Game resource display method and device, medium and equipment

By introducing game resource maps and three-dimensional models into the game, combined with virtual dice model throwing, the visual and interactive experience of the card drawing process is enriched, the problem of insufficient immersion and fun in the traditional card drawing mechanism is solved, and the player's sense of participation and game server efficiency is improved.

CN120502090APending Publication Date: 2025-08-19SUZHOU HUANTA NETWORK TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510495210.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-18
Publication Date
2025-08-19

AI Technical Summary

Technical Problem

In the traditional card drawing mechanism, players lack immersion and fun during the card drawing process, resulting in increased frustration, which leads to player loss and low game server efficiency.

Method used

The game resource map method is adopted to display the card drawing process through the movement of game characters on the map, and use dynamic game resource maps and three-dimensional models, combining virtual dice model rolling and random operations to provide rich visual and interactive experiences.

Benefits of technology

It improves the immersion and fun of players during the card drawing process, reduces frustration, enhances players' sense of participation and satisfaction, reduces player churn rate, and improves the utilization rate of game servers.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120502090A_ABST
    Figure CN120502090A_ABST
Patent Text Reader

Abstract

The invention discloses a game resource display method and device, a storage medium and computer equipment, the method comprises a card extraction system applied to a game, a game resource map and a game role controlled by a target player are loaded in the card extraction system, and the game resource map comprises a target cell; a target cell corresponds to target game resource information, a game role can move on the target cell, and the game resource display method comprises the steps that according to game resource obtaining operation of a target player, moving information of the game role in a game resource map is determined; determining a moving drop point position of the game role in the game resource map according to the current position of the game role and the moving information; according to the moving drop point position, a corresponding target cell and corresponding target game resource information are determined, and the target game resource information is used for displaying corresponding target game resources on the target cell.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of electronic game technology, and in particular to a method and device for displaying game resources, a storage medium, and a computer device. Background Art

[0002] In the gaming world, card drawing (or lottery) mechanisms are a common resource acquisition method, widely used in various electronic games. Players spend in-game currency (such as gold and diamonds) to purchase lottery tickets and participate in draws to obtain scarce resources such as characters, equipment, and props. However, traditional card drawing mechanisms often use static 2D interfaces and repetitive animations to depict the drawing process and prize outcomes. This limited interactive experience and visual appeal not only reduces player immersion and enjoyment during the drawing process, but also reduces players' expectations of winning. In the absence of a single interactive experience and unclear expectations, players continue to consume large amounts of resources without receiving the expected items, which breeds frustration and leads to player churn and low game server efficiency. Summary of the Invention

[0003] In view of this, embodiments of the present application provide a game resource display method and apparatus, a storage medium, and a computer device.

[0004] According to one aspect of the present application, a game resource display method is provided, which is applied to a card drawing system in a game. The card drawing system is loaded with a game resource map and a game character controlled by a target player. The game resource map includes a target cell corresponding to target game resource information, and the game character can move on the target cell. The game resource display method includes:

[0005] Determining movement information of the game character in a game resource map according to a game resource acquisition operation of the target player;

[0006] Determining a moving landing point of the game character in the game resource map according to the current position of the game character and the movement information;

[0007] According to the moving landing point position, the corresponding target cell and its corresponding target game resource information are determined, and the target game resource information is used to display the corresponding target game resource on the target cell.

[0008] According to another aspect of the present application, a game resource display device is provided, which is applied to a card drawing system in a game. The card drawing system is loaded with a game resource map and a game character controlled by a target player. The game resource map includes a target cell corresponding to target game resource information, and the game character can move on the target cell. The device includes:

[0009] A movement information determination module, configured to determine movement information of the game character in a game resource map according to a game resource acquisition operation of the target player;

[0010] A landing position calculation module, configured to determine the moving landing position of the game character in the game resource map according to the current position of the game character and the movement information;

[0011] The game resource determination module is used to determine the target cell and its corresponding target game resource information according to the moving landing point position, and the target game resource information is used to display the corresponding target game resource on the target cell.

[0012] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the above-mentioned game resource display method is implemented.

[0013] According to another aspect of the present application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the above-mentioned game resource display method when executing the program.

[0014] By means of the above technical solution, the embodiment of the present application provides a method and device for displaying game resources, a storage medium, and a computer device. By providing a visual and dynamic card drawing process, players can more intuitively understand each step of their progress and possible results. At the same time, the available game resources are visualized through the presentation of the game resource map, further enhancing the players' sense of participation and satisfaction. By innovating the traditional card drawing mechanism and adopting a method based on the game resource map, not only the player's immersion and fun in the card drawing process are enhanced, but also the frustration and loss problems caused by a single card drawing interactive experience and unclear card drawing expectations are solved. The dynamic card drawing interactive experience and the improvement of card drawing expectations through what you see is what you get stereoscopic vision can reduce player loss, enhance the player's gaming experience, and improve the utilization rate of the game server.

[0015] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0017] Figure 1 A flowchart of a method for displaying game resources provided by an embodiment of the present application is shown;

[0018] Figure 2 A structural diagram of another game resource display device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0019] The present application will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that, unless there is a conflict, the embodiments and features in the embodiments of the present application can be combined with each other.

[0020] In this embodiment, a method for displaying game resources is provided, such as Figure 1 As shown, the method is applied to a card drawing system in a game, wherein the card drawing system is loaded with a game resource map and a game character controlled by a target player, wherein the game resource map includes a target cell, and the target cell corresponds to game resource information. The method includes:

[0021] Step 101: Determine the movement information of the game character in the game resource map according to the game resource acquisition operation of the target player.

