Game control method and device, electronic equipment and storage medium
By converting eliminated characters into their second form in multiplayer role-playing games, the problem of being unable to continue participating in the game after being eliminated is solved, the gaming experience and strategy are improved, and the players' interactive satisfaction is enhanced.
Patent Information
- Application Number
- CN202510792159.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-13
- Publication Date
- 2025-09-23
AI Technical Summary
In multiplayer role-playing games, eliminated player characters cannot continue to effectively participate in game interactions, resulting in a monotonous gaming experience and reduced strategy and fun.
By converting the player character's form into the second form after being eliminated, the player can continue to participate in the game, perform special tasks or behaviors in the game scene, and determine the game results based on the completion of the form.
It improves players' game participation and interactive experience, enriches the strategy and diversity of gameplay, optimizes device resource usage, and improves system operation efficiency.
Smart Images

Figure CN120679166A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of games, and in particular to a game control method, device, electronic device, and storage medium. Background Art
[0002] In multiplayer role-playing games, players typically assume the roles of different factions and move freely through the game scenes, completing tasks or using skills. Ultimately, the outcome of the game is determined by their respective factions' victory conditions. In these multiplayer role-playing games, when a player's character is eliminated, the game experience typically ends immediately, or the player can remain in the game only as an observer, unable to further participate in game interactions or influence the game's progress. Even though some games allow players to continue playing in a new form after being eliminated, these forms often have limited functionality, limited interaction methods, and lack differentiated visual presentation effects and unique victory conditions. This design makes the eliminated player's operations cumbersome and monotonous, significantly reducing the gaming experience. It also makes the gameplay monotonous, reducing the game's strategic diversity and fun. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a game control method, device, electronic device and storage medium to solve the technical problem that eliminated characters in related games cannot continue to effectively participate in game interactions.
[0004] In a first aspect, the present disclosure provides a game control method, the method comprising: providing a graphical user interface through a first terminal device, the graphical user interface including a game game scene, the game game scene including a first virtual character controlled by the first terminal device and multiple second virtual characters participating in the game game, the game game including an action phase and a discussion phase that alternately proceed; in response to an operation received through the first terminal device, controlling the first virtual character to perform game behavior in a first form in the game game scene; in response to the first virtual character being eliminated in the first form, controlling the first virtual character to transform from the first form to a second form and continue to participate in the game game; when the first virtual character is in the second form, in response to the operation received through the first terminal device, controlling the first virtual character to perform game behavior in the second form in the game game scene; when the first virtual character completes a designated task in the second form, determining that the first virtual character obtains a first game result, or, when the first virtual character is eliminated in the second form, determining that the first virtual character obtains a second game result.
[0005] In a second aspect, the present disclosure provides a game control device, comprising: a display device configured to provide a graphical user interface through a first terminal device, the graphical user interface including a game game scene, the game game scene including a first virtual character controlled by the first terminal device and multiple second virtual characters participating in the game game, the game game including an action phase and a discussion phase that are performed alternately; a control device configured to control the first virtual character to perform game behavior in a first form in the game game scene in response to an operation received through the first terminal device; an elimination device configured to control the first virtual character to transform from the first form to a second form and continue to participate in the game game in response to the first virtual character being eliminated in the first form; the control device is further configured to control the first virtual character to perform game behavior in the second form in the game game scene in response to an operation received through the first terminal device when the first virtual character is in the second form; a settlement device configured to determine that the first virtual character obtains a first game result when the first virtual character completes a designated task in the second form, or to determine that the first virtual character obtains a second game result when the first virtual character is eliminated in the second form.
[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads the instructions from the memory to execute the steps in any one of the above-described game control methods.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing a plurality of instructions suitable for loading by a processor to execute the steps in any one of the above-described game control methods.
[0008] The present disclosure provides a game control method, device, electronic device and storage medium, which enable eliminated players to continue to participate in the game in a new form, providing a more coherent gaming experience and improving the players' interactive satisfaction; at the same time, by adding special skills and victory conditions for the second-form character, the strategy and diversity of the gameplay are enriched; in addition, by implementing distance-based dynamic transparency adjustment and refined state management for the second-form virtual character, the device resource usage is effectively optimized and the system operation efficiency is improved.
[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0012] Figure 1 A flowchart of a game control method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface in a first form provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of a game interface in a second form provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a perspective view of a first character at a first distance provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of a perspective view of a first character at a second distance provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of a discussion interface provided in an embodiment of the present disclosure; Figure 7 A schematic structural diagram of a game control device provided by an embodiment of the present disclosure; Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0015] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0016] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0018] In this embodiment, a game control method is provided. Figure 1 is a flow chart of a game control method according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S10: providing a graphical user interface via the first terminal device, wherein the graphical user interface includes a game scene, the game scene including a first virtual character controlled by the first terminal device and a plurality of second virtual characters participating in the game, and the game includes alternating action phases and discussion phases; Step S20, in response to an operation received through the first terminal device, controlling the first virtual character to perform a game behavior in the game scene in the first form; Step S30, in response to the first virtual character being eliminated in the first form, controlling the first virtual character to transform from the first form to the second form and continue to participate in the game; Step S40, when the first virtual character is in the second form, in response to an operation received through the first terminal device, controlling the first virtual character to perform a game behavior in the game scene in the second form; Step S50: When the first virtual character completes the designated task in the second form, it is determined that the first virtual character obtains the first game result; or when the first virtual character is eliminated in the second form, it is determined that the first virtual character obtains the second game result.
[0019] The method provided in this embodiment allows players to continue playing the game in a new form after being eliminated. This technical approach provides players with a "second life" gameplay mechanic, effectively resolving the issue of traditional games where players are forced to wait for the next round upon elimination. This significantly increases player engagement and active time. Furthermore, the special abilities in this second form enhance the game's strategy and diversity, allowing players to continue influencing the game's progress through gameplay methods distinct from the first form. This enriches the game's interactive methods and experience, further enhancing its fun and playability, and providing a richer and more diverse interactive experience.
[0020] The above scheme is described in detail below.
[0021] In step S10, when in use, the game system displays a user interface containing a game scene to the user. Specifically, the game system can present a graphical user interface containing the game scene to the user via the display screen of a mobile terminal device (such as a smartphone, tablet computer, etc.) or a desktop terminal device (such as a personal computer, game console, etc.). This graphical user interface presents a virtual game environment, which includes a first virtual character controlled by the current user and multiple second virtual characters controlled by the system or other players. The game system also establishes a basic game structure, consisting of alternating action phases and discussion phases. This structure provides the basic rules and rhythm control mechanism for the game.
[0022] The graphical user interface (GUI) provides users with a visual representation of the game scene and an interactive portal. Specifically, the GUI refers to the collection of visual content and interactive elements displayed on the terminal device screen, typically including game scenes, character models, action buttons, status information, and other elements.
[0023] In an optional embodiment, the graphical user interface may include multiple functional blocks such as the main game scene area, the virtual joystick control area, the skill button area, and the game status information area. Figure 2 As shown, in a multiplayer battle game, the main game scene may be displayed in the center of the screen, a virtual joystick is set in the lower left corner for character movement control, skill buttons are set in the lower right corner, and the top displays game progress, character status and other information.
[0024] In an optional embodiment, the graphical user interface can dynamically switch its layout and display content according to different game stages. Figure 6 As shown, when the game switches from the action phase to the discussion phase, the interface may change from a free-moving perspective of the scene to a fixed conference room perspective, and display elements such as the avatars of all players, the speaking order, and voting buttons.
[0025] like Figure 2 and 6 In one specific application, a translucent virtual joystick is displayed in the lower left corner of the screen for controlling character movement; the lower right corner contains several function buttons, including calling a meeting. Players can see their own character and nine other characters of different colors moving around the scene. When a player initiates an emergency meeting, the interface automatically switches to a perspective of everyone sitting around the conference table, displaying all players' portraits, life status, and voting options.
[0026] In step S20, the game system specifically receives various operational commands input by the user via the first terminal device and, based on these commands, controls the first virtual character (i.e., the user-controlled character) to perform various gaming actions within the game scene. At this point, the first virtual character is in its initial first form, possessing the specific appearance, attributes, and abilities associated with that form. The user can send operational commands to the game system via input devices such as a touch screen, keyboard, mouse, or controller. The game system then controls the first virtual character's movements, use of skills, completion of tasks, and interaction with other virtual characters and the game environment.
[0027] The operation can be a control command issued by the user through the input interface of the first terminal device. Specifically, the operation refers to various command actions issued by the user through the input device of the terminal device (such as a touch screen, keyboard, mouse, game controller, etc.) to control the behavior of the virtual character in the game.
[0028] Secondly, actions usually trigger the game system to execute corresponding behavioral instructions. Through actions, players can transform their intentions into in-game actions, thereby achieving the purpose of controlling the virtual character to complete various game goals.
[0029] In an optional embodiment, operations may include multiple types, such as movement operations, skill release operations, interaction operations, and communication operations. For example, on a mobile device, movement operations may be achieved through sliding control using a virtual joystick, skill release operations may be achieved by clicking a skill button, interaction operations may be triggered by interaction buttons that appear near specific scene objects, and communication operations may include clicking a voice button or sending a preset text quick message.
[0030] Specifically, in step S30, when a first virtual character is eliminated from the game in its first form (e.g., by being killed by another player or voted out), the game system does not completely remove the player from the game as in traditional games. Instead, the system transforms the character from the first form into a second form with a different appearance and abilities, allowing the player to continue playing in the game in this new form. This transformation may involve changes to the character's appearance, abilities, interaction methods, and game objectives, but the core purpose is to allow the eliminated player to continue influencing the game in a new way.
[0031] The first form may be the initial state of existence of the first virtual character. The first form specifically refers to the initial state of existence of the virtual character in the game, which is usually manifested as the character's standard state, with complete game functions and specific appearance characteristics.
