Game control method and device, electronic equipment and storage medium

By setting up a permission panel and behavior interception feedback on the game interface, the problem of imprecise control over visiting player activities in open-world multiplayer games has been solved, enabling precise management of resources, areas, and activities, thereby improving the user experience and game richness.

CN120860592APending Publication Date: 2025-10-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510798133.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-13
Publication Date
2025-10-31

AI Technical Summary

Technical Problem

In large-scale online games, existing technology lacks fine-grained control over the activities of visiting players, resulting in cumbersome user operations and the need for frequent communication to maintain resource security.

Method used

By displaying a permission settings panel on the graphical user interface, the host player can set the activity permissions for visiting player virtual characters and control the behavior of visiting players based on these settings, while providing behavior interception feedback when restricted behavior occurs.

Benefits of technology

It enables precise control over resources, areas, and activities, enhances the interactive experience, allows users to manage the behavior of visiting players in real time without cumbersome operations, and enriches the gameplay depth of multiplayer online games.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game control method and device, electronic equipment and a storage medium, a graphical user interface is provided through a terminal, the content displayed by the graphical user interface comprises at least part of a game scene, and the game scene comprises a host player virtual role and a visiting player virtual role; displaying a permission setting panel on the graphical user interface, wherein the permission setting panel is used for setting the activity permission of the virtual character of the visited player in the game scene; acquiring permission setting information in a permission setting panel; on the basis of the permission setting information, controlling the behavior of the virtual character of the visited player in the game scene; and when the virtual character of the visited player executes the limited behavior, providing behavior interception feedback. Through the method provided by the invention, the owner player can finely set the activity authority of the visited player through a visual graphical interface, so that accurate control on resources, regions and activities is realized, and the interaction experience is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of gaming, and in particular to a method, apparatus, electronic device, and storage medium for controlling a game. Background Technology

[0002] In open-world multiplayer games, players can allow other players to enter their game world to interact, explore content together, and experience the fun of multiplayer cooperation. Related technologies typically include blacklisting to prevent specific players from entering the world, or logging visitor activity for post-event feedback, but these methods lack fine-grained control over specific activities. This results in cumbersome user operations and requires frequent communication to maintain resource security. Summary of the Invention

[0003] The purpose of this disclosure is to provide a game control method, device, electronic device, and storage medium to achieve fine-grained management and real-time control of the activity permissions of visiting players.

[0004] In a first aspect, this disclosure provides a game control method, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of the game scene, including a virtual character representing the main player and virtual characters representing visiting players. The method includes: displaying a permission setting panel on the GUI, the permission setting panel being used to set the activity permissions of the visiting player's virtual character in the game scene; obtaining permission setting information from the permission setting panel; controlling the behavior of the visiting player's virtual character in the game scene based on the permission setting information; and providing behavior interception feedback when the visiting player's virtual character performs restricted behavior.

[0005] Secondly, this disclosure provides a game control device that provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of the game scene, which includes a virtual character representing the main player and virtual characters representing visiting players. The device includes: a display module for displaying a permission setting panel on the GUI, the permission setting panel being used to set the activity permissions of the visiting player's virtual character in the game scene; an acquisition module for acquiring permission setting information from the permission setting panel; a control module for controlling the behavior of the visiting player's virtual character in the game scene based on the permission setting information; and a feedback module for providing behavior interception feedback when the visiting player's virtual character performs restricted behavior.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to perform the steps in the game control method described in any of the preceding claims.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the steps in the game control method described above.

[0008] This disclosure provides a game control method, device, electronic device, and storage medium. A graphical user interface (GUI) is provided via a terminal. The GUI displays at least a portion of the game scene, including a virtual character representing the main player and virtual characters representing visiting players. A permission settings panel is displayed on the GUI, used to set the activity permissions of the visiting player's virtual character within the game scene. Permission settings information from the panel is acquired. Based on the permission settings information, the behavior of the visiting player's virtual character within the game scene is controlled. When the visiting player's virtual character performs restricted actions, behavior interception feedback is provided. The method provided by this embodiment allows the main player to finely set the activity permissions of visiting players through an intuitive graphical interface, achieving precise control over resources, areas, and activities, improving the interactive experience, and enabling users to manage visiting player behavior in real time without cumbersome operations. It also enriches the depth of multiplayer gameplay, allowing players to flexibly set permission modes according to different social needs, thus enhancing the game's richness. Attached Figure Description

[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0010] Figure 1 This is a schematic flowchart of a game control method provided in an embodiment of the present disclosure; Figure 2 This is a schematic diagram illustrating the application of a game control method provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram illustrating another application of a game control method provided in this disclosure embodiment; Figure 4 This is a schematic diagram illustrating another application of a game control method provided in this disclosure embodiment; Figure 5 This is a schematic diagram illustrating another application of a game control method provided in this disclosure embodiment; Figure 6 This is a schematic diagram of the structure of a game control device provided in an embodiment of the present disclosure; Figure 7This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. Detailed Implementation

[0011] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0012] It should be noted that the information (including but not limited to user input information, such as information entered by the user into input boxes), data (including but not limited to data used for analysis, stored data, and displayed data, such as context code, all code of the current project, the service pressure corresponding to operations performed on all code of the current project, and the code development status of the current project), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with relevant laws, regulations, and standards. For example, the context code, operations performed on all code of the current project, the corresponding service pressure, and the code development status involved in this application were all obtained with full authorization.

[0013] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate for the embodiments of the invention described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0014] It should also be noted that the various trigger events disclosed in this manual can be preset, and different trigger events can trigger the execution of different functions.

[0015] In one embodiment of this disclosure, the game control method can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0016] In an optional implementation, cloud gaming can run within the cloud interaction system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.

[0017] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0018] This embodiment provides a method for controlling a game. Figure 1 This is a flowchart 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 S110: Display the permission settings panel on the graphical user interface. The permission settings panel is used to set the activity permissions of visiting player virtual characters in the game scene. Step S120: Obtain permission setting information from the permission setting panel; Step S130: Based on the permission settings information, control the behavior of the visiting player's virtual character in the game scene; Step S140: Provide behavior interception feedback when the visiting player's virtual character performs restricted behavior.

[0019] The method provided in this embodiment allows the host player to finely set the activity permissions of visiting players through an intuitive graphical interface, achieving precise control over resources, areas, and activities, improving the interactive experience, and allowing users to manage the behavior of visiting players in real time without cumbersome operations; at the same time, it enriches the depth of multiplayer online gameplay, allowing players to flexibly set permission modes according to different social needs, thus enhancing the richness of the game.