[0022] The embodiments of the present application can be applied to a card drawing system in a game. The card drawing system can include various systems for obtaining game resources, reward resources, etc. in a random manner in the game, such as card drawing, lottery, etc. Players can enter the card drawing scene in the game by triggering in-game activity information, pop-up information, etc., and the entry method is not limited here. Specifically, after the target player triggers to enter the card drawing scene, the card drawing system loads the game resource map and the game character controlled by the target player. The game character can be presented by a specific unified game character model or by a player game character model representing the game image of the target player. In an optional embodiment, if the target player triggers to enter the card drawing scene for the first time, the position of the game character in the game resource map can be the initial position. If the target player does not trigger to enter the card drawing scene for the first time, the position of the game character in the game resource map can be the position of the game character when the card drawing scene was last exited (which can also be the initial position). In addition, the initial position can be a fixed position or a random position. The game resource map contains multiple cells, and the game characters can move on these cells, and these cells include target cells, each target cell contains corresponding target game resource information, wherein the game resource map can be a two-dimensional map or a three-dimensional map, and accordingly, in a two-dimensional game resource map, the cells can be two-dimensional cells, and in a three-dimensional game resource map, the cells can be three-dimensional cells or two-dimensional cells. The specific presentation form of the game resource map and the cells is not limited here. When the game character moves to the target cell, he will obtain the corresponding card drawing reward based on the target game resource information contained in the target cell. The target game resource information determines the card drawing reward that the target player can obtain through the game resource acquisition operation (such as the card drawing operation).The target game resource information can be preset or dynamically change according to the changes in the main scene of the game or the game scene map. The target game resource information covers any one or more of the following data: 1. Card drawing rewards, such as props, characters, game currencies, etc. in the card drawing pool, and the levels and extraction probabilities corresponding to these rewards; 2. Reward model art resources corresponding to the card drawing rewards. These reward model art resources are used to render the art effects of the reward art models corresponding to the card drawing rewards in the game resource map, such as the card drawing reward 3D model / thumbnail model, and model special effects (appearance / disappearance), or flat pictures of the card drawing rewards, and reward model art effects corresponding to different reward levels; 3. Cell art resources corresponding to the card drawing rewards. These cell art resources prompt the target player to the level of the card drawing reward, such as the original model and special effects of the target cell, the target cell model or special effects (stroke, cell blur, cell lighting, cell) corresponding to the virtual character moving to the target cell 4. Game resource unique identifier, which is used to associate / call game level, model, special effects and other data. There can be one unique identifier in the target cell, or it can be multiple game resource unique identifiers representing a certain range of game resources (this means that when the game character stays in the corresponding cell, it can obtain the corresponding card drawing reward randomly / or by probability within the range of game resources); 5. Trigger, which is used to trigger the execution of card drawing related events when the game character falls on the target cell. For example, the target cell has different types of grids, including: reward grid (triggering lottery event), treasure chest grid (triggering treasure chest opening event), dice grid (triggering dice rolling event), fork grid (triggering rainbow bridge, entering non-main road, and being able to bypass the main road), etc. Each type of grid triggers different events.

[0023] In a specific application scenario, after the target player triggers the card drawing scene, the game interface no longer displays the traditional static / flat card pool. Instead, the player controls the game character standing on a game resource map composed of square or other shaped cells. The map is filled with ordinary cells emitting faint light (representing ordinary resources), rare cells shimmering with golden light (rare resources), and hidden cells shrouded in fog (limited rewards). This game resource map can be a map independent of the main game scene, or it can be a map associated with the main game scene. For example, if the main game scene is a city scene, the game resource map can be a miniature sandbox map of the city scene. The association method can be a one-time association or a dynamic association that synchronizes the status of the city scene.

[0024] Furthermore, when the target player acquires game resources (e.g., draws cards) based on the game resource map, the system converts their input into actions for the game character, and determines the game character's movement information within the game resource map based on the game resource acquisition operation. For example, if the game character's movable area within the game resource map is a path defined by the movement direction formed by cells, the movement information may be the distance moved. For another example, if the game character's movable area within the game resource map is a path defined by the movement direction formed by cells, the movement information may be both the distance moved and the direction moved.

[0025] Step 102: Determine the moving landing point of the game character in the game resource map according to the current position of the game character and the movement information.

[0026] Step 103: Determine the corresponding target cell and its corresponding target game resource information according to the moving landing point, and the target game resource information is used to display the corresponding target game resource on the target cell.

[0027] In an embodiment of the present application, after determining the movement information, based on the current position of the game character in the game resource map and the movement information, the movement path of the game character starting from the current position and moving according to the movement information and the position where the game character will stop after moving (i.e., the movement landing position) can be determined. Thus, the game character can be controlled to move in the game resource map according to the movement path and eventually stop at the movement landing position. Compared with the traditional static 2D interface, the embodiment of the present application uses the game resource map to provide a richer and more dynamic visual and interactive experience. By simulating the actual movement of the character on the map, the realism and sense of participation of the game are increased.

