the entry control of at least one target functional section, wherein the target functional section refers to a functional section that satisfies a priority reminder condition among multiple candidate functional sections, and the candidate functional section refers to a functional section that includes unprocessed game items;

[0248] The reminder module 2102 is also used to respond to the triggering operation of the event viewing control and display a pending window in the game lobby interface, where the pending window includes at least one game event that has not been processed in the target function section.

[0249] The game event reminder device provided by the embodiment of the present application includes a game lobby interface including entry controls for multiple functional blocks. For functional blocks including unprocessed game events, only the reminder marks corresponding to the functional blocks that meet the priority reminder conditions are displayed, that is, the functional blocks that meet the priority reminder conditions are reminded to the players first, thereby controlling the number of reminder marks displayed in the game lobby interface, making the display content of the game lobby interface more concise and reducing the visual pressure of the players. In addition, the game lobby interface also includes an event viewing control. By triggering the event viewing control, the unprocessed game events in the functional blocks that meet the priority reminder conditions can be displayed in the pending window, making it easier for players to quickly find unprocessed game events, reducing the player's operational troubles, and thus improving the efficiency of human-computer interaction. Therefore, the solution of the present application enables players to quickly pay attention to and find more important unprocessed events, thereby improving the reminder effect of game events.

[0250] Alternatively, see Figure 22 , the device further comprises:

[0251] The operation interface display module 2103 is used to display the operation interface of the first function section in response to the selection operation of the first game item in the processing window. The first game item belongs to the first function section, and the operation interface of the first function section is used to process the first game item.

[0252] Alternatively, see Figure 22 The processing window also includes a jump control for each game event, and an operation interface display module 2103 is used to:

[0253] In response to the triggering operation of the jump control of the first game event, the operation interface of the first function section is displayed.

[0254] Optionally, the pending window further includes a cancel display control for each game item; the reminder module 2102 is further used to:

[0255] In response to the triggering operation of canceling the display control of the second game item in the processing window, the second game item in the processing window is canceled, and the reminder mark at the location of the entry control of the second functional section in the game lobby interface is canceled. The second game item belongs to the second functional section.

[0256] Optionally, the reminder module 2102 is further configured to:

[0257] In response to the triggering operation of canceling the display control of the second game event, a third game event is added to the pending window, and a reminder mark is added at the location of the entry control of the third function section in the game lobby interface;

[0258] Among them, the third game matter belongs to the third functional section, the third game matter is a game matter that has not been processed, and the third functional section is a functional section whose priority meets the priority reminder conditions among the candidate functional sections that have not yet been reminded.

[0259] Optionally, the pending window further includes a cancel reminder control; the reminder module 2102 is further configured to:

[0260] In response to the triggering operation of the reminder cancel control, all reminder marks in the game lobby interface are canceled.

[0261] Optionally, the reminder module 2102 is further configured to:

[0262] In response to the triggering operation of the reminder cancel control, all reminder marks in the game lobby interface are not displayed within a preset time period after the current time point.

[0263] Optionally, the reminder module 2102 is further configured to:

[0264] When multiple functional sections do not include unprocessed game matters, the matter viewing control in the game lobby interface is canceled.

[0265] Optionally, the reminder module 2102 is further configured to:

[0266] When the fourth game item in the pending window is processed, the fourth game item in the pending window is cancelled, and the reminder mark at the location of the entrance control of the fourth function section in the game lobby interface is cancelled. The fourth game item belongs to the fourth function section.

[0267] Optionally, the reminder module 2102 is further configured to:

[0268] When the fourth game item is processed, a fifth game item is added to the pending window, and a reminder mark is added to the location of the entry control of the fifth function section in the game lobby interface;

[0269] Among them, the fifth game item belongs to the fifth functional section. The fifth game item is a game item that has not been processed. The fifth functional section is a functional section whose priority meets the priority reminder conditions among the candidate functional sections that have not yet been reminded.

[0270] Optionally, the game lobby interface also includes virtual objects that are not controlled by user operations, and the event viewing control is displayed next to the virtual objects in the form of message bubbles.

[0271] Optionally, the priority of the function section satisfies the priority reminder condition, which means that among multiple candidate function sections, the function section belongs to a preset number of candidate function sections with higher priorities.

[0272] Optionally, the pending processing window further includes an item expansion control, and the reminder module 2102 is further used to:

[0273] In response to the triggering operation of the event expansion control, all unprocessed game events in multiple candidate function blocks are displayed in the pending window.

[0274] Optionally, the reminder module 2102 is further configured to:

[0275] In response to the triggering operation of the event expansion control, all unprocessed game events in the multiple candidate function blocks are displayed in the pending window according to the priority order of the multiple candidate function blocks.

[0276] Optionally, the pending window also includes a pending quantity, which refers to the sum of the quantities of all unprocessed game items in multiple candidate function sections.

[0277] It should be noted that the game event reminder device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the game event reminder device provided in the above embodiment and the game event reminder method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0278] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed in the game event reminder method of the above embodiment.