[0032] Secondly, the first form usually provides the character with a standard gaming experience and interactive capabilities. In the first form, the character usually has complete game functions, such as movement, interaction, completing tasks, participating in voting, and other basic abilities.
[0033] In an optional embodiment, the first state may refer to the character's normal living state, with full game interaction permissions. For example, in the first state, the player can control the virtual character to move freely, complete tasks, participate in discussions and vote, etc.
[0034] In an alternative embodiment, the first form may have specific visual representations and animations to distinguish different character identities and factions. For example, in a multiplayer game, characters from different factions may have different colors, decorations, or movement patterns in their first form to facilitate player identification.
[0035] In an optional embodiment, the first form may have a specific set of skills and ability parameters. For example, certain characters may have a special movement speed, field of view, or unique skills in the first form, which constitute the attribute characteristics of the first form.
[0036] In an optional embodiment, the first virtual character in the first form does not have any game win or loss mission requirements. For example, although the first virtual character in the first form is assigned a game mission, the game mission is not a mission that determines the first virtual character's game outcome. The game mission may be used to influence the first virtual character's attribute parameters, such as movement speed. In one embodiment, the first virtual character in the first form does not have any game missions assigned, and the player only controls the first virtual character's movement in the game and its interactions with other players.
[0037] like Figure 2 and 3 In one specific application, a player-controlled avatar (in its first form) is completing a wiring task in an electrical room when another avatar enters and performs a "kill" operation. An animation of the avatar being killed appears on screen, along with a message stating "You've been killed." However, three seconds later, the system does not kick the avatar player out of the game. Instead, a message appears on the screen stating "You have transformed into ghost form (second form), making your presence difficult for other players to detect," signaling the character's transition from its first form (normal character) to its second form (ghost form).
[0038] In step S40, when the first virtual character is in the second form, in response to an operation received through the first terminal device, the first virtual character is controlled to perform game behavior in the game scene in the second form.
[0039] Specifically, after the player's character has transformed into the second form, the game system continues to receive and respond to the player's operational commands input through the first terminal device, but now controls the virtual character in the second form. Because the second form may have different characteristics and abilities than the first form, the game behaviors that the player can perform may also be different. For example, the second form may have special movement methods, unique skills, or special ways of interacting with other characters and the environment. Based on the player's operational commands, the game system controls the virtual character in the second form to perform corresponding behaviors in the game scene, allowing the player to continue to participate in and influence the progress of the game in this new form.
[0040] The second form can be a special state form after the first virtual character is transformed. The second form specifically refers to the special existence form that the virtual character transforms into after being eliminated, and usually has different appearance, abilities and interactive characteristics from the first form.
[0041] Secondly, the second phase usually provides opportunities for players to continue playing after being eliminated, while introducing new gameplay and strategic options. The second phase allows eliminated players to continue participating in the game process, but affects the game in a different way than the first phase.
[0042] In an optional embodiment, the second form may have special visual effects and physical properties, such as Figure 3 As shown, the second form may have a translucent appearance, floating movement or wall-passing ability, etc. For example, the second form may appear as a ghost state, where the character model becomes translucent and has a floating effect, and can pass through certain obstacles that cannot be passed through in the first form.
[0043] In an alternative embodiment, the second form may have special interaction restrictions and added abilities. For example, a character in the second form may not be able to complete regular tasks or participate in voting, but may gain unique abilities such as disrupting other players, obtaining special information, or completing exclusive tasks.
[0044] In an optional embodiment, the second form can set new victory conditions and game objectives. For example, the character in the second form may need to complete a certain number of tasks or influence a certain number of other players to achieve victory conditions.
[0045] Specifically, in step S50, the gaming system continuously monitors the game status and progress of the first virtual character in the second form and determines the final game outcome based on different game outcomes. If the first virtual character successfully completes the designated special task in the second form, the system will determine that the character has achieved the first game outcome, typically signifying some form of victory for the player. Conversely, if the first virtual character is eliminated again in the second form (e.g., discovered and eliminated by other players), the system will determine that the character has achieved the second game outcome, typically signifying the player's ultimate defeat. This dual-outcome mechanism provides players in the second form with a clear game goal and a balanced risk profile.
[0046] The first game result may be a result identifier indicating a game victory. The first game result specifically refers to a positive game result obtained when the player successfully completes a designated task in the second form, and generally represents a form of victory or success.
[0047] Secondly, the first game outcome usually provides positive feedback and rewards to players. It means that even after being eliminated and transformed into the second form, the player still achieved the game goal through hard work and gained a successful experience.
[0048] The second game result may be a result indicator of a game failure. The second game result may be a negative result obtained after the player is eliminated again in the second form.
[0049] like Figure 2As shown in a specific application of this embodiment, at the start of the game, the system assigns the player a first virtual character, which is displayed in the first form (normal-looking character) in the scene. During the action phase, the player controls the character's movement using a virtual joystick and completes various small tasks. However, in the electrical room, the player is killed by another player playing the "killer" role. Instead of immediately kicking the player out of the game, the system displays a "transform to ghost form" prompt, and the character model changes to ghost form (second form). In the second form, the player successfully completes specific game tasks and meets the victory conditions.
[0050] In a game control method provided in an embodiment of the present application, a first virtual character is eliminated in a first state in the following manner: In the action phase, in response to the first virtual character being executed and the other second virtual character performing a preset game behavior, the first virtual character is controlled to be eliminated in the first form; During the discussion phase, according to the voting results of the discussion phase, the first virtual character controlled in the first form is eliminated.
[0051] The above scheme is described in detail below.
[0052] In the action phase, in response to the first virtual character being executed and the other second virtual character performing a preset game behavior, the first virtual character is controlled to be eliminated in the first form.
[0053] Specifically, during the implementation of the game control method, the system detects the status and interactions of each virtual character in the game. During the action phase, the system allows the virtual characters to move freely within the game scene and perform various actions. At this point, if the system detects that a second virtual character performs a pre-set game action against a first virtual character, the system responds to this interaction event and controls the elimination of the first virtual character in its first state.
[0054] The preset game behavior can be a game behavior executed on the first virtual character that causes the character to be eliminated. The preset game behavior usually has the effect of eliminating characters controlled by other players in the game.
[0055] In an optional embodiment, the preset game behavior may include a close-range kill operation performed by the second virtual character on the first virtual character. For example, during a game, during the action phase, a player in the enemy camp can approach the first virtual character. When the distance between the two parties is less than a preset trigger distance, the player in the enemy camp can click the "Kill" button in the lower right corner of the screen to trigger the kill animation, and the system will then determine that the first virtual character is eliminated in the first form.
[0056] Regarding the discussion stage, according to the voting result of the discussion stage, the first virtual character is controlled to be eliminated in the first form.
[0057] Specifically, when the game enters the discussion phase, the system provides a discussion and voting interface for all active avatars. During this phase, the system first arranges for each avatar to speak in a predetermined or random order, followed by a voting phase. The system collects the voting results of all eligible avatars and, based on the vote count, determines the avatar with the highest number of votes. If the number of votes received by the first avatar meets the elimination criteria, the system will control the elimination of that avatar in its first form.
[0058] The voting results in the discussion phase can be voting data of the virtual characters participating in the game for the virtual character to be eliminated. The voting results in the discussion phase usually play a role in determining whether a virtual character is eliminated.
[0059] In an alternative embodiment, voting elimination can be performed based on a simple majority rule, where the virtual character that receives the most votes and whose vote count exceeds a certain threshold is eliminated. For example, during the discussion phase of a game match, 8 of the 10 players who are still alive participate in the vote. The first virtual character receives 4 votes, while the other players receive 2, 1, and 1 vote respectively. Since the first virtual character receives the most votes and exceeds a set threshold (e.g., 3 votes), the system determines that the first virtual character is eliminated in its first form.
[0060] In a specific application of this embodiment, the system provides two ways for a first virtual character to be eliminated in its first form. During the action phase of the game, if an assassin character from the opposing faction approaches the first virtual character and successfully executes a killing skill, the system detects this pre-set game behavior, determines that the first virtual character is eliminated, and triggers a form transition. Furthermore, during each discussion phase, all surviving players can vote by clicking on the portraits of other characters on the screen. After the votes are counted, if the first virtual character receives the most votes, exceeding one-third of the total votes, the system determines that the first virtual character is eliminated in its first form and initiates the subsequent form transition process.
[0061] The method provided in this embodiment enables the game system to flexibly handle the elimination of virtual characters at different game stages. This not only meets the need for eliminating characters through direct game interaction, but also supports a mechanism for eliminating suspicious characters through collective player voting. This diverse elimination method increases the strategic and interactive nature of the game.
[0062] In a game control method provided in an embodiment of the present application, in response to the first virtual character being eliminated in the first form, the step of controlling the first virtual character to transform from the first form to the second form and continue to participate in the game includes: Step S210, in response to the first virtual character being eliminated in the first form, generating a target character model corresponding to the elimination position of the first virtual character when eliminated, the target character model representing the eliminated first virtual character, and the target character model being configured to respond to a target game behavior to trigger entry into a discussion phase; Step S220, controlling the generation of the first virtual character in the second form in the game scene, and continuing to participate in the game.
[0063] Through the method provided in this embodiment, players can continue to participate in the game in a new form after their virtual characters are eliminated, which not only enhances the gaming experience and enriches the gameplay, but also increases the diversity of character identities in the game and the complexity of the game, thereby enabling players to experience more different gaming experiences in a single game, improving the interactive richness of the game system and the player's gaming immersion.
[0064] The above scheme is described in detail below.
[0065] Specifically, in step S210, when the game system detects that the first virtual character has been eliminated in the first form, it generates a target character model at the location where the first virtual character was eliminated. This model represents the eliminated first virtual character. This target character model has a specific function: when other players perform a specific game action (i.e., a target game action) on it, it triggers the game to enter a discussion phase, allowing all players to discuss and vote on the game situation.