[0028] Finally, when the character stops at the moving point, the target cell at the moving point can be used as the target cell for the stop, and the target game resource information corresponding to the target cell can be determined. Based on this target game resource information, the target game resource that can be obtained by this game resource acquisition operation can be further determined, and the target game resource is displayed on the target cell to achieve a concrete presentation of the resource. By visualizing the card drawing process as the movement of the game character on the map, players can more intuitively experience the different possible results of each attempt, thereby enhancing their anticipation of obtaining the desired item.

[0029] In an optional embodiment, step 101 includes: based on the game resource acquisition operation of the target player, determining the resource map movement information corresponding to the resource acquisition operation within a preset movement range, wherein the preset movement range is used to indicate the lower limit and upper limit of the movement distance corresponding to a single resource acquisition operation, and the game resource map movement information includes the movement distance; step 102 includes: on a path with a moving direction composed of multiple target cells in the game resource map, accumulating the current position and the moving distance to determine the moving landing position corresponding to the game character.

[0030] Based on the target player's game resource acquisition operation, the corresponding resource map movement information is determined within a preset movement range. The preset movement range defines the lower and upper limits of the movement distance for a single resource acquisition operation. For example, if the preset movement range is set between 3 and 6 cells, the number of steps the character can advance after each operation will be randomly selected between 3 and 6. Based on these operations, the system determines a specific movement distance value, which is used to subsequently calculate the character's new position. Considering that the game resource map is composed of multiple cells, each representing a specific location on the map, and these cells are arranged in a certain logical order to form a path, the determined movement distance is combined with the character's current cell position, and mathematical operations are used to calculate the character's new position, that is, the movement landing point. This mechanism allows each player operation to have a different result, making each card draw or resource acquisition full of freshness and anticipation, and enhancing the overall gaming experience.

[0031] In an optional implementation, the resource acquisition operation includes a throwing trigger operation on a virtual dice model, the lower limit of the moving distance includes the minimum number of points of the virtual dice model, and the upper limit of the moving distance includes the maximum number of points of the virtual dice model.

[0032] Among them, the resource acquisition operation can specifically be a throwing trigger operation on a virtual dice model. The player "throws" a virtual dice by performing specific operations (such as clicking or shaking the device). The number of points on this dice determines the distance the character can advance on the game resource map. For example, if a standard six-sided dice is used, the minimum number of points is 1, which means that the player can advance at least 1 cell. Similarly, for a standard six-sided dice, the maximum number of points is 6, which means that the player can advance up to 6 cells. Of course, the dice model can also be set to a non-standard point design to enrich the upper and lower limits of the moving distance, which is not limited here. By using a virtual dice model for throwing trigger operations, each resource acquisition operation is given a certain degree of randomness. Compared with a simple button click, the process of throwing the dice is more interactive. The resource acquisition operation can also be an operation that triggers a random number, such as 0-10 or other numerical ranges, and this random number is used to determine the number of cells to move.

[0033] By applying the technical solution of this embodiment, a visual and dynamic card drawing process is provided, allowing players to more intuitively understand each step of their progress and possible outcomes. The available game resources are visualized through the presentation of a game resource map, further enhancing players' sense of engagement and satisfaction. By innovating the traditional card drawing mechanism and adopting a method based on a game resource map, not only is the player's immersion and fun in the card drawing process enhanced, but it also addresses the frustration and churn caused by a single interactive experience and uncontrollable card drawing results, promoting player motivation and satisfaction, effectively reducing player churn caused by negative emotions, and improving game server utilization.

[0034] In an embodiment of the present application, optionally, the game resource map is a three-dimensional model, and the target cell is a three-dimensional model. Among them, compared with the traditional 2D plane map, the three-dimensional model map can provide a more realistic scene expression. For example, the terrain, buildings, props and other elements in the map can be presented in a three-dimensional sense through 3D modeling, making the player feel as if they are in a real game world. Each cell (the cells mentioned here and below represent the target cells in the game resource map) as part of the three-dimensional model can have a unique appearance, animation effects and trigger logic. The three-dimensional characteristics of the cell make the triggering animation effect richer. For example, when a player steps on a cell, the cell can be deformed, rotated or pop up special effects, thereby further enhancing the visual impact.

[0035] In an embodiment of the present application, optionally, the game resource map is a thumbnail map corresponding to the game scene. The game resource map can be designed as a thumbnail three-dimensional model map corresponding to the game scene, so that the game resource map can retain the main features and structure of the original game scene, enhance the player's immersion and familiarity, and players can see their familiar places and scenery during the card drawing process, which helps to connect the card drawing activity with the game itself and increase the player's expectations and interest in the card drawing results. This thumbnail three-dimensional model map is a simplified version of the actual game world that can capture and present the key elements and landmarks of the original game environment, but in a smaller, more manageable form. For example, if the game is set in an urban scene, the thumbnail may include major cities, important landmarks, and geographical features, but will omit some details, such as minor buildings or complex terrain.

[0036] In an embodiment of the present application, the state of the game resource map optionally changes dynamically as the state of the game scene changes. In actual application scenarios, the game resource map is not static, but can be adjusted and updated based on events occurring in the game, player behavior, or changes in specific conditions. For example, in one alternative design, the game resource map may take on a different appearance, layout, or even new interactive elements as the game story progresses, seasons change, festivals occur, specific tasks are completed, or players achieve certain achievements. In another alternative design, dynamic changes can allow the game resource map to display a variety of different visual effects, such as the alternation of day and night, weather changes, and seasonal changes in the game scene, thereby enhancing the game's visual appeal. By keeping the game resource map consistent with the state of the game scene, a seamless game world can be created. Every player's action or progress in the game scene, as well as changes in the state of the game scene itself, can be reflected in real time on the game resource map of the card drawing system, thereby enhancing player engagement and the realism of the game.