[0020] The steps described above are explained in detail below.

[0021] In step S110, a permission setting panel is displayed on the graphical user interface. The permission setting panel is used to set the activity permissions of the visiting player's virtual character in the game scene. When applied, the content displayed on the graphical user interface includes at least a portion of the game scene, which includes the host player's virtual character and the visiting player's virtual character.

[0022] Specifically, in open-world multiplayer games, when other players enter the host player's game world, the system will provide a permission settings panel on the host player's graphical user interface, so that the host player can set and manage the visiting player's activity permissions in the game scene, thereby achieving fine-grained control over the visiting player's behavior.

[0023] The graphical user interface (GUI) serves as the main interactive interface in a game, displaying the game scene and providing a set of visual elements for user interaction. The GUI is responsible for showcasing game content and receiving user input commands.

[0024] In one alternative implementation, the graphical user interface (GUI) can be an interactive interface designed based on the characteristics of different terminal devices, including a touch interface adapted to mobile phone screens, a keyboard and mouse operation interface adapted to computers, or an immersive interface adapted to VR devices. For example, in mobile games, the GUI may be an interface that occupies the entire mobile phone screen, with the game scene displayed at the bottom, operation buttons on the upper right, and a mini-map on the upper left. Players can interact with the game by touching different areas of the screen.

[0025] In an optional implementation, the graphical user interface can include a multi-level menu structure, using a combination of components such as main menus, submenus, and dialog boxes to categorize and guide complex functions. For example, when a player clicks the "Visiting Players" icon in the upper right corner of the interface, a panel containing a list of all visiting players will pop up. The player can select a specific player for permission management, and then click the "Permission Settings" button to open a detailed permission settings panel.

[0026] The permission settings panel is an interactive interface component specifically designed for configuring the activity permissions of visiting players. It provides permission rule configuration options and translates user settings into system-executable rules.

[0027] In an optional implementation, the permission settings panel can adopt a categorized tab structure, placing different types of permission settings (such as resource permissions, area permissions, activity permissions, etc.) under different tabs, improving the clarity of settings and operational efficiency. For example, the permission settings panel may contain four main tabs: "Resource Collection," "Area Access," "Dungeon Participation," and "Interaction Permissions." After clicking the "Resource Collection" tab, players can see a list of all collectable resources and set whether visiting players are allowed to collect each resource using toggle buttons.

[0028] In an optional implementation, the permission settings panel can provide a real-time preview function. When a user adjusts permission settings, the interface can intuitively display the effect of the settings, such as highlighting allowed areas on the map or marking allowed / prohibited resources with different colors. For example, when the owner player defines an activity area in the permission settings panel, a semi-transparent color overlay will appear on the map in real time, intuitively showing the boundaries of the set activity range, helping the owner to more accurately control the activity area of ​​visiting players.

[0029] The visiting player's virtual avatar can be the virtual image of other players entering the host player's game world. The visiting player's virtual avatar has the function of representing external players in performing various game activities in the host player's world.

[0030] In one alternative implementation, visiting player avatars can have identifiable visual identifiers, such as a special icon above their name, a character halo, or a unique naming color, so that the host player can quickly distinguish visiting players from NPCs or their own character. For example, in the host's game world, a blue "Visitor" icon will be displayed above the name of all visiting players, and they will be marked with a different blue dot on the minimap than NPCs, making it easy for the host to know the location and identity of visiting players at any time.

[0031] In an optional implementation, the visiting player's virtual character can be equipped with a status indicator that displays their current activity status in real time, such as "Gathering," "Combat," or "Building," helping the host player understand the visitor's behavior. For example, when a visiting player is gathering rare ores in the host's world, a status message "Gathering: Starlight Ore" will appear above their character's head, and the player's current activity will also be updated in the host's interface status panel, allowing the host to keep track of the resource gathering progress.

[0032] In one alternative implementation, visiting player virtual characters can display different appearance effects based on their permission levels. Trusted visitors with higher permissions may have special appearance effects or titles, while restricted visitors may have prominent restriction indicators. For example, the host can set up a trust level system, granting different levels of trust badges to different visitors. These badges will be displayed in the form of character halos. Visitors with gold halos have higher permissions and can move freely, while visitors with red halos are strictly restricted, only able to move in designated areas and unable to collect resources.

[0033] In step S120, the permission setting information in the permission setting panel is obtained.

[0034] Specifically, the system obtains the various permission rules and parameters configured by the owner player through the permission settings panel, and converts them into structured permission setting information for subsequent control and judgment of visiting player behavior.

[0035] The permission settings information can be a set of rule data configured by the host player through the permission settings panel. The permission settings information serves to define the boundaries of the actions that visiting players can and are restricted from taking in the game world.

[0036] In an optional implementation, permission settings can be stored in a multi-level structured data format, including permission categories (such as resource permissions, area permissions), specific items (such as specific resource types, specific areas), permission status (allowed / prohibited), and parameters such as possible time conditions or quantity restrictions. For example, a complete permission setting might be: "Resource Permission - Rare Ore - Prohibited from Mining - Valid All Day" or "Area Permission - Main Base - Access Allowed - Limited to 2 Hours Per Day". This structured data facilitates the system's rapid retrieval and determination of whether a specific behavior violates the permission settings.

[0037] In step S130, the behavior of the visiting player's virtual character in the game scene is controlled based on the permission settings information.

[0038] Specifically, the system establishes a behavior control mechanism based on the acquired permission settings information, and monitors and verifies the permissions of visiting players' various operations in the game scene in real time to ensure that their behavior complies with the rules set by the owner player.

[0039] Behavior control, in this context, refers to the process of judging and processing the actions of visiting players based on permission rules. Behavior control ensures that visiting players' activities adhere to the permission boundaries set by the owner.

[0040] In an optional implementation, behavior control can employ a pre-interception mode. Before a visiting player actually performs an action, the system first determines whether the action complies with permission settings. If it violates permission rules, the action is directly intercepted to avoid requiring a game rollback. For example, when a visiting player clicks on a rare plant that is set to "Do Not Collect," the system will detect the violation before the character begins the collecting animation, directly prohibiting the collecting action and sending the player a "No permission to collect this resource" message, ensuring that the restricted resource is not consumed.

[0041] In one alternative implementation, behavior control can achieve dynamic management of area boundaries by calculating the relationship between the visiting player's location and the allowed activity area in real time, and preventing the player from crossing the boundary. For example, when the main player defines a circular allowed activity area on the map, and the visiting player walks to the edge of the area and attempts to move further outward, the system will detect that the movement will cause the character's position to exceed the allowed area, automatically cancel the movement command, and display a semi-transparent area boundary prompt to inform the player that the limit of the activity range has been reached.