[0066] The target character model may be a dedicated model resource representing the eliminated state of the first virtual character. The target character model generally has a visual effect indicating that the first virtual character has been eliminated, so that other players can recognize the eliminated state of the character.
[0067] In an alternative embodiment, the target character model can be a model of the first avatar in a fallen posture, which retains the first avatar's appearance but appears to be in a fallen position. For example, in a game, when a player's first avatar is eliminated by another player, the system will generate a model of the eliminated avatar lying on the ground at the elimination location. This model retains the first avatar's appearance but is in an inoperable state.
[0068] In an optional embodiment, the target character model can be set as an interactive model, allowing other players to interact with it by approaching and performing specific actions. For example, other players can long-press the interaction button to perform the "check" action on the fallen first avatar model. This action is recognized by the system as a target game behavior, triggering the game to enter the discussion phase. All players are then transported to the meeting room scene to begin discussing the current game situation.
[0069] In step S220, after generating the target character model, the system generates the first virtual character in a second form at a specific location in the game scene, and allows the player controlling the first virtual character to continue participating in the current game. This second form is significantly different from the first form, typically possessing unique appearance features and abilities.
[0070] The second form of the first virtual character can be a character state with obvious visual differences from the first form. The second form usually has special abilities and behavioral restrictions that match the game mechanics, allowing players to continue to participate in the game in a new way.
[0071] In a specific application of this embodiment, after a player's first virtual character is killed in the engine room by another player's character, the game system immediately creates a knocked-out model of the first virtual character at the kill location. This model retains the first virtual character's original attire and appearance, but is in an inoperable, fallen state. The system also sends a message to all players stating that the first virtual character has been eliminated. The system then creates a second version of the first virtual character, and the player controls the second version to continue playing.
[0072] In a game control method provided in one embodiment of the present application, the step of controlling the first virtual character to transform into the second form and continue to participate in the game includes: Step S310: When it is detected that the first virtual character is eliminated in the first form, a form change prompt message is sent to the second virtual character participating in the game; Step S320: After a preset time has passed, determine a target position from the preset resurrection positions, and control the generation of the first virtual character in the second form at the target position in the game scene.
[0073] Through the method provided in this embodiment, the game system can inform other players of the transformation status through form transformation prompt information when the first virtual character is eliminated, thereby enhancing the information transparency and interactivity of the game. At the same time, by setting a preset time and a preset resurrection position, a reasonable game mechanism is provided for the first virtual character to participate in the game again, which not only improves the player's gaming experience, but also increases the strategy and richness of the game, and effectively solves the technical problem in traditional games that players can only watch the game and cannot continue to participate after being eliminated.
[0074] The above scheme is described in detail below.
[0075] In step S310, specifically, the game system monitors the game status of the first virtual character in real time. When the first virtual character is eliminated in the first form due to a specific game mechanism (such as being killed, voted out, etc.), the system immediately triggers the form conversion mechanism and sends a prompt message to all second virtual characters in the game (i.e., characters controlled by other players), informing them that the first virtual character is about to convert to the second form to continue participating in the game.
[0076] The form change prompt information usually serves to inform other players of the change in game status. This prompt information can be presented in various ways, such as visual effects, text prompts, and sound effects, to ensure that other players can promptly understand the form change event of the first virtual character.
[0077] In an alternative embodiment, the form transition prompt can be a prominent text message that pops up in the center of the game interface, such as "xxx is about to be resurrected!" or "Attention! xx's form is about to appear!" For example, if the first virtual character controlled by a player is killed during the action phase, the system will display red flashing text "xx appears!" in the center of all players' screens.
[0078] In an optional embodiment, the form transition prompt information may include a sound effect and a character location indicator. The system will generate a special visual effect, such as a beam of light, smoke, or energy ripple, at the location where the first avatar was eliminated, and play a specific sound effect prompt. For example, a flashing blue marker may be displayed on the mini-map to alert other players to a special event occurring at that location.
[0079] Specifically, in step S320, after the first avatar is eliminated, the system does not immediately generate a second form. Instead, it sets a preset time delay, after which the form transition and character respawning occur. Simultaneously, the system randomly selects a target location as the spawn point for the second form character, and then regenerates the first avatar with the characteristics of the second form at that location, allowing it to continue participating in the current game in its new form.
[0080] The preset time can be a pre-configured waiting time in the game system. This preset time has the effect of balancing the game rhythm and increasing the game strategy, and preventing the character from being eliminated and immediately reappearing in a new form, which would damage the game balance.
[0081] Secondly, the pre-set respawn locations usually function as a collection of coordinate points distributed across the game map where characters can respawn. These locations can be fixed map nodes or dynamically determined safe zones based on the current game state.
[0082] In an optional embodiment, the preset resurrection location can be a plurality of special nodes pre-set in the game map, and the system will select one as the spawn point based on the current game status, player distribution or random factors.
[0083] In an optional embodiment, the system can dynamically determine the target location based on the current state of the game, such as selecting a safe area far away from other players, or selecting a specific strategic location.
[0084] Through the method provided in this embodiment, the game system can enhance the gaming experience and information acquisition of all players through clear form conversion prompt information when a character is eliminated. At the same time, by reasonably setting the preset time and resurrection position selection mechanism, it balances the fairness and excitement of the game, and provides players with a new way to continue participating in the game after being eliminated. This not only enriches the gameplay and strategic depth of the game, but also effectively solves the technical problem in traditional games where players lose their sense of game participation once eliminated, thereby improving the overall gaming experience.
[0085] In a game control method provided in one embodiment of the present application, the method further includes: Step S410 , in response to controlling the first virtual character to transform from the first form to the second form, controlling the updating of the character attributes of the first virtual character, wherein the updated character attributes include at least one game skill.
[0086] The method provided in this embodiment enables dynamic updating of character attributes, especially enhancement of skill attributes, during the transformation of virtual character forms. This not only enriches the gameplay strategy of the game, but also enables eliminated players to gain new gaming experiences and possibilities for victory, thereby enhancing players' sense of participation and gaming experience. It also solves the technical problem in traditional games where players have nothing to do after being eliminated.
[0087] Specifically, when controlling the transition of a first virtual character from a first form to a second form, the game system recognizes that a form transition event has been triggered and immediately invokes the character attribute update module to update the first virtual character's character attribute data structure, changing the first virtual character's attributes from the attribute set corresponding to the first form to the attribute set corresponding to the second form. Based on a preset configuration, the system also adds at least one game skill exclusive to the second form to the first virtual character's attribute set. These game skills are unavailable or unusable when the first virtual character is in the first form.
[0088] In an optional embodiment, character attributes may include multiple types such as appearance attributes, ability attributes, and interaction attributes. Appearance attributes define the visual performance of the virtual character, such as character model, skin, special effects, etc.; ability attributes define the basic ability parameters of the virtual character, such as movement speed, field of view, health, etc.; interaction attributes define how the virtual character interacts with the game environment and other characters, such as the type of interactive objects, interaction permissions, etc. After the form conversion, these attributes may change accordingly to match the game settings of the second form. For example, in a game with a first virtual character, when the player character changes from a normal form to a ghost form, its appearance attributes will change from a solid model to a translucent ghost model, the movement speed may increase by 20%, and the task interaction permissions in the interaction attributes will be disabled.
[0089] In an alternative embodiment, game skills may refer to special abilities that a virtual character can actively trigger in the game. These abilities typically have unique gameplay effects, affecting the game environment or the status of other characters. Game skills can be triggered through specific actions, such as clicking, sliding, long pressing, or key combinations. Each skill typically has a unique cooldown, casting conditions, and range of effect. Game skills unlocked after a form transition often match the character's new form, providing players with new gameplay experiences and strategic options. For example, when a player's first virtual character is eliminated and transforms into ghost form, the system unlocks the "Energy Drain" skill, allowing the character to select a surviving player and drain their energy by clicking. After successfully draining the soul energy of three players, the ghost player wins. This mechanism provides a new path to victory for the eliminated player.
[0090] like Figure 2 and Figure 3 As shown, players control a character called a "ghost egg" using their mobile device to participate in a multiplayer game. When the first avatar is eliminated in its first (normal) form by another player, the game system immediately displays a "Transforming..." prompt on the screen and initiates a two-second transition animation. After the animation ends, the first avatar respawns in a semi-transparent ghost form (second form) at a random location on the map. At this point, the character's attributes panel in the lower right corner of the interface undergoes significant changes: Movement Speed increases from "5" to "6," and two new skill icons, "Absorb" and "Invisibility," appear in the skill bar. These two skills are not available in the first form. Clicking these new skill icons activates special abilities, such as absorbing energy from a single surviving player or initiating a temporary invisibility effect. These skills, acquired only after the transformation, offer new game strategies and paths to victory.
[0091] In a game control method provided in one embodiment of the present application, the method further includes: Step S510, in response to controlling the first virtual character to transform from the first form to the second form, controlling the first virtual character to enter a first target state, wherein the first target state is configured to control the first virtual character to be free from the influence of target game behavior within a preset time period.
[0092] Through the method provided in this embodiment, when a virtual character changes its form, by introducing the technical means of the first target state, the virtual character obtains a short-term protection mechanism in the initial stage of the form conversion. This not only enhances the smoothness and rationality of the character's form conversion in the game, but also provides players with a more friendly gaming experience, effectively preventing the character from being immediately eliminated at the critical moment of the form conversion, improving the interactive experience, increasing the richness of the game, and better solving the problem of unfair attacks that may be encountered at the moment of form conversion in traditional games.
[0093] The above scheme is described in detail below.