[0037] Furthermore, in an embodiment of the present application, the possible dynamic changes of the game resource map include one or more of the following: dynamic changes of the scene light source in the game resource map; dynamic changes of the model in the game resource map; dynamic changes of the target game resource model corresponding to the target cell; dynamic changes of the scene weather in the game resource map.

[0038] First, the dynamic changes in scene lighting within the game resource map include dynamically changing the scene lighting within the game resource map as the game scene changes over time. Specifically, the scene lighting within the game resource map can be dynamically adjusted based on in-game time. This design enhances the realism and immersion of the game environment by simulating the effects of real-world factors such as the alternation of day and night and weather changes on lighting. In one alternative design, parameters such as the intensity, color, and direction of the light within the game resource map automatically adjust based on the in-game "time" (e.g., morning, noon, evening, night). For example, in the early morning and evening, the color of the light source may lean toward warm tones (orange-red), while at midday it may be bright white or cool. At night, the light source's intensity is significantly reduced, potentially relying solely on moonlight or artificial light sources for illumination. Traditional card drawing mechanics, due to their static and repetitive nature, struggle to provide a deep sense of immersion. However, by introducing a dynamic lighting system that changes over time and simulates natural light changes based on the time of day within the game scene, the game environment appears more realistic and immersive, enhancing the player's sense of agency.

[0039] Secondly, the dynamic changes of the scene light sources in the game resource map include: adjusting the scene light sources in the game resource map according to the light source change events in the game scene. Among them, the scene light sources in the game resource map can be dynamically adjusted according to specific light source change events, and the state of the scene light sources can be changed by simulating or triggering specific in-game events, providing players with a richer and more dynamic gaming experience. For example, a series of events related to the game plot or player behavior can be preset as trigger conditions, such as an object with lighting function in the game scene being damaged. When these events occur, the game engine will automatically adjust the light source settings in the game resource map, including but not limited to changes in light source intensity, color and direction. This makes the changes in light sources no longer fixed, but dynamically adjusted according to the player's behavior or game progress, enhancing the player's interaction with the game world.

[0040] Third, the dynamic changes in the scene weather in the game resource map include: adjusting the scene weather in the game resource map according to the weather changes in the game scene. Among them, the scene weather in the game resource map can dynamically change according to specific conditions or events in the game, and provide players with a richer and more realistic exploration experience by simulating various weather conditions in the game scene (such as sunny days, rainy days, snowy days, etc.). In an optional design, the weather changes in the game can occur automatically based on a preset time period, or can be triggered by specific in-game events. Certain random factors can also be set to make the weather changes unpredictable, increasing the fun and challenge of the game. Depending on the weather type, the game resource map can present corresponding visual effects and sound effects. For example, on a snowy day, there will be snowflakes falling and the ground covered with snow.

[0041] Fourth, dynamic changes to models in the game resource map include adjusting the state of the models in the game resource map based on model change events in the game scene. Specifically, models in the game resource map can dynamically change based on specific events within the game scene. For example, if a building is damaged within the game scene, the thumbnail model of that building in the game resource map can also display the damage.

[0042] In an embodiment of the present application, optionally, the game resource map is a map that presents corresponding changes based on specific events; the specific events include at least one of the events that trigger the upgrade or downgrade of the game resource map, and the corresponding changes presented by the game resource map are manifested as at least one of the upgrade changes and downgrade changes of the game resource information corresponding to each cell. Among them, in an optional design, the game resource map is not fixed, but is upgraded or downgraded according to specific events occurring in the game. These changes can affect the overall appearance of the map, and can also affect the game resource information provided by each cell. When a specific event triggers a map upgrade, the cell can provide higher-level rewards, rarer game resources, and increase the probability of obtaining high-value game resources; conversely, if a downgrade event is triggered, the resources provided by the cell may become more common or reduce the value of the reward, reducing the probability of obtaining high-value game resources.

[0043] In an embodiment of the present application, optionally, the method further includes: upgrading the game resource map to a resource upgrade map when a preset map upgrade condition is met; wherein, when the preset map upgrade condition includes that the resources allocated to the target player based on a preset first number of resource acquisition operations do not include preset resources, the resource upgrade map and the game resource map have the same path, and the number of preset resources contained in each cell in the resource upgrade map is higher than the number of preset resources contained in each cell in the game resource map; and, when the preset map upgrade condition includes that the total value of resources allocated to the target player based on a preset second number of resource acquisition operations is less than the preset resource value, the resource upgrade map and the game resource map have the same path, and the total value of resources contained in each cell in the resource upgrade map is higher than the total value of resources contained in each cell in the game resource map.