[0042] In an alternative implementation, behavior control can employ differentiated control strategies based on different behavior types. For resource gathering, a complete ban strategy might be adopted; for area movement, a guided return strategy might be used; and for instance participation, a conditional restriction strategy might be implemented. For example, for resources that are prohibited from gathering, the system might directly disable the relevant gathering button; for prohibited areas, the system might allow brief entry but trigger a "leaving safe area" warning and guide the player back; for instances with restricted participation, the system might set conditional restrictions, such as "must be accompanied by the host player" or "must reach a specific trust level" before entry.

[0043] In step S140, when a visiting player's virtual character performs restricted behavior, behavior interception feedback is provided.

[0044] Specifically, when the system detects and blocks restricted behavior performed by visiting players, it will provide clear feedback to the relevant players, explain the reason for the block and provide possible solutions, thereby enhancing the transparency and friendliness of the game experience.

[0045] Behavior interception feedback can be a notification and explanation provided to the player after the system blocks a restricted behavior. Behavior interception feedback enhances user experience transparency and prevents the game experience from being fragmented due to permission restrictions.

[0046] In an optional implementation, behavior blocking feedback can employ a multi-layered feedback mechanism, including immediate visual feedback (such as the target turning red or displaying a prohibited icon), text prompts (such as a pop-up explanation box explaining the reason for the restriction), and sound prompts (such as playing specific warning sound effects), comprehensively conveying permission restriction information. For example, when a visiting player attempts to enter a prohibited area, a red semi-transparent barrier effect appears in front of the character, while a prompt box stating "This area requires owner authorization to enter" pops up in the center of the screen, accompanied by a gentle warning sound effect, allowing the player to immediately understand the reason for the behavior being blocked and possible solutions.

[0047] In an optional implementation, behavior interception feedback can provide a permission request mechanism. When a player's behavior is intercepted, the system not only informs them of the reason for the interception but also provides the option to "request temporary permission from the owner," enhancing social interactivity. For example, when a visiting player attempts to collect a restricted rare flower, the system intercepts the operation and displays a prompt: "This resource requires special permission to collect. Do you want to request collection permission from the owner?" If the player selects "yes," the system sends a permission request notification to the owner, who can choose to temporarily grant permission or maintain the restriction. This mechanism maintains the rigor of the permission system while providing flexible space for social negotiation.

[0048] like Figure 2 The interface shown is the game world of player "Tan Tan Zai". Currently, three players, "Visitor 1", "Visitor 2" and "Visitor 3", have entered "Tan Tan Zai's" game world. "Visitor 2" is displayed within "Tan Tan Zai's" current field of view. "Visitor 1" and "Visitor 3" are not within "Tan Tan Zai's" current field of view.

[0049] Players can open the status panel 201 by clicking the red flag button in the upper left corner of the game's main interface. The status panel 201 includes the avatars, names, and current activity status of the three players, "Visitor 1", "Visitor 2", and "Visitor 3". The current activity status of "Visitor 1" is "In Battle", the current activity status of "Visitor 2" is "Acquired 5 Iron Ore", and the current activity status of "Visitor 3" is also "Acquired 8 Iron Ore".

[0050] When the details button 202 next to "Visitor 1" is clicked, the interaction panel 203 is displayed next to the status panel 201. The interaction panel 203 includes three interaction options: set permissions, track and follow, and resource list.

[0051] After clicking the "Set Permissions" interaction option in interaction panel 203, permission settings panel 301 will be displayed in the game interface, as shown below. Figure 3 As shown. From Figure 3As can be seen, the permission settings panel 301 includes permission settings such as "Restrict Collection Types", "Restrict Action Area", "Restrict Dungeons", and "Restrict Quests". When setting permissions, you can select one or more permission settings. Furthermore, by clicking the arrow next to the "Restrict Collection Types" permission setting, you can further select the specific types of collection to be restricted. If no selection is made, the default is to restrict the collection of all types, that is, visiting players are not allowed to collect any kind of resources in Minecraft.

[0052] After clicking the "Supply List" interaction option in interaction panel 203, the supply list 401 corresponding to "Visitor 1" will be displayed in the game interface. (See reference) Figure 4 As shown, the resource list 401 includes the resources already obtained by "Visitor 1". A "Restrict" button is provided next to each obtained resource. If "Visitor 1" has obtained a lot of a certain resource, the player can click the "Restrict" button to restrict him from obtaining more. The "Restrict" button will then change to a "Cancel Restriction" button. If the player clicks the "Cancel Restriction" button, the visiting player "Visitor 1" will be allowed to obtain the corresponding resource again.

[0053] In another specific application of this application, see Figure 5 , Figure 5 This displays a large map corresponding to the player's game world in "Multiplayer" mode. On this map, visiting players are identified by their location within the host's world, such as player 5. Clicking on player identifier 2 reveals an interaction panel 501, which includes several interactive options: setting permissions, resource list, defining activity area, and tracking / following. Players can set permissions for visiting players, view their acquired resources, define their activity area, or track / follow them.

[0054] In a game control method provided in one embodiment of this application, the permission settings panel includes at least one of the following: The resource type restriction setting is used to restrict the visiting player's virtual character from collecting specific resources; The instance restriction setting is used to restrict the visiting player's virtual character from entering a specific instance; The activity restriction settings are used to restrict the visiting player's virtual character from participating in specific activities; The area restriction setting is used to restrict the activity range of the visiting player's virtual character.

[0055] The method provided in this implementation allows world owners to implement refined permission management for visiting players. By combining various restriction settings, it balances the needs of resource protection and social interaction, effectively preventing the loss of game experience caused by unauthorized resource consumption, while maintaining good interaction between players. This not only improves the interactive experience but also enriches the diversity of game content, solving the technical problem of overly rudimentary permission control in traditional games.

[0056] Resource type restriction settings are interactive interface elements in the game scene used to precisely control visiting players' resource acquisition permissions. These settings typically filter and restrict visiting players' collection of specific resources within the game.

[0057] In one optional implementation, the resource type restriction settings are presented in the form of a category list, categorizing in-game resources according to rarity, type, or importance. The world owner can select which types of resources are allowed or prohibited from being collected by checking boxes or toggling switches. For example, in an open-world adventure game, the resource type restriction settings could display resource categories such as "Ore," "Herbal," and "Magic Materials," with specific resource names listed under each category, such as "Refined Iron Ore" and "Magic Crystal." Players can set whether visiting players are allowed to collect these resources by clicking the toggle buttons next to these resource names.