[0094] Specifically, when the game system detects a first virtual character transitioning from a first form to a second form, it automatically triggers a protection mechanism, placing the first virtual character in a special protected state, known as the first target state. In this state, the first virtual character is protected from the negative effects of specific game behaviors for a predetermined period of time. This protection mechanism ensures a brief adaptation period after the character transitions, improving the fairness and smoothness of the game.
[0095] The first target state provides a brief period of protection for the character after the transformation. This protection state typically protects the character from certain negative in-game behaviors for a specific period of time, providing a safe buffer for the player to adapt to the new form and plan subsequent actions.
[0096] In an alternative embodiment, the first target state can be an invincible state, in which the first avatar is immune to any attacks or eliminations by other players. For example, when the first avatar is eliminated from its normal form and transforms into its ghost form, the system automatically grants it an invincibility buff that lasts for two seconds. During these two seconds, other players cannot eliminate the ghost-formed avatar in any way, giving it ample time to learn the new form's controls and abilities.
[0097] Targeted game behaviors refer to specific types of behaviors that may negatively impact a character in the game. These behaviors typically result in elimination, damage, or ability limitations, and are the primary types of behaviors that require protection during the initial transformation phase.
[0098] In an optional embodiment, the target game behavior can be an elimination operation performed by other players on the first virtual character, including collision elimination, skill elimination, etc. After the first virtual character transforms from the first form to the second form, if the first virtual character collides with another virtual character, it will be considered to have received the target game behavior and be eliminated. It should be noted that this collision behavior that can eliminate the second form does not negatively affect the first virtual character in the first form (e.g., elimination).
[0099] In a game control method provided in an embodiment of the present application, selecting a target position from a preset resurrection position includes: Step S610: randomly selecting a position from the preset resurrection position coordinate array as the target position.
[0100] The above scheme is described in detail below.
[0101] Specifically, when the first avatar is eliminated in its first form, the system needs to determine a target resurrection location for it to spawn in its second form. To increase the randomness and balance of the game, the system does not spawn the first avatar in a fixed location. Instead, it randomly selects a target location from multiple pre-set possible resurrection locations. This random selection mechanism is implemented using a preset resurrection location coordinate array, which stores multiple possible location coordinates.
[0102] In a game control method provided in one embodiment of the present application, it also includes: adjusting the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character according to the distance between the second virtual character and the first virtual character.
[0103] The above scheme is described in detail below.
[0104] Specifically, after the first avatar transforms into its second form, the game system adjusts the first avatar's visibility on its interface for different observers (i.e., second avatars). The game system calculates the spatial distance between each second avatar and the first avatar in real time and dynamically adjusts the transparency of the first avatar on the second avatar's corresponding terminal interface based on this distance.
[0105] The distance between the second virtual character and the first virtual character can be a calculated value of the three-dimensional distance between the two character models in the game scene, which is usually obtained by calculating the Euclidean distance between the coordinate points of the two characters in the game world coordinate system.
[0106] Secondly, the distance between the second avatar and the first avatar often determines the first avatar's visibility to other players in its second form. This distance perception mechanism makes it difficult for players at a distance to detect the first avatar's second form, while players closer can see it more clearly, increasing the strategic and tense nature of the game.
[0107] In an optional implementation, the gaming system may set multiple distance threshold intervals and set different transparency values for different intervals.
[0108] Through the method provided in this embodiment, the game system can dynamically adjust the display transparency of the first virtual character in the second form according to the distance between the characters. This distance-based visibility mechanism not only enhances the mystery and uniqueness of the second-form character in the game, but also provides a richer strategic selection space for interaction between players.
[0109] In a game control method provided in an embodiment of the present application, adjusting the display transparency of the first virtual character in the second form in a graphical user interface of a second terminal corresponding to the second virtual character according to the distance between the second virtual character and the first virtual character includes: When the distance is greater than a first distance threshold, setting the transparency of the first virtual character to be completely transparent; When the distance is between a second distance threshold and a first distance threshold, setting the transparency of the first virtual character to a first transparency value; When the distance is less than a second distance threshold, the transparency of the first virtual character is set to a second transparency value.
[0110] Specifically, this solution implements a distance-based transparency grading mechanism. By setting different distance thresholds, the display transparency of the first avatar in its second form is adjusted accordingly. Based on the real-time distance between the second avatar and the first avatar, the display of the first avatar in the second terminal's graphical user interface is dynamically adjusted, thereby creating a progressive visibility change system.
[0111] The distance may be the spatial distance between the second virtual character and the first virtual character in the three-dimensional game scene.
[0112] Secondly, distance typically measures the relative position of two virtual entities in the game space. In distance-based transparency control mechanisms, the distance value directly determines the visibility of the first virtual character in the field of view of the second virtual character, thus affecting the gaming experience and interaction methods. By properly setting the distance threshold, unique gameplay and strategic elements can be created, enhancing the depth and fun of the game.
[0113] The second distance threshold can be a preset distance value, smaller than the first distance threshold, used to distinguish the boundary points of different transparency levels. The second distance threshold is a smaller distance parameter determined during game design, which defines the critical distance point at which the first virtual character's display transparency transitions from low visibility to high visibility.
[0114] Secondly, the second distance threshold typically creates a transitional range of transparency. Together with the first distance threshold, it forms an intermediate range within which the first avatar appears semi-transparent. This design provides more nuanced visual feedback and richer gameplay strategies.
[0115] Transparency settings can be used to adjust the visibility of virtual characters in the graphical user interface. Transparency settings are a technical implementation method for controlling the visibility of game objects on the screen by adjusting the alpha channel value during graphics rendering. It is typically expressed as a value or percentage between 0 and 1, with 0 (or 0%) representing complete transparency (invisibility) and 1 (or 100%) representing complete opacity (complete visibility).
[0116] In an optional implementation, full transparency may be set to a state where the Alpha value is 0, in which case the first virtual character is completely invisible on the interface of the second virtual character.
[0117] In an alternative embodiment, the first transparency value can be set to a semi-transparent state with an alpha value of 0.25 (25% opacity). In this state, the first virtual character appears blurry and difficult to identify on the interface of the second virtual character. For example, it appears hazy and indistinct, with only a vague outline being discernible.
[0118] In an alternative embodiment, the second transparency value can be set to a more pronounced state, with an alpha value of 0.5 (50% opacity). In this state, the first avatar has a clearer form and a stronger presence on the second avatar's interface. For example, the player can clearly see the form and movements of a ghost, while still maintaining a certain translucency, reflecting its supernatural, ghostly nature.
[0119] like Figure 4 and Figure 5As shown, in one specific application, while a second avatar controlled by a player is performing a mission, a first avatar, who has been eliminated and transformed into a second form (ghost), is nearby. The system calculates the distance between the two avatars in real time. When the first avatar is more than 25 meters away from the second avatar, it becomes completely invisible on the second avatar's screen. As the first avatar approaches and enters the range of 12.5-25 meters, the system adjusts the transparency of the first avatar to 75% (i.e., barely visible). As the first avatar continues to approach within 12.5 meters, the transparency is further adjusted to 50%, allowing the second avatar to more clearly perceive the first avatar's presence and make appropriate tactical adjustments, such as calling teammates or attempting to escape the area.
[0120] In a game control method provided in one embodiment of the present application, the method further includes: When the first virtual character is in the second form, controlling to adjust at least one of the following game behaviors of the first virtual character: Disabling interaction with task interaction objects located in the game scene; When the game is in the discussion phase, controlling the disabling of speaking rights and / or voting rights; When the game is in the action phase, the voice communication function between the first virtual character and the second virtual character is kept in an available state.
[0121] The above scheme is described in detail below.
[0122] Specifically, the game system implements a series of game behavior adjustment strategies for the first virtual character in the second form (such as ghost form), including: when the first virtual character is in the second form, the system disables its ability to interact with task interaction objects in the game scene, so that it cannot interact with the interactive elements in the scene as it did in the first form; when the game enters the discussion stage, the system disables the speaking rights and / or voting rights of the first virtual character in the second form, limiting its ability to participate in the discussion stage; at the same time, when the game is in the action stage, the system maintains the availability of the voice communication function between the first virtual character and the second virtual character, ensuring that the first virtual character can maintain voice communication with other virtual characters even in the second form.
[0123] Among them, the task interaction object can be an interactive element in the game scene that allows the first virtual character to complete the game task. Secondly, the task interaction object usually allows the player to interact with it by controlling the virtual character to advance the game progress or obtain game resources.
[0124] In an optional embodiment, the mission interaction objects may include mission points distributed throughout the game scene. These mission points may take the form of equipment that needs to be repaired, items that need to be collected, or consoles that need to be activated. For example, in a spaceship map, a mission point may be an oxygen system console that needs to be repaired, a power system panel that needs to be restarted, or a garbage disposal that needs to be cleaned. When the first virtual character is in the second form, the system will disable its collision detection function with these mission points, so that when the character moves to the mission point location, no interaction prompts or interaction options will be triggered.
[0125] In an optional embodiment, mission interaction objects may also include interactive objects that can trigger special game events, such as emergency meeting buttons, security camera viewing terminals, or alarm systems. For example, in a space base map, a virtual character in the first form can call all players for a meeting by clicking the emergency button in the central control room. However, when the character switches to the second form, even if the character moves near the button, no interaction options will appear on the interface, and the button becomes purely decorative for the character.
[0126] The right to speak can be the permission for a first virtual character to send text or voice messages to other second virtual characters during a game discussion. Secondly, the right to speak typically allows players to express their opinions, share information, or defend themselves during discussions.
[0127] In an optional implementation, when a game enters the discussion phase, the system will implement speech restrictions on the first avatar in the second form. Specifically, this is manifested by blocking the avatar's speech input box in the discussion interface or disabling its microphone input function. For example, when the discussion phase begins due to a player being eliminated or the panic button being triggered, the text input box seen by the first avatar in the second form in the discussion interface will be grayed out and cannot be activated by clicking. At the same time, the voice chat button will be displayed as disabled, and the microphone function cannot be activated through any operation.