[0044] In this embodiment, the event that triggers a game resource map upgrade can be specifically defined as a preset map upgrade condition. When this condition is met, the map upgrade is triggered, and the player's reward experience is enhanced by adjusting the resource allocation within the cells. In one alternative design, the preset map upgrade condition may include the game resources allocated to the target player based on a preset first number of resource acquisition operations not including the preset resources. If the player fails to obtain certain rare or critical resources (preset resources) after a certain number (preset first number) of card draw operations, a map upgrade is triggered. Specifically, the upgraded resource-upgraded map may have the same path layout as the original map, but the amount of rare resources provided by each cell will be increased. In another alternative design, the preset map upgrade condition may include the total value of the game resources allocated to the target player based on a preset second number of resource acquisition operations being lower than the preset resource value. If the total value of the resources obtained by the player after a certain number (preset second number) of card draw operations is lower than a preset threshold, a map upgrade can also be triggered. Specifically, the upgraded resource-upgraded map retains the same path layout, but the total resource value of each cell will be higher than the original map. The resource upgrade map retains the original map's path structure, eliminating the need for players to relearn the map layout and reducing the learning curve. Traditional card-drawing mechanics can lead to player frustration and even churn after failing to obtain rare resources for extended periods. This solution dynamically adjusts the distribution of map resources by setting upgrade conditions. This ensures that players can intuitively see the increased probability of obtaining high-value rewards through a visual interface after repeated attempts, alleviating frustration and further stimulating their enthusiasm for participation.

[0045] In an embodiment of the present application, optionally, after upgrading the game resource map to a resource upgrade map, the method further includes: responding to subsequent resource acquisition operations of the target player based on the resource upgrade map, and when a preset map downgrade condition is met, restoring the resource upgrade map to the game resource map, and continuing to respond to the resource acquisition operations of the target player based on the game resource map; wherein, when the map upgrade condition includes that the resources allocated to the target player based on a preset first number of resource acquisition operations do not include preset resources, the map downgrade condition includes allocating the preset resources to the target player based on the resource upgrade map; and, when the map upgrade condition includes that the total value of resources allocated to the target player based on a preset second number of resource acquisition operations is less than the preset resource value, the map downgrade condition includes that the total value of resources allocated to the target player based on the resource acquisition operations of a preset threshold number is higher than the total value of preset resources corresponding to the preset threshold number, and the preset threshold number includes at least one, and each preset threshold number corresponds to a respective total value of preset resources.

[0046] In this embodiment, after a map is upgraded to a resource-upgraded map, the system will continue to respond to players' resource acquisition operations (such as card draws) based on this map. Players on the resource-upgraded map can experience higher reward distributions, such as more rare resources or a higher total resource value. After upgrading to a resource-upgraded map, the map can be dynamically restored to the original game resource map based on specific conditions, thus forming a closed-loop dynamic adjustment system. Specifically, the conditions that trigger map downgrades vary depending on the map upgrade conditions: If the map upgrade is due to the player failing to obtain a preset resource (such as a rare character or item) in a preset first number of card draws, the condition for triggering map downgrade is: the preset resource is successfully allocated to the player in the resource-upgraded map. In other words, when a player obtains a rare resource they previously failed to obtain through the resource-upgraded map, the map automatically returns to its original state. If the map upgrade is due to the player's total resource value obtained in a preset second number of card draws falling below a certain threshold, the condition for triggering map downgrade is: in subsequent card draws, the total resource value obtained by the player's resource acquisition operations within a preset threshold number of times exceeds the preset resource value corresponding to the preset threshold number of times. Specifically, the system will set a target for the total resource value corresponding to each threshold number of times based on multiple preset threshold times (such as 5 times, 10 times, etc.). When the player reaches or exceeds the target within these threshold times, the map will be downgraded to its original state. Furthermore, when the resource-upgraded map is restored to the original game resource map, the system will continue to respond to the player's resource acquisition operations based on the original map. This process ensures a dynamic balance between map upgrades and downgrades, which not only meets the player's expectations for high-value rewards, but also avoids the imbalance in resource allocation that may be caused by being in a high-reward state for a long time.

[0047] In one embodiment, the status of the game main scene and the game resource map are associated in real time. The target player completes relevant tasks in the game main scene or changes the status of the game main scene, such as changing the terrain, changing the buildings in the scene, etc., thereby changing the current cell layout of the game resource map associated with the game main scene, and then changing the target cell movement path, allowing the target player to achieve a dynamic card drawing experience.

[0048] In one embodiment, the status of the game main scene and the game resource map is linked in real time. The target player completes relevant tasks in the game main scene, such as completing a copy, completing hidden side quests, etc., or changes the status of the game main scene, such as changing the terrain, changing the buildings in the scene, etc., thereby changing the game resource information in the target cell. The specific method can be one or more of the following methods: improving the level of the original card drawing reward of the target cell, greatly improving the probability of drawing high-level rewards in high-target cells, improving the display effects of cells or reward models (card drawing rewards are upgraded from original flat pictures to 3D models, cell stroke special effects are upgraded, etc.), changing the unique identifier in the target cell, increasing the probability of card drawing rewards within the game resource range in the target cell), changing the trigger type (such as changing the dice grid to a reward grid, and changing the ordinary cell to a target cell), etc., to provide a varied and dynamic card drawing experience, improve player retention rate and lower the player payment threshold.

[0049] In an embodiment of the present application, optionally, the game resource information includes a corresponding trigger event and a trigger animation effect. The trigger event matches the corresponding cell type, and the trigger event includes at least one of a game resource direct reward event, a game resource treasure chest reward event, a resource acquisition count reward event, a cell state change event, and a resource acquisition gameplay gain event. The trigger animation effect matches at least one of the corresponding cell type, the corresponding trigger event, and the corresponding game resource attribute, and the trigger animation effect includes at least one of a general game resource direct reward animation effect, a general game resource treasure chest reward animation effect, a resource acquisition count reward animation effect, a cell state change animation effect, a resource acquisition gameplay gain event animation effect, and a specific type of game resource reward animation effect.