[0058] In one optional implementation, the resource type restriction settings allow setting an upper limit on the number of resources that can be collected. The host player can specify the maximum number of resources that visiting players are allowed to collect for each type of resource. Once the limit is reached, the system will automatically prevent further collection. For example, the host player can set the collection limit for "gold ore" to 10 in the resource type restriction settings using a slider or numeric input box. If a visiting player has already collected 10 pieces of gold ore and continues to attempt to collect, the system will display "Collection limit set by the host has been reached" and block the operation.

[0059] In one optional implementation, the resource type restriction settings provide a resource importance marking function. The system will automatically add importance marks to resources based on factors such as rarity, refresh time, and game value, making it easy for the owner player to quickly identify and protect critical resources. For example, the game will automatically add a "rare" mark to the "Starflower" resource with a refresh time of more than 24 hours and restrict visiting players from collecting it by default. The owner player can see resource items with the rare mark in the settings panel and can modify their permission settings as needed.

[0060] The instance restriction settings are functions used in the game to control the access permissions of visiting players to specific game instances. These settings typically filter and restrict visiting players from participating in independent challenge content within the game.

[0061] In one optional implementation, the instance restriction settings display all accessible instances in the game as an icon list, with each instance icon accompanied by a permission toggle switch, allowing the main player to intuitively control access permissions for each instance. For example, the game's instance restriction settings panel displays beautifully designed icons for instances such as "Dragon's Nest Cave," "Forgotten Temple," and "Star Tower." The main player can quickly toggle between allowing or disallowing visiting players to enter these instances by clicking the toggle button next to these instance icons.

[0062] In one optional implementation, the instance restriction settings provide a tiered instance permission function, allowing the host player to set different levels of instance permissions for visiting players, such as "observe only," "participate but cannot receive rewards," or "fully participate." For example, for the "Ancient Ruins" instance, if the host player sets the permission to "observe only," visiting player Xiao Li can only follow and watch but cannot interact with the monsters or trigger mechanisms within the instance. For the "Forest Trial" instance, if the host player sets the permission to "participate but cannot receive rewards," visiting player can participate in the entire instance challenge but will not receive any reward items after the instance ends.

[0063] In one optional implementation, the instance restriction settings include a progress protection function. The main player can set the system to only allow visiting players to enter completed instances, while automatically restricting access to instances that are being unlocked or have not yet been completed, preventing the storyline or game experience from being revealed in advance. For example, if the main player has completed the first five chapters of the main story instances but has not yet unlocked the sixth chapter, "Gate of Destiny," the system will automatically mark "Gate of Destiny" and subsequent instances as prohibited from entering by visiting players, protecting the game experience from being disrupted even if the main player forgets to manually set it.

[0064] The activity restriction settings are functional modules within the game interface used to control the permissions of visiting players to participate in specific game activities. These settings typically filter and manage various temporary or permanent game content that visiting players can participate in.

[0065] In one optional implementation, the activity restriction settings display various current and upcoming in-game activities in a calendar view. The host player can set visitor participation permissions for each activity by checking or unchecking the boxes. For example, the game may have activities such as "Harvest Festival Celebration," "Battlegrounds Tournament," and "Treasure Hunter" this week. The host player can see the distribution of these activities in their respective time periods in the calendar view of the activity restriction settings panel and decide whether to allow visiting players to participate in these activities by clicking the checkboxes next to each activity entry.

[0066] In an optional implementation, the activity restriction settings offer a batch setting function for activity types. The host player can set permissions in batches according to activity types such as "competitive," "cooperative," and "collective," improving setting efficiency. For example, if the host player wants to prohibit visiting players from participating in any competitive activities, they can find the "Set by Activity Type" option in the activity restriction settings, then select "Competitive Activities" and click the "Block All" button. The system will automatically set all activities marked as competitive to a state where visiting players are prohibited from participating, without needing to set them one by one.

[0067] In one optional implementation, the activity restriction settings allow setting participation conditions for activities. The host player can specify that only visiting players who meet certain conditions (such as reaching a certain level or possessing certain equipment) can participate in certain activities. For example, in the activity restriction settings, the host player can set the participation condition for the "Ancient Ruins Exploration" activity to "level 30 or higher and possessing explorer equipment." Thus, when a visiting player with a level of only 25 attempts to participate in the activity, the system will display a message stating "participation conditions are not met" and reject their participation request.

[0068] Among these, the area restriction settings are interactive controls in the game interface that allow the main player to define the area where visitors can move around. Area restriction settings typically serve to visually limit the area where visiting players can move within the game map.

[0069] In one optional implementation, the area restriction settings provide map drawing tools, allowing the host player to draw polygonal, circular, or rectangular areas on the game map by clicking and dragging to specify the permitted area for visiting players. For example, after the host player opens the area restriction settings panel, the system displays a top-down map of the entire game world. The player selects the "Circle Tool," clicks on the map to define the center point, and then drags the mouse or touchscreen to adjust the radius, ultimately creating a circular activity area covering the "Central Plaza" and the "Commercial Area." Visiting players can only move freely within this area.

[0070] In an optional implementation, the area restriction settings support multi-area management, allowing the main player to draw multiple non-contiguous activity areas on the map and set different access permissions or activity rules for each area.

[0071] In one embodiment of this application, a game control method is provided, which further includes: Responding to trigger operations related to area restriction settings, control the game scene or the corresponding large map to enter a renderable state; Respond to area drawing operations for game scenes or large maps; Based on region drawing operations, active areas are generated on the game scene map.

[0072] The method provided in this embodiment enables players to accurately delineate the activity range of visiting players through intuitive drawing, improving the flexibility and accuracy of permission settings, further enhancing the master player's control over their game world, effectively preventing unauthorized game behavior, improving the order of player interaction within the game and the overall quality of the game experience, while maintaining a good social interaction experience.

[0073] The above plan will be explained in detail below.

[0074] Specifically, when a player selects the area restriction setting in the permission settings panel, the game system responds to the trigger operation by switching the game scene or the corresponding large map to a drawable state, allowing the player to delineate the activity area of ​​visiting players on the map.

[0075] In an alternative implementation, the area restriction setting can be represented as a dedicated tab or button in the permission settings panel. When a player selects this option, the system automatically switches to map display mode. For example, the main player can click the tab labeled "Area Restriction" in the permission settings panel, and the system will then display the game world map interface with a prompt message at the top of the interface: "Please draw the area where visitors are allowed to move around."