[0128] Voting rights can include the ability for a first virtual character to vote on other second virtual characters at the end of a game discussion. Furthermore, voting rights typically allow players to influence the game process and eliminate suspicious players through democratic voting after a discussion.
[0129] In an optional embodiment, when the discussion phase enters the voting phase, the system will disable the voting function for the first virtual character in the second form, which is manifested by all the selection buttons in the voting interface being gray and unclickable.
[0130] In an alternative embodiment, the system completely excludes the first virtual character in its second form from the vote tally phase, preventing it from being counted in the total number of people required to vote and preventing its voting status from being displayed in the voting results. For example, if there are eight living characters and two characters in their second form, only those eight votes will be counted, and when the voting results are announced, only the votes cast by the eight living characters will be displayed. The second form character will be completely hidden from the results display.
[0131] The voice communication function can be used to enable real-time voice communication between the first and second virtual characters during the action phase of a game. Furthermore, the voice communication function typically allows players to communicate strategies, share information, or engage in social interaction during the game.
[0132] In an alternative embodiment, when the first avatar is in the second form, the system maintains its voice communication function during the action phase, allowing it to hear the voices of nearby second avatars and transmit its own voice to them. For example, when the second avatar moves to a certain area in the map, it can hear the conversations between the surviving characters in that area. At the same time, the voices it emits through the microphone can also be heard by the surviving characters in the area, creating a "ghost whisper" effect.
[0133] Through the method provided in this embodiment, the game system can implement reasonable game behavior restrictions and adjustments for virtual characters in the second form, enriching the game experience while ensuring game balance. By disabling the interaction function with the task interaction object, the possibility of the second form character interfering with the normal game process is effectively avoided; by restricting the speaking and voting rights in the discussion stage, the fairness of the game decision-making process is ensured; at the same time, by retaining the voice communication function in the action stage, a way is provided for the second form character to continue to participate in the game and have an impact. This differentiated permission design not only solves the computer interaction logic problem after the virtual character state transition, but also enhances the strategic depth and gameplay richness of the game, allowing players to continue to enjoy the game even after being eliminated.
[0134] In a game control method provided in one embodiment of the present application, the method further includes: Step S1110, in response to a skill instruction triggered by a first skill, controlling the first virtual character to perform a target interactive behavior on a target second virtual character in a preset range, wherein the first skill is a game skill configured for the first virtual character in the second form; Step S1120, controlling the display of a corresponding status indicator on the target second virtual character on which the target interactive behavior is executed; Step S1130 , counting the number of target second virtual characters that have executed the target interactive behavior, and when the number reaches a preset number, determining that the first virtual character has completed the designated task.
[0135] The method provided in this embodiment enables players to perform specific skills in the second form (ghost form) to complete designated tasks, thereby improving the interactivity and strategy of the game, enriching the gaming experience after being eliminated, and providing players with the opportunity to win even in the second form, thereby greatly enhancing the playability and fun of the game and solving the technical problem in traditional games where players can only watch after being eliminated.
[0136] The above scheme is described in detail below.
[0137] In step S1110, specifically, during the game, when the first virtual character is converted from the first form to the second form, the game system will configure an exclusive game skill for it, namely the first skill. The player can trigger the skill instruction by operating the skill button, gesture or shortcut key on the first terminal device to activate the first skill. After the skill instruction is triggered, the system detects the second virtual character within a preset range around the first virtual character (for example, it can be a circular area with a radius of N meters centered on the first virtual character or a predefined rectangular area), and selects the target second virtual character as the skill action object. The system then controls the first virtual character to perform specific target interaction behaviors on the selected target second virtual character, such as energy absorption, soul marking or other forms of virtual interaction.
[0138] The first skill may be a game skill specifically configured for the first virtual character in the second form (ghost form). This skill is not possessed by the character in the normal form and represents a unique ability design for the second form.
[0139] In an optional embodiment, the first skill may have a cooldown time limit, meaning that after use, a certain period of time must elapse before it can be used again. For example, when the first avatar in the second form uses the first skill control to trigger the first skill, a countdown effect will appear on the skill icon. Until the countdown ends, the skill button will be grayed out and unclickable.
[0140] In an optional embodiment, the preset range may be the effective range of the first skill, that is, only the second virtual character within the range can be affected by the first skill.
[0141] In an optional embodiment, the target interactive behavior corresponds to a skill parameter of the first skill.
[0142] Specifically, in step S1120, after the first virtual character performs the target interactive behavior on the target second virtual character, the system displays an intuitive status indicator on the character model of the target second virtual character or in the surrounding area. These status indicators can be visual effects, icons, text prompts, or special animations, etc., used to clearly indicate that the character has performed the specific target interactive behavior. The display of the status indicator can be continuous or temporary, depending on the game design and the duration of the target interactive behavior.
[0143] The status indicator can be a graphic or effect indicating a specific state, visually indicating that the target secondary virtual character is affected by the target interactive behavior. The status indicator is usually displayed above the target secondary virtual character's head, around the character model, or in a specific area of the user interface for easy player identification.
[0144] In an optional embodiment, the status indicator may include multiple visual elements, such as colors, icons, and animation effects, to more clearly convey the status information. For example, a character whose energy is being absorbed may display a ghost face icon, such as Figure 3 shown.
[0145] In an optional embodiment, the status indicator may have a time limit or a fading effect. For example, the indicator may gradually fade or change in color over time to indicate the duration or intensity of the effect.
[0146] In step S1130, the game system continuously tracks and counts the number of target second virtual characters with whom the first virtual character has performed the target interactive behavior. The system maintains a counter that increments by 1 each time the target interactive behavior is successfully performed on a new target second virtual character. When the counter reaches a predetermined threshold, the system determines that the first virtual character has completed the designated task and triggers the corresponding game victory process or reward mechanism.
[0147] A preset number is a number of items that the game designer sets in advance, such as 3, 5, or other values, that must be achieved to complete a specific task. This number can be adjusted based on factors such as game difficulty, game duration, or game balance.
[0148] In an optional embodiment, the statistical process can be displayed to the player on the game interface in the form of a progress bar, a digital counter, or other visual means, so that the player can clearly understand the progress of task completion.
[0149] In an optional embodiment, the preset number can be dynamically adjusted based on the game mode, map type, or number of players. For example, in a 10-player mode, it may be necessary to absorb the energy of 3 players, while in a 15-player mode, it may be necessary to absorb the energy of 4 players.
[0150] like Figure 3 In one specific application, after the first virtual character in the game enters the second form, the system displays a vertical task progress bar consisting of three soul icons on the right side of the screen. The player uses the "Drain" skill (the first skill) to successfully drain energy from an engineer character, and the system immediately displays a soul marker above the engineer character's head. The first soul icon on the progress bar lights up, and the system briefly displays the message "1 / 3 Souls Collected" in the center of the screen. The player then finds and uses the same skill on another doctor character, causing the second soul icon to light up. When the player successfully uses the skill on the third captain character and completes the energy drain, all soul icons light up and emit a golden glow. The system plays a victory animation, and the text "Energy Collection Complete, Victory!" appears on the screen. The game ends and the settlement screen appears.
[0151] In a game control method provided in an embodiment of the present application, controlling the first virtual character to perform the target interactive behavior on a target second virtual character among the second virtual characters within a preset range includes: Step S1210, detecting a second virtual character in a live state within a preset range of the first virtual character; Step S1220, selecting second virtual characters that have not been subjected to the target interactive behavior from the surviving second virtual characters as optional second virtual characters; Step S1230: Controlling the execution of a target interactive behavior on a target second virtual character determined from the selectable second virtual characters.
[0152] The above scheme is described in detail below.
[0153] In step S1210, the game system monitors all second virtual characters within a specific radius around the first virtual character in real time, determines the survival status of these second virtual characters, and selects the second virtual characters that are alive. The game system determines which second virtual characters are within a preset range of the first virtual character through coordinate calculation and determines whether they are alive by checking the status flags of the second virtual characters.
[0154] The preset range may be a specific detection radius area centered on the first virtual character. The preset range generally has the function of limiting the scope of the first virtual character's skills, so that the game system can accurately screen possible interaction objects.
[0155] In an optional embodiment, the preset range can be dynamically adjusted based on the first avatar's current form or skill level. For example, when the first avatar is in its second form (ghost form), its preset detection range can be set to a 7.5-meter circular area. The system will continuously calculate the three-dimensional distance between all second avatars and the first avatar in the game scene and filter out those with a distance of less than or equal to 7.5 meters.
[0156] In an optional embodiment, the preset range may have different shapes and sizes, such as a circular, sector-shaped or rectangular area.
[0157] A live second avatar is one that can normally participate in game interactions at the current game moment. A live second avatar typically possesses the attributes of a valid game interaction object, capable of responding to various game actions and triggering corresponding effects.
[0158] In one specific application, when the player's first avatar uses the "Energy Drain" skill, the system calculates all second avatars within a 7.5-meter radius of the first avatar. Of the three characters within this range, a status check confirms that only the scientist character is alive. Therefore, only this one character is marked as a potential interaction target and a blue selection outline is displayed around it, while the other two non-alive characters are ignored.
[0159] In step S1220, the game system further screens the live second virtual characters detected in step S1210, identifying which characters have previously been subjected to the target interaction behavior (e.g., energy drain) by the first virtual character. These characters are then excluded, and the remaining second virtual characters that have not been subjected to the target interaction behavior are marked as optional second virtual characters. This step ensures that the same first virtual character does not repeatedly perform the same target interaction behavior on the same second virtual character, thereby maintaining the balance and challenge of the game.
[0160] A second virtual character that has not yet been subjected to a target interaction behavior is one that has not yet been subjected to a specific status effect by the current first virtual character. A second virtual character that has not yet been subjected to a target interaction behavior is generally eligible to serve as a new target and can receive the special interaction from the first virtual character and produce the corresponding effect.