[0050] In this embodiment, game resource information not only includes game resource content but also related trigger events and trigger animation effects. By matching trigger events with cell types and providing corresponding animation effects based on different event and resource attributes, the game experience is enriched with diversity and interactivity. A trigger event is a specific event triggered when a player-controlled character model lands on a cell. It is directly linked to the function or reward type of the cell and can be set based on the cell type. Trigger events may include, but are not limited to: Direct game resource reward events (cells are reward grids): When a game character moves to a cell, they immediately receive a certain amount of game resources (such as gold coins, diamonds, etc.); Treasure chest reward events (cells are treasure chest grids): When a game character lands on a specific cell, a treasure chest is opened, resulting in a random reward within the reward range of that cell; Resource acquisition count reward events (cells are resource acquisition count reward grids): This increases the player's card draw count; and Cell state change events (cells are state-changing cells, such as forking grids): Certain cells may change their state (e.g., from normal to special, or when a cell's position or height changes, altering the movement path on the map), impacting subsequent game progress or reward distribution. Resource Acquisition Gameplay Buff Events (cells designated as Buff Event cells): provide players with a temporary way to acquire resources, in addition to their current card draw. To enhance visual appeal and immersion, each triggered event is accompanied by a corresponding trigger animation. The animation effect selection is based on the cell type, triggering event, and the properties of the game resource. These may include: General Game Resource Direct Reward Animation: This standard animation plays when a player receives a normal direct reward, depicting the appearance or transfer of a resource. General Game Resource Treasure Chest Reward Animation: This special effect displays when a treasure chest is opened, such as a flashing light or the sound of a treasure chest opening. Resource Acquisition Count Reward Animation: This animation displays when a player receives an additional card draw or other type of reward. Cell State Change Animation: This visually indicates when a cell state changes, such as a color change or terrain adjustment. Resource Acquisition Gameplay Buff Event Animation: This indicates that a resource acquisition gameplay buff event has occurred. Specific Game Resource Reward Animation: This unique animation is provided for particularly rare or important resources, emphasizing their importance. The embodiments of the present application make each game interaction more vivid and interesting through detailed trigger events and carefully designed animation effects, thereby increasing the player's sense of immersion. The rich event types and corresponding animation effects make the game full of surprises, encouraging players to constantly explore new possibilities.

[0051] Furthermore, in an embodiment of the present application, optionally, displaying the corresponding target game resource on the target cell includes: displaying the corresponding target game resource on the target cell according to the trigger event and trigger animation effect corresponding to the target cell. Wherein, the cells of the game resource map are provided with multiple types of resources, and the multiple types of resources include at least one fixed reward resource, at least one treasure chest reward resource, and at least one resource acquisition number reward; the method further includes: in the case where the target cell contains a fixed reward resource, allocating resources to the target player according to the game resource content corresponding to the target cell; in the case where the target cell contains a treasure chest reward resource, allocating resources to the target player according to the treasure chest reward resource range corresponding to the target cell; in the case where the target cell contains a resource acquisition number reward, increasing the target player's operable resource acquisition number according to the resource acquisition number corresponding to the target cell.

[0052] In an embodiment of the present application, optionally, the path includes a main road and at least one branch road, and the branch road has two cells on the main road as a starting point and an end point;

[0053] Determining the moving landing point of the game character in the game resource map according to the current position of the game character and the movement information includes:

[0054] If the current position is the starting point of any first branch road in the branch roads, the cells in the first branch road and the qualifying cells after the end point of the first branch road in the main road are used as the first movement path for this movement calculation, and the current position corresponding to the target player and the movement distance are accumulated on the first movement path to determine the movement landing position corresponding to the target player;

[0055] If the current position belongs to a cell on any second branch road in the branch roads, the cell after the current position in the second branch road and the cell after the end point of the second branch road in the main road are used as the second movement path for this movement calculation, and the current position corresponding to the target player and the movement distance are accumulated on the second movement path to determine the movement landing position corresponding to the target player;

[0056] In the case that the current position belongs to a cell in the main road that is not the starting point of any branch road, the cell after the current position is used as the third moving path for this movement calculation, and the current position corresponding to the target player and the moving distance are accumulated on the third moving path to determine the moving landing position corresponding to the target player.

[0057] In the above embodiment, the path structure of the game resource map may include the design of a main road and a branch road, thereby increasing the complexity and strategy of the map, while providing players with a more diverse and dynamic gaming experience. The main road is the core path of the game resource map, which runs through the entire map and usually contains most of the cells. The branch road is a secondary path extending from the main road. Each branch road has two cells on the main road as the starting point and the end point. The branch road is composed of a starting point, an end point, and several cells between the starting point and the end point. If the player is currently at the starting point of a branch road (called the first branch road), the system will combine all the cells in the first branch road and all the cells after the end point of the first branch road in the main road into a first moving path. On the first moving path, the player's current position and the moving distance are accumulated to calculate the player's final landing position. If the player is currently located in a middle cell on a branch road (called the second branch road), the system will combine all the cells after the player's current position in the second branch road and all the cells after the end point of the second branch road in the main road into a second moving path. On the second moving path, the system will also add the player's current position and the moving distance to calculate the player's final landing position. If the player is currently on the main road and not at the starting point of any branch road, the system will directly use all the main road cells after the player's current position as the third moving path. On the third moving path, the system will add the player's current position and the moving distance to calculate the player's final landing position. The embodiment of the present application adds more layering and exploration value to the game resource map through the design of the main road and branch roads. Players need to choose the appropriate path according to their current position and goal, which increases the strategy of the game. Developers can freely design the structure of the main road and branch roads according to the needs of the game, such as setting reward-type branch roads, risk-type branch roads or task-type branch roads. This flexibility allows map design to better adapt to different gameplay and themes.