[0076] In an alternative implementation, area restriction settings can be visually presented in various ways, such as highlighted buttons, options with map icons, or interactive elements with fence symbols, to intuitively convey their functionality. For example, in the "Activity Restrictions" area of ​​the permission settings panel, a button with a map and drawing pen icons might be displayed. When the main player clicks it, a toolbar appears at the top of the screen, providing different drawing tools for the player to choose from.

[0077] Specifically, when the game scene or large map is in a drawable state, the system responds to the drawing operations performed by the player on the map. These operations are used to mark the activity range boundaries of visiting players.

[0078] Among them, area drawing is an interactive behavior that allows players to mark the boundaries of areas on the game scene or large map in a specific way. Specifically, area drawing is the process by which the main player draws shapes on the map or game scene by touching, clicking, or dragging to determine the range of activities allowed for visiting players.

[0079] Secondly, area drawing operations typically serve to intuitively define and visualize the boundaries of visiting player activity.

[0080] In one alternative implementation, the area drawing operation can include multiple drawing modes, such as circular area drawing (specifying a center point and radius), rectangular area drawing (specifying two diagonal points), or freeform drawing (connecting multiple points to form a polygon). For example, the player can select the circle tool, then click on the map to determine the center point, and then drag to determine the radius to form a circular activity area; or select the polygon tool and click on multiple locations on the map in sequence to connect them into a closed polygonal area.

[0081] In one alternative implementation, the region drawing operation can be performed through click, swipe, long press, and / or other operations. When using a touchscreen device, players can directly slide their fingers on the map to draw regions; when using a mouse device, they can click to define key points and drag to adjust the shape of the region. For example, when using a polygon drawing tool, players can click on different locations on the map in sequence to define the vertices of the polygon, and the system automatically connects these points to form a closed region. Players can double-click the last point or click the "Done" button to end the drawing.

[0082] In an alternative implementation, the system may also provide editing functionality, allowing players to adjust drawn portions during the drawing process, such as moving point positions, deleting points, or resizing the entire area. For example, after a player completes the initial drawing, the system displays draggable control points on the area boundary. Players can drag these points to adjust the shape of the area, or click the delete icon on a control point to remove it, making the area boundary more aligned with the desired requirements.

[0083] Based on the region drawing operation, an active area is generated on the game scene map.

[0084] Specifically, the system generates and displays an active area on the game scene map based on the player's area drawing operations. This area defines the range in which visiting players are allowed to move around.

[0085] The movable area can be a specific range marked on the game scene map by the system based on player drawing operations. Specifically, the movable area is a spatial boundary that is visually marked in the game world, used to limit the range of movement and interaction for visiting player characters.

[0086] In an alternative implementation, explorable areas can be displayed on the map using specific visual effects, such as a semi-transparent colored overlay, flashing boundary lines, or special area textures, allowing both the host player and visiting players to clearly identify restricted areas. For example, the system can overlay a semi-transparent green area on a drawn area to indicate the permitted range, while areas outside the designated zone may be displayed with a red semi-transparent overlay or marked with a prohibition symbol, visually indicating that these areas are off-limits.

[0087] In an optional implementation, the system can support setting multiple different activity areas, each of which can be applied to different visiting players or player groups to achieve differentiated access control. For example, the host player can set a larger activity area including the main city and resource areas for close friend A, while setting only a small area including the main city for player B who is visiting for the first time. The system will mark and apply corresponding activity restrictions to different visitors.

[0088] In an alternative implementation, the activity area settings can be combined with time conditions, such as setting activity restrictions during specific time periods or automatically adjusting as the game progresses. For example, the main player can set a daytime period (in-game time 8:00-18:00) during which visitors can move freely across the entire map, while during the nighttime period they are limited to the main city area. The system will automatically switch between different activity area settings based on the in-game time.

[0089] In one embodiment of this application, a game control method is provided, which further includes: The graphical user interface displays a status panel, which includes the identifiers of each visiting player's virtual character and their respective current activity status.

[0090] The method provided in this implementation allows the main player to monitor and understand the specific activities of visiting players in the game scene in real time, improving the interactive experience and enhancing the sense of social connection within the game. By intuitively displaying the activity status of visiting players through a status panel, the main player can quickly grasp what is happening in the game scene, making permission management more precise and effective. This protects game resources while maintaining a positive social interaction experience, thereby enhancing the game's richness. Simultaneously, this method solves the computer domain problem of traditional games being unable to monitor visiting player behavior in real time, optimizing the interactive experience and resource management mechanisms of multiplayer online games.

[0091] Specifically, during the game, the system will display a status panel on the main player's graphical user interface. This status panel will display information about all visiting player virtual characters currently in the game scene, including the identification information of each visiting player virtual character and their current activity status, so that the main player can understand the behavior of visiting players in the game scene in real time.

[0092] In an alternative implementation, the status panel can be a floating window located at the edge of the game interface, such as the upper right corner or left side, displaying information in a way that does not interfere with the main game screen. For example, the status panel can be semi-transparent, becoming completely opaque when the mouse hovers over it, and displaying the avatars, names, and current activity status of all visiting players in a list format, such as "Xiaoming - mining iron ore" and "Angel - exploring the forest area".

[0093] The identifier for visiting player virtual characters serves as a marker to represent and distinguish different visiting players in the game. This identifier typically allows for quick identification and differentiation of different players, facilitating targeted management by the controlling player.

[0094] In one optional implementation, the identifier for a visiting player's virtual character may include a combination of information such as the player's nickname, avatar, and unique ID, ensuring accurate identification of each visiting player in the game scene. For example, the identifier for each visiting player in the status panel may consist of a circular avatar, a displayed name, and a special label (such as a VIP badge or friend level icon), allowing the host player to quickly identify and determine the intimacy of their relationship with different visiting players.

[0095] In one optional implementation, the identifiers of visiting player virtual characters can be categorized and displayed according to the social relationships between players. For example, friends, guild members, and strangers can be grouped and distinguished by different border colors or special markers. For instance, the status panel can divide visiting players into three categories: "close friends," "regular friends," and "stranger visitors," identified by gold, silver, and bronze borders, respectively. The host player can quickly decide whether to adjust the permission settings for specific players based on the closeness of their social relationship.

[0096] In an optional implementation, the visitor's virtual character's identifier can include interactive elements, allowing the host player to directly perform related operations by clicking the identifier, such as viewing detailed information, adjusting permissions, or sending messages. For example, when the host player clicks on a visitor's avatar in the status panel, a quick action menu will pop up, providing options such as "View Details," "Adjust Permissions," "Send Message," and "Invite to Team Up," achieving efficient player management.