[0161] In an optional embodiment, the system can distinguish between selectable and non-selectable second virtual characters through visual effects. For example, when the first virtual character activates the energy absorption skill, the system will display it in different colors on the interface: a green selection box will be displayed around the character whose energy has not been absorbed, indicating that it is selectable; a gray selection box with an "absorbed" mark will be displayed around the character whose energy has been absorbed, indicating that it is not selectable. Or, if Figure 3 As shown, a ghost face pattern is displayed next to the model of the second virtual character on which the target interactive behavior is performed, to indicate that the target interactive behavior is performed on the second virtual character.
[0162] In step S1230, after determining the list of selectable second virtual characters, the game system allows the player to select a specific character from the list as the target second virtual character, or the system automatically selects a target based on preset rules (such as closest distance, minimum health, etc.). Once the target is determined, the system immediately controls the first virtual character to perform a predetermined target interaction behavior, such as energy absorption or soul marking, on the target second virtual character, triggering corresponding visual effects, sound effects, and game state changes.
[0163] Through the method provided in this embodiment, the game system can effectively screen suitable target characters to perform interactive behaviors, thereby improving the interactive experience of game players, increasing the strategic depth and gameplay diversity of the game, and solving the technical problem of inaccurate interactive target selection in traditional games.
[0164] In a game control method provided in one embodiment of the present application, the method further includes: Step S1410: In response to a skill instruction triggered by a second skill, controlling the first virtual character to enter a stealth state, wherein the stealth state is configured to hide the display of the first virtual character from a second virtual character, and the second skill is a game skill configured for the first virtual character in the second state; Step S1420: After the preset invisibility time period ends, the display state of the first virtual character is restored.
[0165] Through the method provided in this embodiment, the first virtual character obtains temporary invisibility in the second form, which increases the strategic depth and gameplay diversity of the game, enhances the richness and fun of the player experience, solves the technical problems of single character abilities and limited game strategy options in traditional games, and provides players with a more diverse game interaction experience.
[0166] The above scheme is described in detail below.
[0167] Specifically, in step S1410, the game system assigns a special ability, namely a second skill, to the first virtual character in the second form. This skill allows the character to temporarily enter a stealth state. Players can trigger this skill by clicking a skill button, using a shortcut key, or other means. When the system detects that the player has triggered the second skill, it immediately switches the first virtual character to a stealth state. In this stealth state, the first virtual character becomes invisible or nearly invisible to second virtual characters controlled by other players. This provides the first virtual character with a strategic advantage, allowing it to approach a target or evade danger undetected.
[0168] The second skill can be a stealth ability unique to the first avatar in the second form. In an optional embodiment, the second skill can be activated through a click, a slide, a long press, and / or other operations. For example, a player can trigger the skill by clicking the stealth skill icon on the game interface. Upon receiving this click, the system immediately executes the stealth effect processing process.
[0169] In an optional embodiment, the second skill may be set with a cooldown time, a usage limit, or a resource consumption condition.
[0170] The stealth state may be a special state in which the first virtual character temporarily becomes invisible or has low visibility. The stealth state generally allows the first virtual character to temporarily avoid the sight of other players and gain a strategic advantage.
[0171] In an optional embodiment, when the first virtual character is in a stealth state, the stealth effect of the first virtual character on the second virtual character does not adjust with the distance between the second virtual character and the first virtual character.
[0172] In one specific application, the player possesses a second skill in their second form, with the skill icon displayed in the lower right corner of the screen. When the player activates the invisibility ability by clicking the skill icon, the first avatar's character model becomes completely transparent, invisible to all other players. During the invisibility period, a cooldown timer appears on the skill icon, indicating the remaining invisibility time. The player uses this invisibility time to safely approach the target player and prepare to perform the energy extraction task.
[0173] In step S1420, after the preset invisibility time period ends, the display state of the first virtual character is restored.
[0174] Specifically, the game system sets a predetermined duration for the invisible state, known as the preset invisibility duration. The system maintains a timer to record the remaining time in the invisible state. When the timer reaches zero, indicating the preset invisibility duration has expired, the system automatically restores the first virtual character from the invisible state to its normal display state, making it visible again to the second virtual character controlled by the other player.
[0175] In a game control method provided in one embodiment of the present application, the method further includes: Step S1510: configuring a collision area for the first virtual character while the first virtual character is in an invisible state; Step S1520 : In response to detecting that the second virtual character and the collision area meet a preset condition, controlling the elimination of the first virtual character.
[0176] Through the method provided in this embodiment, even in the invisible state, the first virtual character may still be discovered and eliminated by other players. This design maintains the balance and challenge of the game while providing the strategic advantage of stealth, increases the depth and confrontation of the game mechanism, and solves the technical problem in traditional games that special abilities may cause game imbalance.
[0177] The above scheme is described in detail below.
[0178] Specifically, in step S1510, even though the first avatar is visually invisible, the system still configures a physical collision zone for it. This collision zone is an invisible but physically present physical determination area that typically matches the basic outline of the avatar model. This collision zone ensures that even in the invisible state, the first avatar can still be discovered and interacted with by other avatars through physical contact, which increases the strategic depth and balance of the game.
[0179] The collision area can be the range of physical interaction determination for virtual characters. Specifically, the collision area refers to the virtual boundary or volume used to detect physical contact between characters or between characters and the environment in the game engine physics system.
[0180] Second, collision zones often have the plausibility to maintain game physics interactions, even when they are not visually visible.
[0181] In an optional embodiment, the size of the collision area may match the size of the character model, or may be adjusted according to game design requirements.
[0182] In an alternative embodiment, collision zones can have different physical properties or interaction rules, such as responding only to specific types of collisions. For example, the collision zone of a first virtual character in a cloaked state might only respond to direct contact with other characters, while ignoring collisions with environmental objects. This prevents the cloaked character from revealing its position by colliding with environmental objects while moving.
[0183] In step S1520, the game system monitors in real time all interactions between the second virtual character and the collision zone of the first virtual character in the invisible state. When the system detects that an interaction between a second virtual character and the first virtual character in the collision zone meets certain pre-set conditions, such as direct contact or sustained contact within a specific distance for a certain period of time, the system determines this interaction as a valid discovery event and controls the elimination of the first virtual character. This mechanism ensures that even in the invisible state, the first virtual character still faces the risk of discovery and elimination, balancing the strategic advantages of stealth.
[0184] The preset condition may be a specific collision determination condition that triggers elimination of the first virtual character. The preset condition specifically refers to a rule or parameter pre-set by the game system for determining when a collision between the second virtual character and the first virtual character is considered a valid elimination trigger condition.
[0185] In an optional embodiment, the preset conditions may include multiple determination factors such as spatial distance, contact time, or specific actions. For example, in a "ghost hide-and-seek" game, the preset conditions may require that the second virtual character remain in contact with the invisible character's collision zone for at least 0.5 seconds, or require that the second virtual character perform a "catch" action at the same time as contact, thereby increasing the accuracy of the determination and enhancing the gameplay.
[0186] In a specific application of this embodiment, a player-controlled avatar uses the invisibility skill and approaches a player performing a task in a control room. Although the avatar is completely invisible or only has a faint outline, the system maintains a cylindrical collision zone with a diameter of one meter, centered at the center of the avatar. When the avatar collides with a second avatar approaching from the opposite direction, the system controls the avatar to be eliminated.
[0187] It should be noted that the first virtual character in the second form is configured to control elimination of the first virtual character in response to receiving a collision interaction.
[0188] In a game control method provided in one embodiment of the present application, the size of the collision area is determined by at least one of the following methods: the size of the collision area is a preset size; the size of the collision area is configured to be determined based on the number of times the first virtual object performs a preset game behavior on the second virtual object within a preset range.
[0189] Through the method provided in this embodiment, the game system can flexibly set the collision area size of the virtual character in the invisible state. It can use a fixed preset size to maintain consistency, or dynamically adjust it based on the game behavior, thereby enhancing the strategy and balance of the game, improving the player's interactive experience and the depth of the game, and effectively solving the problem of a single gaming experience that may be caused by a fixed collision area.
[0190] The above scheme is described in detail below.
[0191] Specifically, the game system provides two different methods for determining the collision zone size of the first virtual character in the invisible state. The first method uses a preset size, where the system directly applies the fixed collision zone size pre-defined by the game developer. This method is simple and direct, ensuring consistency in game judgment. The second method dynamically adjusts the collision zone size based on the frequency or number of times the first virtual character performs specific game behaviors. This method is more flexible and can adjust the game difficulty and balance in real time based on the player's game behavior and performance, providing a more diverse gaming experience.
[0192] The number of times the preset game behavior is performed can be the cumulative number of specific interactive actions completed by the first virtual character in the game. The number of times the preset game behavior is performed generally serves as a basis for dynamically adjusting the game mechanism, enabling the game system to respond to the player's behavior patterns.
[0193] In an alternative embodiment, the predefined game behavior can be a specific skill used or action performed by the first avatar. For example, the system may record the number of times the second-form first avatar uses the "Energy Drain" skill and dynamically adjust the collision zone size of the avatar in its invisible state based on this number.
[0194] In an alternative embodiment, a positive or negative correlation can be established between the size of the collision zone and the number of actions. For example, a game could design a mechanic where the collision zone gradually expands as the number of energy drains increases, making characters who successfully perform multiple energy drains more easily visible while cloaked, thereby balancing the game.