[0058] In an embodiment of the present application, optionally, the method further includes:

[0059] If a preset target pursuit condition is met, setting a pursuit target in the game resource map, wherein the preset target pursuit condition includes that the mobile landing position is located at a preset pursuit trigger position, and / or passes through the preset pursuit trigger position during movement from the current position to the mobile landing position, and the preset pursuit trigger position includes at least one, and the pursuit target is set at a position after the mobile landing position in the game resource map and at a preset pursuit distance from the mobile landing position;

[0060] Respond to the target player's new resource acquisition operation, and record each response to the new resource acquisition operation as a chase. When the target player's corresponding new moving landing point exceeds the chasing target, allocate resources to the target player according to the chasing reward resources corresponding to the chasing target and delete the chasing target from the game resource map. Otherwise, move the position of the chasing target in the game resource map based on the preset chasing target moving distance corresponding to the current number of chases, and continue to respond to the target player's new resource acquisition operation until the target player's corresponding new moving landing point exceeds the chasing target or the number of chases reaches the preset number of chases, and delete the chasing target from the game resource map.

[0061] In the above-described embodiment, a dynamic game resource allocation method based on a chase mechanism is provided. This method increases the interactivity and fun of the game by setting a chase target in the game when the player meets specific conditions and dynamically adjusting the target based on the relative position between the player and the chase target. Specifically, when the player's mobile landing position is at a preset chase trigger position or passes through a preset chase trigger position while moving from the current position to the mobile landing position, the system sets a chase target on the game resource map. The preset chase trigger position can be one or more specific cells. The chase target is placed after the mobile landing position and at a preset chase distance from the mobile landing position. The system then continues to respond to the player's new resource acquisition operations, recording each response as a chase attempt. If the player's new mobile landing position catches up with (reaches or exceeds) the location of the chase target, resources are allocated to the player based on the chase reward resources corresponding to the chase target, and the chase target is deleted from the game resource map. If the player fails to exceed the chase target, the system adjusts the position of the chase target (i.e., moves it forward) based on the preset chase target movement distance corresponding to the current number of chases, and then continues to respond to the player's new resource acquisition operations. This process will continue until the player's moving landing point exceeds the pursuit target or the number of pursuits reaches the preset maximum number of pursuits. When any of the conditions are met, the pursuit target is deleted from the game resource map. For example, a pursuit target is placed 6 cells before the landing point. Each time the player chases the pursuit target, if the player fails to catch up, the player moves forward 2 cells. This continues for 3 chases. If the player still fails to catch up, the pursuit is deemed a failure. If the player catches up, the pursuit is deemed a success and rewards are distributed. The embodiment of the present application introduces a pursuit mechanism, which not only increases the interactivity and fun of the game, but also enhances the player's participation by dynamically adjusting the position of the pursuit target and the reward mechanism, providing players with a richer and more dynamic gaming experience. At the same time, the solution also provides developers with greater flexibility to design diverse and creative gameplay, which helps to enhance the overall appeal of the game.

[0062] Further, as Figure 1 The specific implementation of the method, the embodiment of the present application provides a game resource display device, which is applied to the card drawing system in the game, wherein the card drawing system is loaded with a game resource map and a game character controlled by a target player, the game resource map includes a target cell, the target cell corresponds to the target game resource information, and the game character can move on the target cell, such as Figure 2 As shown, the device includes:

[0063] A movement information determination module, configured to determine movement information of the game character in a game resource map according to a game resource acquisition operation of the target player;

[0064] A landing position calculation module, configured to determine the moving landing position of the game character in the game resource map according to the current position of the game character and the movement information;

[0065] The game resource determination module is used to determine the target cell and its corresponding target game resource information according to the moving landing point position, and the target game resource information is used to display the corresponding target game resource on the target cell.

[0066] In an embodiment of the present application, optionally, the game resource map is a three-dimensional model, and the target cell is a three-dimensional model.

[0067] In an embodiment of the present application, optionally, the game resource map is a thumbnail map corresponding to the game scene.

[0068] In an embodiment of the present application, optionally, the state of the game resource map changes dynamically as the state in the game scene changes.

[0069] In an embodiment of the present application, optionally, the game resource map is a map that presents corresponding changes based on specific events; wherein, the specific events include at least one of events that trigger the upgrade or downgrade of the game resource map; the corresponding changes presented by the game resource map are manifested as at least one of the upgrade changes and downgrade changes of the game resource information corresponding to each cell.

[0070] In an embodiment of the present application, optionally, the game resource information includes a corresponding trigger event and a trigger animation effect.

[0071] In an embodiment of the present application, optionally, the trigger event matches the corresponding cell type, and the trigger event includes at least one of a game resource direct reward event, a game resource treasure chest reward event, a resource acquisition times reward event, a cell state change event, and a resource acquisition gameplay gain event.