[0097] The current activity status can reflect the real-time behavior or situation of the visiting player's virtual character in the game scene. The current activity status typically provides transparency regarding the visiting player's behavior, helping the main player understand the activities taking place within the scene.

[0098] In an optional implementation, the current activity status can include a detailed description of the behavior and duration information, such as "Gathering gold ore (2 minutes 30 seconds)" or "Exploring a ruin instance (15 minutes entered)," allowing the host player to have a comprehensive understanding of the visiting player's activities. For example, when a visiting player begins gathering rare herbs in the host player's territory, the status panel will not only display "Gathering Moongrass," but will also time the event and display the progress in real time. The host player can decide whether to intervene based on the importance of the resource and the gathering time.

[0099] In one optional implementation, the current activity status can be displayed in conjunction with in-game geolocation information, including the specific area where the visiting player is located in the status description, such as "collecting magic crystals at Crystal Lake" or "challenging the fire dragon BOSS in the volcanic cave." For example, the status panel can link the activity status with the minimap location marker. When it displays "Player Xiaoming is chopping oak trees in the Eastern Forest," clicking on this status information can quickly locate the player's position on the map, making it convenient for the owner player to manage their space.

[0100] In a game control method provided in one embodiment of this application, a permission setting panel is displayed on the graphical user interface, including: In response to the first trigger operation for any visiting player virtual character in the status panel, display the permission settings panel of the visiting player virtual character triggered by the first trigger operation on the graphical user interface.

[0101] Specifically, when the main player sees the information of a visiting player's virtual character in the status panel of the game interface, they can perform a specific trigger operation to bring up the permission settings panel of that visiting player's virtual character, thereby personalizing and adjusting the activity permissions of that specific visiting player.

[0102] The status panel is an information display area on the game's graphical user interface, used to show the basic information and status of all visiting player virtual characters currently active in the main player's game scene. The status panel typically serves to integrate and visually display the current activity status of multiple visiting players.

[0103] Secondly, the first triggering action can be an interactive operation performed on a specific visiting player's virtual character identifier in the status panel; it can also be an interactive operation on a specific control corresponding to a specific player's virtual character. The first triggering action usually serves to bring up the permission settings panel for a specific player.

[0104] The first trigger action can be achieved through a click, swipe, long press, and / or other actions. For example, by clicking, the host player can click on the avatar or name of a visiting player's virtual character in the status panel. In response to this click, the system will display the visiting player's virtual character's permission settings panel on the graphical user interface.

[0105] In one alternative implementation, the status panel can adopt a list layout, with each visiting player's virtual character occupying one row, displaying their avatar, name, current activity status, and shortcut buttons. For example, the status panel may be located in the left or right sidebar of the game interface, displaying information about currently online visiting players in a compact list format. Each row includes the player's avatar, ID, current activity (such as "Gathering" or "Exploring"), and a settings icon, clicking which triggers the first action.

[0106] In an alternative implementation, the status panel can be designed as a floating window, accessible to the main player by clicking the "Visitor Management" button on the game interface. For example, in an open-world survival building game, if the main player notices a visiting player named "Star" approaching their valuable mineral area, they can click the settings icon next to "Star's" avatar in the status panel. The system will immediately pop up a permission settings panel for that player, allowing the main player to quickly check the "Disallow mining rare ores" option to protect their resources.

[0107] In an optional implementation, the permission settings panel can be an interactive interface containing various permission control options, allowing the host player to fine-tune the activity permissions of specific visiting players in the game scene. For example, the permission settings panel may include multiple settings such as resource collection permissions, area activity restrictions, and instance entry permissions, each with controls such as switches or sliders to facilitate quick adjustment of permission levels by the host player.

[0108] In one embodiment of this application, a game control method is provided, which further includes: In response to the first trigger operation for any visiting player virtual character in the status panel, the resource list of the visiting player virtual character triggered by the first trigger operation is displayed on the graphical user interface. The resource list is used to show the resources that the visiting player virtual character triggered by the first trigger operation has obtained.

[0109] The method provided in this implementation allows the host player to view the resource information acquired by visiting players in real time, effectively monitoring the allocation and use of game resources. This technology makes game resource management more transparent for the host player, further enhancing the interactive experience, while also increasing the granularity of game resource management, enriching the interaction modes between players in the game, and solving the problem of lack of visual monitoring in traditional computer interaction for resource sharing.

[0110] Specifically, the system monitors user interactions with any visiting player virtual character displayed on the status panel. When a first trigger action is detected targeting a specific visiting player virtual character, the system responds to the action and generates and displays a resource list interface on the graphical user interface. This resource list displays all the resource items currently obtained by the visiting player virtual character selected by the triggered action.

[0111] The first trigger operation can be an interactive action targeting the virtual character icon of the visiting player in the status panel. Specifically, the first trigger operation is a method of interaction between the user and the game interface.

[0112] The first trigger action can be achieved through clicking, swiping, long-pressing, and / or other actions. For example, by clicking, a user can click on the avatar or name of a visiting player's virtual character in the status panel to trigger the display of a list of resources obtained by that character in the host player's virtual character's game world.

[0113] In an optional implementation, the first triggering operation can be achieved by clicking or long-pressing the visiting player's virtual character icon in the status panel and selecting the "View Resources" option from the pop-up shortcut menu. For example, after the host player long-presses the "Player B" avatar in the status panel for 2 seconds, the system pops up a circular menu containing options such as "View Location," "View Resources," and "Set Permissions." After the host player clicks the "View Resources" option, a detailed resource list appears in the center of the screen, displaying the various resources and quantities that "Player B" has currently obtained in the host player's virtual character's game world, with different colors indicating rarity and value.

[0114] The resource list is an interface element that displays the resources acquired by visiting player virtual characters. Specifically, the resource list is a graphical interface component used to present information about in-game items and resources.

[0115] The supplies list can be interacted with through tapping, swiping, long-pressing, and / or other actions. For example, by tapping, a user can click on a specific item in the supplies list to view its detailed information.

[0116] In one embodiment of this application, a game control method is provided, which further includes: Display a small map of the game scene in the graphical user interface; The location markers of visiting players' virtual characters are displayed in real time on the minimap; The current activity status of the visiting player's virtual character is displayed near the location marker.

[0117] The method provided in this implementation allows the world owner to monitor the location and activities of visiting players in real time, improving monitoring efficiency and convenience.

[0118] A small map of the game scene is displayed on the graphical user interface.

[0119] Specifically, during the execution of the game control method, the terminal device displays a small map of the game scene in a corner or expandable area of ​​the graphical user interface. This small map is displayed in the form of a thumbnail of the game scene, allowing players to quickly understand the overall layout and key location information of the game scene.