[0195] The method provided in this embodiment enables the gaming system to determine strategies by appropriately sizing the collision zone, balancing the risks and advantages of the first virtual character in its stealth state. The fixed, preset size provides a stable and predictable gaming experience, suitable for most standard gaming scenarios. The dynamically adjusted collision zone, based on gameplay, creates a more in-depth risk-reward mechanic, forcing players to strategically balance the advantages of exploiting their stealth abilities against the risk of detection. This dual mechanism not only enhances the interactive experience, creating a virtuous cycle between character abilities and game risks, but also enriches the game's strategic layers and playability, providing players with a more diverse gaming experience and effectively addressing the technical challenges of traditional games where special abilities can lead to balance issues.
[0196] Corresponding to the above method embodiment, the present disclosure also provides a game control device 700, such as Figure 8 As shown, the device includes: Display device 710 is configured to provide a graphical user interface through the first terminal device, wherein the graphical user interface includes a game scene, the game scene includes a first virtual character controlled by the first terminal device and multiple second virtual characters participating in the game, and the game includes alternating action phases and discussion phases; The control device 720 is configured to control the first virtual character to perform a game behavior in the game scene in a first form in response to an operation received through the first terminal device; The elimination device 730 is configured to control the first virtual character to transform from the first form to the second form and continue to participate in the game in response to the first virtual character being eliminated in the first form; The control device 720 is further configured to, when the first virtual character is in the second form, control the first virtual character to perform a game behavior in the game scene in the second form in response to an operation received through the first terminal device; The settlement device 740 is configured to determine that the first virtual character obtains the first game result when the first virtual character completes the designated task in the second form, or to determine that the first virtual character obtains the second game result when the first virtual character is eliminated in the second form.
[0197] This game control device allows eliminated players to continue playing in a new form, providing a more consistent gaming experience and improving player interaction satisfaction. The addition of special skills and victory conditions for the second-form character also enriches the strategic and diverse gameplay. Furthermore, by implementing distance-based dynamic transparency adjustment and refined state management for the second-form avatar, device resource usage is effectively optimized, improving system operational efficiency.
[0198] The present disclosure also provides an electronic device, such as Figure 8 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game control method.
[0199] Specifically, the above-mentioned game control method includes: providing a graphical user interface through a first terminal device, the graphical user interface includes a game game scene, the game game scene includes a first virtual character controlled by the first terminal device and multiple second virtual characters participating in the game game, and the game game includes an action phase and a discussion phase that are performed alternately; in response to an operation received through the first terminal device, controlling the first virtual character to perform game behavior in the game game scene in a first form; in response to the first virtual character being eliminated in the first form, controlling the first virtual character to transform from the first form to the second form and continue to participate in the game game; when the first virtual character is in the second form, in response to an operation received through the first terminal device, controlling the first virtual character to perform game behavior in the game game scene in the second form; when the first virtual character completes a designated task in the second form, determining that the first virtual character obtains a first game result, or, when the first virtual character is eliminated in the second form, determining that the first virtual character obtains a second game result.
[0200] Optionally, the way in which the first virtual character is eliminated in the first form includes at least one of the following: in the action phase, in response to the first virtual character being executed, other second virtual characters execute preset game behaviors, and the first virtual character is controlled to be eliminated in the first form; in the discussion phase, according to the voting results of the discussion phase, the first virtual character is controlled to be eliminated in the first form.
[0201] Optionally, in response to the first virtual character being eliminated in the first form, the step of controlling the first virtual character to transform from the first form to the second form and continue to participate in the game includes: in response to the first virtual character being eliminated in the first form, generating a corresponding target character model according to the elimination position of the first virtual character when the first virtual character is eliminated, the target character model is a representation of the eliminated first virtual character, and the target character model is configured to respond to the target game behavior to trigger entry into the discussion phase; controlling the generation of the second form of the first virtual character in the game game scene, and continuing to participate in the game game.
[0202] Optionally, the step of controlling the first virtual character to transform into the second form and continue to participate in the game includes: when it is detected that the first virtual character is eliminated in the first form, sending a form transformation prompt message to the second virtual character participating in the game; after a preset time, determining a target position from a preset resurrection position, and controlling the generation of the first virtual character in the second form at the target position in the game scene.
[0203] Optionally, in response to controlling the first virtual character to transform from the first form to the second form, controlling to update the character attributes of the first virtual character, wherein the updated character attributes include at least one game skill.
[0204] Optionally, in response to controlling the first virtual character to transform from the first form to the second form, the first virtual character is controlled to enter a first target state, wherein the first target state is configured to control the first virtual character to be free from the influence of the target game behavior within a preset time period.
[0205] Optionally, selecting the target position from the preset resurrection positions includes: randomly selecting a position from the preset resurrection position coordinate array as the target position.
[0206] Optionally, the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character is adjusted according to the distance between the second virtual character and the first virtual character.
[0207] Optionally, the step of adjusting the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character according to the distance between the second virtual character and the first virtual character includes: when the distance is greater than a first distance threshold, setting the transparency of the first virtual character to be completely transparent; when the distance is between the second distance threshold and the first distance threshold, setting the transparency of the first virtual character to the first transparency value; when the distance is less than the second distance threshold, setting the transparency of the first virtual character to the second transparency value.
[0208] Optionally, the first distance threshold is greater than the second distance threshold, the second transparency value is greater than the first transparency value, and the first transparency value is greater than the transparency value corresponding to complete transparency.
[0209] Optionally, when the first virtual character is in the second form, the control adjusts at least one of the following game behaviors of the first virtual character: disabling interaction with task interaction objects located in the game game scene; when the game game is in the discussion stage, controlling disabling speaking rights and / or voting rights; when the game game is in the action stage, keeping the voice communication function between the first virtual character and the second virtual character in an available state.
[0210] Optionally, the designated task includes performing target interactive behaviors on a preset number of second virtual characters, and the method further includes: in response to a skill instruction triggered by the first skill, controlling the first virtual character to perform target interactive behaviors on target second virtual characters among the second virtual characters within a preset range, wherein the first skill is a game skill configured for the first virtual character in the second form; controlling the display of a corresponding status identifier on the target second virtual character on which the target interactive behavior is performed; counting the number of target second virtual characters on which the target interactive behavior is performed, and when the preset number is reached, determining that the first virtual character has completed the designated task.
[0211] Optionally, the step of controlling the first virtual character to perform a target interactive behavior on a target second virtual character among the second virtual characters within a preset range includes: detecting a second virtual character in a surviving state within the preset range of the first virtual character; screening out second virtual characters in which the target interactive behavior has not been performed from the surviving second virtual characters as optional second virtual characters; and controlling the execution of the target interactive behavior on the target second virtual character determined from the optional second virtual characters.
[0212] Optionally, in response to a skill instruction triggered by a second skill, the first virtual character is controlled to enter a stealth state, the stealth state is configured to hide the display of the first virtual character from the second virtual character, and the second skill is a game skill configured for the first virtual character in the second form; after the preset stealth time period ends, the display state of the first virtual character is restored.
[0213] Optionally, while the first virtual character is in a stealth state, a collision area is configured for the first virtual character; in response to detecting that the second virtual character and the collision area meet a preset condition, the first virtual character is controlled to be eliminated.
[0214] The electronic device provided by the above-mentioned implementation method allows eliminated players to continue to participate in the game in a new form, providing a more coherent gaming experience and improving the players' interactive satisfaction. At the same time, by adding special skills and victory conditions for the second-form characters, the strategy and diversity of the gameplay are enriched. In addition, by implementing distance-based dynamic transparency adjustment and refined state management for the second-form virtual characters, the device resource usage is effectively optimized and the system operation efficiency is improved.
[0215] Furthermore, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0216] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0217] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0218] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0219] Specifically, the game control method includes providing a graphical user interface through a first terminal device, the graphical user interface including a game game scene, the game game scene including a first virtual character controlled by the first terminal device and multiple second virtual characters participating in the game game, the game game including alternating action phases and discussion phases; in response to an operation received through the first terminal device, controlling the first virtual character to perform game behavior in the game game scene in a first form; in response to the first virtual character being eliminated in the first form, controlling the first virtual character to transform from the first form to the second form and continue to participate in the game game; when the first virtual character is in the second form, in response to an operation received through the first terminal device, controlling the first virtual character to perform game behavior in the game game scene in the second form; when the first virtual character completes a designated task in the second form, determining that the first virtual character obtains a first game result, or, when the first virtual character is eliminated in the second form, determining that the first virtual character obtains a second game result.
[0220] Optionally, the way in which the first virtual character is eliminated in the first form includes at least one of the following: in the action phase, in response to the first virtual character being executed, other second virtual characters execute preset game behaviors, and the first virtual character is controlled to be eliminated in the first form; in the discussion phase, according to the voting results of the discussion phase, the first virtual character is controlled to be eliminated in the first form.
[0221] Optionally, in response to the first virtual character being eliminated in the first form, the step of controlling the first virtual character to transform from the first form to the second form and continue to participate in the game includes: in response to the first virtual character being eliminated in the first form, generating a corresponding target character model according to the elimination position of the first virtual character when the first virtual character is eliminated, the target character model is a representation of the eliminated first virtual character, and the target character model is configured to respond to the target game behavior to trigger entry into the discussion phase; controlling the generation of the second form of the first virtual character in the game game scene, and continuing to participate in the game game.
[0222] Optionally, the step of controlling the first virtual character to transform into the second form and continue to participate in the game includes: when it is detected that the first virtual character is eliminated in the first form, sending a form transformation prompt message to the second virtual character participating in the game; after a preset time, determining a target position from a preset resurrection position, and controlling the generation of the first virtual character in the second form at the target position in the game scene.
[0223] Optionally, in response to controlling the first virtual character to transform from the first form to the second form, controlling to update the character attributes of the first virtual character, wherein the updated character attributes include at least one game skill.
[0224] Optionally, in response to controlling the first virtual character to transform from the first form to the second form, the first virtual character is controlled to enter a first target state, wherein the first target state is configured to control the first virtual character to be free from the influence of the target game behavior within a preset time period.