[0072] In an embodiment of the present application, optionally, the trigger animation effect matches at least one of the corresponding cell type, the corresponding trigger event, and the corresponding game resource attribute, and the trigger animation effect includes at least one of the general game resource direct reward animation effect, the general game resource treasure chest reward animation effect, the resource acquisition number reward animation effect, the cell state change animation effect, the resource acquisition gameplay gain event animation effect, and the specific type of game resource reward animation effect.

[0073] It should be noted that for other corresponding descriptions of the functional units involved in the game resource display device provided in the embodiment of the present application, please refer to Figure 1 The corresponding description in the method will not be repeated here.

[0074] The embodiment of the present application also provides a computer device, which can be specifically a personal computer, a server, a network device, etc. The computer device includes a bus, a processor, a memory and a communication interface, and may also include an input and output interface and a display device. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and computer program in the non-volatile storage medium. The database of the computer device is used to store location information. The network interface of the computer device is used to communicate with an external terminal via a network connection. When the computer program is executed by the processor, the steps in each method embodiment are implemented.

[0075] Those skilled in the art will understand that the structure of the above-mentioned computer device is only a partial structure related to the solution of the present application and does not constitute a limitation on the computer device to which the solution of the present application is applied. The specific computer device may include more or fewer components, or combine certain components, or have a different component arrangement.

[0076] In one embodiment, a computer-readable storage medium is provided. The computer-readable storage medium may be non-volatile or volatile, and stores a computer program thereon. When the computer program is executed by a processor, the steps in the above-mentioned method embodiments are implemented.

[0077] In one embodiment, a computer program product is provided, including a computer program, which implements the steps in the above method embodiments when executed by a processor.

[0078] It should be noted that the player information (including but not limited to player device information, player personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the players or fully authorized by all parties.

[0079] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiment methods can be implemented by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, database or other media used in the embodiments provided in this application may include at least one of non-volatile and volatile memory. Non-volatile memory may include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory may include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM). The database involved in the various embodiments provided herein may include at least one of a relational database and a non-relational database. Non-relational databases may include, but are not limited to, distributed databases based on blockchains. The processor involved in the various embodiments provided herein may be, but are not limited to, a general-purpose processor, a graphics processor, a digital signal processor, a programmable logic device, a data processing logic device based on quantum computing, and the like.

[0080] The technical features of the above embodiments can be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0081] The above-described embodiments merely represent several implementation methods of the present application. While the descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the present application. It should be noted that a person of ordinary skill in the art may make various modifications and improvements without departing from the spirit of the present application, and these modifications and improvements fall within the scope of protection of the present application. Therefore, the scope of protection of the present application shall be determined by the appended claims.

Claims

1. A method for displaying game resources, characterized in that: A card drawing system is applied to a game, wherein the card drawing system is loaded with a game resource map and a game character controlled by a target player, the game resource map includes a target cell, the target cell corresponds to target game resource information, and the game character can move on the target cell. The game resource display method includes: Determining movement information of the game character in a game resource map according to a game resource acquisition operation of the target player; Determining a moving landing point of the game character in the game resource map according to the current position of the game character and the movement information; According to the moving landing point position, the corresponding target cell and its corresponding target game resource information are determined, and the corresponding target game resource information is used to display the corresponding target game resource on the target cell.

2. The method according to claim 1, characterized in that The game resource map is a three-dimensional model, and the target cell is a three-dimensional model.

3. The method according to claim 2, characterized in that The game resource map is a thumbnail map corresponding to the game scene.

4. The method according to claim 3, characterized in that The state of the game resource map changes dynamically as the state in the game scene changes.

5. The method according to any one of claims 1 to 4, characterized in that The game resource map is a map that presents corresponding changes based on specific events; wherein, the specific events include at least one of events that trigger the upgrade or downgrade of the game resource map; the corresponding changes presented by the game resource map are manifested as at least one of upgrade changes and downgrade changes of the game resource information corresponding to each cell.

6. The method according to any one of claims 1 to 4, characterized in that The game resource information includes corresponding triggering events and triggering animation effects.

7. The method according to claim 6, characterized in that The trigger event matches the corresponding cell type, and the trigger event includes at least one of a game resource direct reward event, a game resource treasure chest reward event, a resource acquisition times reward event, a cell state change event, and a resource acquisition gameplay gain event.

8. The method according to claim 6, characterized in that The trigger animation effect matches at least one of the corresponding cell type, the corresponding trigger event and the corresponding game resource attribute. The trigger animation effect includes at least one of the general game resource direct reward animation effect, the general game resource treasure chest reward animation effect, the resource acquisition number reward animation effect, the cell state change animation effect, the resource acquisition gameplay gain event animation effect, and the specific type of game resource reward animation effect.

9. A game resource display device, characterized in that: A card drawing system used in a game, wherein the card drawing system is loaded with a game resource map and a game character controlled by a target player, the game resource map includes a target cell, the target cell corresponds to target game resource information, and the game character can move on the target cell. The game resource display device includes: A movement information determination module, configured to determine movement information of the game character in a game resource map according to a game resource acquisition operation of the target player; A landing position calculation module, configured to determine the moving landing position of the game character in the game resource map according to the current position of the game character and the movement information; The game resource determination module is used to determine the target cell and its corresponding target game resource information according to the moving landing point position, and the target game resource information is used to display the corresponding target game resource on the target cell.

10. A storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 8 is implemented.

11. A computer device comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, wherein: When the processor executes the computer program, the method according to any one of claims 1 to 8 is implemented.