[0120] In one alternative implementation, the minimap of the game scene can support zoom functionality, allowing players to adjust the display range of the minimap through specific operations to view more detailed local areas or a more macroscopic overall area when needed. For example, during gameplay, the main player can zoom in and out of the minimap using a pinch or spread gesture with two fingers. When multiple visiting players are detected scattered in different areas, the map view can be enlarged to simultaneously monitor the location and activities of all visiting players.

[0121] The location markers of visiting players' virtual characters are displayed in real time on the minimap.

[0122] Specifically, the system updates and displays the current location of each visiting player's virtual character on the minimap in real time with a specific marker. This location marker changes dynamically as the visiting player moves in the game scene, ensuring that the host player can keep track of the visiting player's location information in real time.

[0123] The location marker for visiting player avatars can be a graphic icon representing their position on the minimap. This location marker serves to visually indicate the location of visiting player avatars within the game scene.

[0124] In an alternative implementation, the location markers for visiting player avatars can use special icons or colors that differ from those for the host player, allowing the host player to quickly identify different types of avatars. For example, on a minimap, the host player might be represented by a blue arrow, while visiting players might be represented by green dots. When multiple visiting players are online simultaneously, each visiting player might be assigned a slightly different color or shape, enabling the host player to easily distinguish the location of each visitor.

[0125] In an optional implementation, the location marker of the visiting player's virtual character can have a trajectory display function, leaving a movement trajectory on the minimap over a period of time, so that the host player can understand the visiting player's movement route and activity area, which helps to determine the visiting player's behavioral intentions.

[0126] Display the current activity status of the visiting player's virtual character near the location marker.

[0127] Specifically, the system displays the type of activity the visiting player is currently performing, such as gathering resources, entering a dungeon, or talking to NPCs, near the location marker of the visiting player's virtual character, using text, icons, or other visual elements, so that the host player can intuitively understand the visiting player's behavior.

[0128] The current activity status of the visiting player's virtual character describes the in-game actions the virtual character is currently performing. This status provides real-time visibility into the virtual character's behavior, helping the owner player determine if permission adjustments are necessary.

[0129] In an alternative implementation, the current activity status of the visiting player's virtual character can be represented by simple icons. Different activity types correspond to different status icons. For example, gathering resources may display a pickaxe icon, and fighting may display a sword and shield icon. This graphical representation can help the host player quickly identify the behavior of the visiting player.

[0130] In a game control method provided in one embodiment of this application, the current activity state includes at least one of the following: Resource gathering status indicates that the visiting player's virtual character is gathering a specific resource; The instance status indicates that the visiting player's virtual character is entering or is in a specific instance; The interactive status indicates that the visiting player's virtual character is interacting with game objects.

[0131] Specifically, the current activity status refers to the real-time display information of the types of behaviors that the visiting player's virtual character is performing in the game scene. It can be displayed in the graphical user interface through icons, text or other visual elements, so that the host player can understand the specific activities of the visiting player in the game world in a timely manner.

[0132] The resource gathering status serves as a marker in the game indicating that a player is collecting or acquiring specific game resources. This status typically informs the host player which type of game resource the visiting player is interacting with, allowing the host player to monitor resource consumption.

[0133] In an optional implementation, resource gathering status can be presented through a combination of specific icons and progress bars, intuitively displaying the gathering type and progress. For example, when a visiting player character is gathering ore resources, an ore icon will appear next to the corresponding location marker on the status panel or minimap, along with a circular progress bar showing the gathering completion rate. The host player can clearly see at a glance what type of ore the visiting player is gathering and the progress.

[0134] In an optional implementation, the resource gathering status may include a resource quantity counter that displays the amount of resources gathered by the visiting player in real time. For example, when a visiting player is gathering wood in the host's game world, the status panel will display information such as "Gathering wood: 23 / 50", indicating that the player has gathered 23 units of wood, with an estimated total gathering of 50 units. This allows the host player to accurately monitor resource consumption and adjust permission settings in a timely manner when resources are about to exceed expectations.

[0135] In a specific application, when the host player observes the "Gathering Rare Ore (+3)" status icon next to the avatar of visiting player A through the status panel or minimap, they can immediately understand that the player is gathering rare ore resources and has already obtained 3 units. If the host player believes these resources need to be preserved, they can click on the player's status icon to quickly open the permission settings panel and adjust the resource type restriction settings, thereby protecting important resources from over-gathering.

[0136] Secondly, instance status can serve as a status indicator in the game to show whether a player is participating in specific instance content. Instance status typically conveys to the host player whether a visiting player is entering or is already in a specific game instance area, which helps monitor access to important game content.

[0137] Secondly, interaction status can be a status indicator in a game that indicates whether a player is interacting with NPCs, game facilities, or other game elements. Interaction status usually has the function of informing the host player which game objects a visiting player is interacting with, making it easier to understand social activities and the usage of game objects.

[0138] In one specific application, the main player notices a status icon next to the location marker of visiting player C on the minimap, displaying "Interaction: Ancient Altar (World Event)". The main player immediately realizes that the player is triggering an important interaction that could affect the entire game world. The main player can choose to go to the location to participate, or temporarily adjust the player's interaction permissions through the permission settings panel to ensure that the important world event is triggered and completed according to their wishes.

[0139] In one embodiment of this application, a game control method is provided, which further includes: Displays preset permission template options, which include multiple predefined permission combinations; In response to the selection of a preset permission template option, the permission combination corresponding to the selected preset permission template is applied as the permission setting information.

[0140] The method provided in this implementation allows the main player to quickly apply permission settings using predefined permission templates, eliminating the need to configure permission options one by one. This enhances the interactive experience and makes permission management in the game more convenient and efficient. Furthermore, the preset templates offer a wider variety of permission combination options, enriching the game's interactive features and solving the technical problems of cumbersome and inflexible permission settings in traditional games.

[0141] Specifically, the preset permission template options include several pre-defined combinations of different permissions, allowing players to choose the appropriate template based on their needs. These preset permission template options can be pre-configured by the game system with various permission settings. Furthermore, the preset permission template options typically simplify the player's permission configuration process and improve permission management efficiency.

[0142] In an optional implementation, preset permission template options can be presented in the form of a list on the graphical user interface, with each template having a descriptive name and a corresponding permission details preview function. For example, a horizontally scrolling template selection bar can be displayed at the top area of ​​the permission settings panel, containing template options with different permission combinations such as "All Restrictions," "Basic Access," and "Collaboration Mode." Each option has a question mark icon next to it, which players can click to view the detailed permission configuration instructions for that template.