[0279] Optionally, the computer device is provided as a terminal. Figure 23 A schematic structural diagram of a terminal 2300 provided by an exemplary embodiment of the present application is shown.

[0280] The terminal 2300 includes a processor 2301 and a memory 2302 .

[0281] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0282] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory. The memory 2302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one computer program, which is used by the processor 2301 to implement the game event reminder method provided in the method embodiment of the present application.

[0283] In some embodiments, terminal 2300 may optionally include a peripheral device interface 2303 and at least one peripheral device. Processor 2301, memory 2302, and peripheral device interface 2303 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2303 via a bus, signal lines, or circuit boards. Optionally, the peripheral device includes at least one of a radio frequency circuit 2304, a display screen 2305, a camera assembly 2306, an audio circuit 2307, and a power supply 2308.

[0284] The peripheral device interface 2303 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2301 and the memory 2302. In some embodiments, the processor 2301, the memory 2302, and the peripheral device interface 2303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2301, the memory 2302, and the peripheral device interface 2303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0285] The RF circuit 2304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 2304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 2304 can communicate with other devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, metropolitan area networks, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2304 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0286] The display screen 2305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2305 is a touch screen display, the display screen 2305 also has the ability to collect touch signals on the surface or above the surface of the display screen 2305. The touch signal can be input as a control signal to the processor 2301 for processing. At this time, the display screen 2305 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 2305, which is set on the front panel of the terminal 2300; in other embodiments, there can be at least two display screens 2305, which are respectively set on different surfaces of the terminal 2300 or in a folding design; in other embodiments, the display screen 2305 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 2300. Even more, the display screen 2305 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 2305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0287] The camera assembly 2306 is used to capture images or videos. Optionally, the camera assembly 2306 includes a front camera and a rear camera. The front camera is set on the front panel of the terminal 2300, and the rear camera is set on the back of the terminal 2300. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 2306 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0288] The audio circuit 2307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 2301 for processing, or input into the radio frequency circuit 2304 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 2300. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 2301 or the radio frequency circuit 2304 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2307 may also include a headphone jack.

[0289] Power supply 2308 is used to power various components in terminal 2300. Power supply 2308 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2308 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0290] In some embodiments, the terminal 2300 further includes one or more sensors 2309 , including but not limited to: an acceleration sensor 2310 , a gyroscope sensor 2311 , a pressure sensor 2312 , an optical sensor 2313 , and a proximity sensor 2314 .

[0291] The accelerometer 2310 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 2300. For example, the accelerometer 2310 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 2301 can control the display screen 2305 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 2310. The accelerometer 2310 can also be used to collect game or user motion data.

[0292] The gyroscope sensor 2311 can detect the orientation and rotation angle of the terminal 2300. It can work in conjunction with the accelerometer 2310 to collect the user's 3D movements on the terminal 2300. Based on the data collected by the gyroscope sensor 2311, the processor 2301 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0293] The pressure sensor 2312 can be provided on the side frame of the terminal 2300 and / or below the display screen 2305. When the pressure sensor 2312 is provided on the side frame of the terminal 2300, it can detect the user's gripping signal of the terminal 2300. The processor 2301 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 2312. When the pressure sensor 2312 is provided below the display screen 2305, the processor 2301 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 2305. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0294] Optical sensor 2313 is used to detect ambient light intensity. In one embodiment, processor 2301 can control the display brightness of display screen 2305 based on the ambient light intensity detected by optical sensor 2313. Optionally, when the ambient light intensity is high, the display brightness of display screen 2305 is increased; when the ambient light intensity is low, the display brightness of display screen 2305 is decreased. In another embodiment, processor 2301 can also dynamically adjust the shooting parameters of camera assembly 2306 based on the ambient light intensity detected by optical sensor 2313.

[0295] Proximity sensor 2314, also known as a distance sensor, is provided on the front panel of terminal 2300. Proximity sensor 2314 is used to detect the distance between the user and the front of terminal 2300. In one embodiment, when proximity sensor 2314 detects that the distance between the user and the front of terminal 2300 is gradually decreasing, processor 2301 controls display screen 2305 to switch from the screen-on state to the screen-off state. When proximity sensor 2314 detects that the distance between the user and the front of terminal 2300 is gradually increasing, processor 2301 controls display screen 2305 to switch from the screen-off state to the screen-on state.

[0296] Those skilled in the art will understand that Figure 23 The structure shown in the figure does not constitute a limitation on the terminal 2300, and the terminal 2300 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0297] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the operations performed by the game event reminder method of the above embodiment.

[0298] An embodiment of the present application further provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the operations performed by the game event reminder method of the above embodiment.

[0299] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0300] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.