[0225] Optionally, selecting the target position from the preset resurrection positions includes: randomly selecting a position from the preset resurrection position coordinate array as the target position.
[0226] Optionally, the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character is adjusted according to the distance between the second virtual character and the first virtual character.
[0227] Optionally, the step of adjusting the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character according to the distance between the second virtual character and the first virtual character includes: when the distance is greater than a first distance threshold, setting the transparency of the first virtual character to be completely transparent; when the distance is between the second distance threshold and the first distance threshold, setting the transparency of the first virtual character to the first transparency value; when the distance is less than the second distance threshold, setting the transparency of the first virtual character to the second transparency value.
[0228] Optionally, the first distance threshold is greater than the second distance threshold, the second transparency value is greater than the first transparency value, and the first transparency value is greater than the transparency value corresponding to complete transparency.
[0229] Optionally, when the first virtual character is in the second form, the control adjusts at least one of the following game behaviors of the first virtual character: disabling interaction with task interaction objects located in the game game scene; when the game game is in the discussion stage, controlling disabling speaking rights and / or voting rights; when the game game is in the action stage, keeping the voice communication function between the first virtual character and the second virtual character in an available state.
[0230] Optionally, the designated task includes performing target interactive behaviors on a preset number of second virtual characters, and the method further includes: in response to a skill instruction triggered by the first skill, controlling the first virtual character to perform target interactive behaviors on target second virtual characters among the second virtual characters within a preset range, wherein the first skill is a game skill configured for the first virtual character in the second form; controlling the display of a corresponding status identifier on the target second virtual character on which the target interactive behavior is performed; counting the number of target second virtual characters on which the target interactive behavior is performed, and when the preset number is reached, determining that the first virtual character has completed the designated task.
[0231] Optionally, the step of controlling the first virtual character to perform a target interactive behavior on a target second virtual character among the second virtual characters within a preset range includes: detecting a second virtual character in a surviving state within the preset range of the first virtual character; screening out second virtual characters in which the target interactive behavior has not been performed from the surviving second virtual characters as optional second virtual characters; and controlling the execution of the target interactive behavior on the target second virtual character determined from the optional second virtual characters.
[0232] Optionally, in response to a skill instruction triggered by a second skill, the first virtual character is controlled to enter a stealth state, the stealth state is configured to hide the display of the first virtual character from the second virtual character, and the second skill is a game skill configured for the first virtual character in the second form; after the preset stealth time period ends, the display state of the first virtual character is restored.
[0233] Optionally, while the first virtual character is in a stealth state, a collision area is configured for the first virtual character; in response to detecting that the second virtual character and the collision area meet a preset condition, the first virtual character is controlled to be eliminated.
[0234] The storage location provided by the above-mentioned implementation method allows eliminated players to continue to participate in the game in a new form, providing a more coherent gaming experience and improving the players' interactive satisfaction. At the same time, by adding special skills and victory conditions for the second-form characters, the strategy and diversity of the gameplay are enriched. In addition, by implementing distance-based dynamic transparency adjustment and refined state management for the second-form virtual characters, the device resource usage is effectively optimized and the system operation efficiency is improved.
[0235] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.
[0236] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0237] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A game control method, characterized in that: The method comprises: Providing a graphical user interface via a first terminal device, the graphical user interface including a game scene, the game scene including a first virtual character controlled by the first terminal device and a plurality of second virtual characters participating in the game, the game including alternating action phases and discussion phases; In response to an operation received through the first terminal device, controlling the first virtual character to perform a game behavior in the game scene in a first form; In response to the first virtual character being eliminated in the first form, controlling the first virtual character to transform from the first form to a second form and continue to participate in the game; When the first virtual character is in the second form, in response to an operation received through the first terminal device, controlling the first virtual character to perform a game behavior in the second form in the game scene; When the first virtual character completes the designated task in the second form, it is determined that the first virtual character obtains a first game result; or when the first virtual character is eliminated in the second form, it is determined that the first virtual character obtains a second game result.
2. The control method according to claim 1, wherein: The first virtual character is eliminated in the first form in at least one of the following ways: In the action phase, in response to the first virtual character being executed and the other second virtual character performing a preset game behavior, the first virtual character is controlled to be eliminated in the first form; During the discussion phase, the first virtual character is controlled to be eliminated in the first form according to the voting result of the discussion phase.
3. The control method according to claim 1, wherein: In response to the first virtual character being eliminated in the first form, the step of controlling the first virtual character to transform from the first form to the second form and continue to participate in the game includes: In response to the first virtual character being eliminated in the first form, generating a target character model corresponding to the elimination position of the first virtual character when the first virtual character is eliminated, the target character model representing the eliminated first virtual character, the target character model being configured to respond to a target game behavior to trigger entry into the discussion phase; Control the generation of the first virtual character in the second form in the game scene and continue to participate in the game.
4. The control method according to claim 1, wherein: The step of controlling the first virtual character to transform into the second form and continue to participate in the game includes: When detecting that the first virtual character is eliminated in the first form, sending a form change prompt message to the second virtual character participating in the game; After a preset time has passed, a target position is determined from preset resurrection positions, and the first virtual character in the second form is controlled to be generated at the target position in the game scene.
5. The control method according to claim 4, wherein: The method further comprises: In response to controlling the first virtual character to transform from the first form to the second form, controlling to update the character attributes of the first virtual character, wherein the updated character attributes include at least one game skill.
6. The control method according to claim 4, wherein: The method further comprises: In response to controlling the first virtual character to transform from the first form to the second form, the first virtual character is controlled to enter a first target state, wherein the first target state is configured to control the first virtual character to be free from target game behavior within a preset time period.
7. The control method according to claim 4, wherein: The step of selecting a target location from a preset resurrection location includes: A position is randomly selected from the preset resurrection position coordinate array as the target position.
8. The control method according to claim 1, wherein: The method further comprises: According to the distance between the second virtual character and the first virtual character, the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character is adjusted.
9. The control method according to claim 8, wherein: The step of adjusting the display transparency of the first virtual character in the second form in the graphical user interface of the second terminal corresponding to the second virtual character according to the distance between the second virtual character and the first virtual character comprises: When the distance is greater than a first distance threshold, setting the transparency of the first virtual character to be completely transparent; When the distance is between a second distance threshold and a first distance threshold, setting the transparency of the first virtual character to a first transparency value; When the distance is less than a second distance threshold, the transparency of the first virtual character is set to a second transparency value.
10. The control method according to claim 9, wherein: The first distance threshold is greater than the second distance threshold, the second transparency value is greater than the first transparency value, and the first transparency value is greater than a transparency value corresponding to complete transparency.
11. The control method according to claim 1, wherein: The method further comprises: When the first virtual character is in the second form, controlling to adjust at least one of the following game behaviors of the first virtual character: Disabling interaction with task interaction objects located in the game scene; When the game is in the discussion phase, controlling the disabling of speaking rights and / or voting rights; When the game is in the action phase, the voice communication function between the first virtual character and the second virtual character is kept in an available state.
12. The control method according to claim 1, wherein: The designated task includes performing target interactive behaviors on a preset number of second virtual characters, and the method further includes: In response to a skill instruction triggered by a first skill, controlling the first virtual character to perform the target interactive behavior on a target second virtual character among the second virtual characters within a preset range, wherein the first skill is a game skill configured for the first virtual character in the second form; Controlling the display of a corresponding status indicator on the target second virtual character on which the target interactive behavior is executed; The number of target second virtual characters that have performed the target interactive behavior is counted, and when a preset number is reached, it is determined that the first virtual character has completed the designated task.
13. The control method according to claim 12, wherein: The step of controlling the first virtual character to perform the target interactive behavior on a target second virtual character among the second virtual characters within a preset range includes: Detecting a second virtual character in a live state within a preset range of the first virtual character; Filtering out, from the second virtual characters in the surviving state, second virtual characters on which the target interactive behavior has not been performed as optional second virtual characters; The target interactive behavior is controlled to be performed on a target second virtual character determined from the selectable second virtual characters.
14. The control method according to claim 1, wherein: The method further comprises: In response to a skill instruction triggered by a second skill, the first virtual character is controlled to enter a stealth state, wherein the stealth state is configured to hide the display of the first virtual character from the second virtual character, and the second skill is a game skill configured for the first virtual character in the second state After the preset invisibility time period ends, the display state of the first virtual character is restored.
15. The control method according to claim 14, wherein: The method further comprises: a collision area configured for the first virtual character while the first virtual character is in an invisible state; In response to detecting that the second virtual character and the collision area satisfy a preset condition, the first virtual character is controlled to be eliminated.
16. The control method according to claim 15, wherein: The size of the collision area is determined by at least one of the following methods: The size of the collision area is a preset size; The size of the collision area is configured to be determined according to the number of times the first virtual object performs a preset game behavior on the second virtual object within a preset range.
17. A game control device, characterized in that: The device comprises: A display device configured to provide a graphical user interface through a first terminal device, wherein the graphical user interface includes a game scene, the game scene includes a first virtual character controlled by the first terminal device and a plurality of second virtual characters participating in the game, and the game includes alternating action phases and discussion phases; A control device configured to control the first virtual character to perform a game behavior in the game scene in a first form in response to an operation received through the first terminal device; an elimination device, configured to, in response to the first virtual character being eliminated in the first form, control the first virtual character to transform from the first form to a second form and continue to participate in the game; The control device is further configured to, when the first virtual character is in the second form, respond to an operation received through the first terminal device to control the first virtual character to perform a game behavior in the second form in the game scene; The settlement device is configured to determine that the first virtual character obtains a first game result when the first virtual character completes the designated task in the second form, or to determine that the first virtual character game obtains a second game result when the first virtual character is eliminated in the second form.
18. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game control method according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a plurality of instructions, which are suitable for being loaded by a processor to execute the steps of the game control method according to any one of claims 1 to 16.