Claims

1. A game event reminder method, characterized in that: The method comprises: Display the game lobby interface, which includes multiple function section entry controls and event viewing controls. Each function section has its own priority, and the priority of the function section refers to the priority level of reminders for game events in the function section; Displaying a reminder mark at the location of the entry control of at least one target function section, wherein the target function section refers to a function section whose priority meets the priority reminder condition among multiple candidate function sections, and the candidate function section refers to a function section including unprocessed game items; In response to the triggering operation of the item viewing control, a pending window is displayed on the game lobby interface, and the pending window includes game items that have not been processed in the at least one target function module.

2. The method according to claim 1, characterized in that The method further comprises: In response to the selection operation of the first game item in the pending window, the operation interface of the first functional block is displayed, the first game item belongs to the first functional block, and the operation interface of the first functional block is used to process the first game item.

3. The method according to claim 2, characterized in that The pending window further includes a jump control for each game item. In response to a selection operation of the first game item in the pending window, an operation interface of the first function section is displayed, including: In response to the triggering operation of the jump control of the first game event, the operation interface of the first function module is displayed.

4. The method according to claim 1, wherein The pending window also includes a cancel display control for each game item; the method further includes: In response to the triggering operation of canceling the display control of the second game item in the pending window, the second game item in the pending window is canceled, and the reminder mark at the location of the entry control of the second functional section in the game lobby interface is canceled. The second game item belongs to the second functional section.

5. The method according to claim 4, characterized in that The method further comprises: In response to a triggering operation of canceling the display control of the second game event, adding a third game event to the pending window, and adding a reminder mark at the location of the entry control of the third function section in the game lobby interface; Among them, the third game item belongs to the third functional section, the third game item is a game item that has not been processed, and the third functional section is a functional section whose priority meets the priority reminder condition among the candidate functional sections that have not been reminded.

6. The method according to claim 1, characterized in that The pending window further includes a cancel reminder control; the method further includes: In response to the triggering operation of the reminder cancel control, all reminder marks in the game lobby interface are canceled.

7. The method according to claim 6, characterized in that In response to the triggering operation of the reminder cancellation control, canceling the display of all reminder marks in the game lobby interface includes: In response to the triggering operation of the reminder cancel control, all reminder marks in the game lobby interface are not displayed within a preset time period after the current time point.

8. The method according to claim 1, characterized in that The method further comprises: In the case that none of the multiple functional sections include any unprocessed game items, the item viewing control is undisplayed in the game lobby interface.

9. The method according to claim 1, characterized in that The method further comprises: When the fourth game item in the pending window is processed, the fourth game item in the pending window is cancelled, and the reminder mark at the location of the entry control of the fourth functional section in the game lobby interface is cancelled. The fourth game item belongs to the fourth functional section.

10. The method according to claim 9, characterized in that The method further comprises: When the fourth game item is processed, a fifth game item is added to the pending window, and a reminder mark is added to the location of the entry control of the fifth function section in the game lobby interface; Among them, the fifth game item belongs to the fifth functional section, the fifth game item is a game item that has not been processed, and the fifth functional section is a functional section whose priority meets the priority reminder condition among the candidate functional sections that have not been reminded.

11. The method according to any one of claims 1 to 10, characterized in that The game lobby interface also includes a virtual object that is not controlled by user operation, and the event viewing control is displayed next to the virtual object in the form of a message bubble.

12. The method according to any one of claims 1 to 10, characterized in that The priority of the functional section meeting the priority reminder condition means that, among the multiple candidate functional sections, the functional section belongs to a preset number of candidate functional sections with higher priorities.

13. The method according to any one of claims 1 to 10, characterized in that The pending processing window further includes an item expansion control, and the method further includes: In response to the triggering operation of the event expansion control, all unprocessed game events in the multiple candidate function blocks are displayed in the pending window.

14. The method according to claim 13, wherein: In response to the triggering operation of the event expansion control, all unprocessed game events in the plurality of candidate function blocks are displayed in the pending window, including: In response to the triggering operation of the event expansion control, all unprocessed game events in the multiple candidate function blocks are displayed in the pending window according to the priority order of the multiple candidate function blocks.

15. The method according to any one of claims 1 to 10, characterized in that The pending window also includes a pending quantity, which refers to the sum of the quantities of all unprocessed game items in the multiple candidate function blocks.

16. A game event reminder device, characterized in that: The device comprises: An interface display module, used to display the game lobby interface, which includes entry controls and event viewing controls for multiple functional sections. Each functional section has its own priority, and the priority of the functional section refers to the priority level of reminders for game events in the functional section; A reminder module, configured to display a reminder mark at the location of an entry control of at least one target function section, wherein the target function section refers to a function section whose priority meets a priority reminder condition among multiple candidate function sections, and the candidate function section refers to a function section including unprocessed game items; The reminder module is also used to display a pending window in the game lobby interface in response to a triggering operation on the matter viewing control, wherein the pending window includes game matters that have not been processed in the at least one target function section.

17. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game event reminder method as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the game event reminder method according to any one of claims 1 to 15.

19. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the operations performed by the game event reminder method according to any one of claims 1 to 15.