[0143] In an optional implementation, the preset permission template options can be categorized according to different social scenarios and interaction needs, such as "friend mode", "new visitor mode", "team collaboration mode", etc., and players can choose the appropriate permission template according to their relationship with the visitor.

[0144] In an optional implementation, the preset permission template option allows players to customize and save templates. The system remembers the permission combinations that players frequently use in the past and displays them as personalized recommended templates in the template selection interface. For example, the system provides a "Create Custom Template" button. After configuring specific permission combinations, players can name and save them as personal templates, which will then appear under the "My Templates" category. At the same time, the system analyzes the three most frequently used permission combinations by players, automatically generates quick templates, and displays them at the top of the template selection page.

[0145] Specifically, when the player selects a preset permission template, the system will respond to this selection and automatically set the permission combination corresponding to the template as the current permission settings, without requiring the player to configure each permission individually.

[0146] In an optional implementation, after the selection operation of the preset permission template options is performed, the system can provide a permission fine-tuning function, allowing players to make detailed adjustments to individual permission items after applying the template, which retains the convenience of the template and provides personalized flexibility.

[0147] In a game control method provided in one embodiment of this application, the preset permission template options include at least one of the following: Social interaction template, allowing social interaction but restricting resource gathering and instance entry; Collaboration templates allow specific resource collection and specific copies to be included; The sightseeing template only allows movement and observation within a designated area.

[0148] In an optional implementation, preset permission template options can be presented through a graphical interface, displaying different template options in the form of buttons, cards, or lists. Each template option is accompanied by a name and a brief description, helping the main player quickly understand the characteristics and applicable scenarios of each template. For example, on the game's permission settings interface, three template cards can be seen, labeled "Social Interaction," "Collaboration," and "Sightseeing," respectively. Below each card is a brief text description of the permission scope of the template, and the main player can select the template they want to apply by clicking on the card.

[0149] In a game control method provided in one embodiment of this application, behavior interception feedback includes: Send an operation restriction notification to the client corresponding to the virtual character of the visiting player; Send a behavior interception notification to the client corresponding to the virtual character of the master player.

[0150] The method provided in this implementation enables the system to provide timely and clear feedback on restrictions to relevant parties, enhancing the transparency of interactions within the game. By providing visiting players with immediate prompts regarding operational restrictions, they understand the reasons for the limitations on their current actions, avoiding confusion caused by unclear permissions. Simultaneously, behavior interception notifications are sent to the host player, ensuring that the host player can monitor the execution of permissions in the game scene in real time. This two-way feedback mechanism not only improves the interactive experience but also enhances the responsiveness of the game system, solving the problem of insufficient feedback on permission control in traditional games.

[0151] In one embodiment of this application, a game control method is provided, which further includes: In response to permission adjustment operations performed by the owner player's virtual character, update the permission settings information; Based on the updated permission settings, the behavior of visiting player virtual characters in the game scene is now under renewed control.

[0152] The method provided in this implementation allows the host player to flexibly adjust the permissions of visiting players according to the actual game situation, realize dynamic management of visiting player behavior, and improve the interactive experience.

[0153] The permission adjustment operation allows the main player's virtual character to modify various permissions in the permission settings panel. Specifically, the permission adjustment operation is a command from the main player to change permissions based on the behavior of visiting players or the needs of the game stage.

[0154] In an optional implementation, the permission adjustment operation may include an increase permission operation and a decrease permission operation, wherein the increase permission operation is used to remove restrictions on specific behaviors of visiting player virtual characters, and the decrease permission operation is used to add restrictions on specific behaviors of visiting player virtual characters.

[0155] In one embodiment of this application, a game control method is provided, which further includes: Receive behavioral requests from visiting player avatars; Match the behavior request with the rules in the preset rule base; When a request violates the rules defined in the permission settings, it is determined that the visiting player's virtual character is performing restricted behavior.

[0156] The method provided in this embodiment enables the system to intelligently judge and intercept the behavior of visiting players based on a preset rule base. Through automatic matching of behavior requests and rule comparison technology, it can accurately identify violations and intervene in a timely manner, which not only ensures the security of the owner player's resources, but also maintains the smoothness of the game's social experience. At the same time, it reduces the operational cost of manual monitoring, improves the accuracy and real-time performance of permission control, and effectively solves the technical problems of permission management in game scenarios.

[0157] Specifically, the system receives various behavioral requests initiated by visiting player virtual characters within the game scene. These requests may include resource gathering requests, area movement requests, dungeon entry requests, and game activity participation requests. These behavioral requests can be various interactive commands triggered by the visiting player virtual character within the game scene. Behavioral requests typically carry the intention of the operation and information about the target object.

[0158] Specifically, the system compares and matches the behavior requests received from visiting player virtual characters with various rules in the pre-established rule base to determine whether the behavior meets the permission settings requirements.

[0159] The preset rule base can be a data collection system containing multi-dimensional permission rules. The preset rule base typically stores various permission rules set by the owner player and provides a fast query and matching capability.

[0160] Based on the above method embodiments, this disclosure also provides a game control device that provides a graphical user interface (GUI) via a terminal. The GUI displays content including at least a portion of the game scene, which includes a virtual character representing the main player and virtual characters representing visiting players. (See also...) Figure 6 The device includes the following modules: Display module 601 is used to display a permission setting panel on a graphical user interface. The permission setting panel is used to set the activity permissions of visiting player virtual characters in the game scene. Module 602 is used to obtain permission setting information from the permission setting panel. The control module 603 is used to control the behavior of visiting player virtual characters in the game scene based on permission settings information; Feedback module 604 is used to provide behavior interception feedback when a visiting player's virtual character performs restricted behaviors.

[0161] The aforementioned device provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of the game scene, which includes both the host player's virtual character and visiting player's virtual character. A permission settings panel is displayed on the GUI, used to set the activity permissions for the visiting player's virtual character within the game scene. The device retrieves permission settings information from the panel and controls the behavior of the visiting player's virtual character within the game scene based on this information. When the visiting player's virtual character performs restricted actions, the device provides behavior interception feedback. This method allows the host player to finely configure the visiting player's activity permissions through an intuitive graphical interface, achieving precise control over resources, areas, and activities, enhancing the interactive experience, and enabling users to manage visiting player behavior in real time without cumbersome operations.

[0162] The game control device provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts of the control device embodiment not mentioned are shown. Please refer to the corresponding content in the aforementioned game control method embodiment.

[0163] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0164] This disclosure also provides an electronic device, such as... Figure 7 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following game control method steps: Display the permission settings panel in the graphical user interface. The permission settings panel is used to set the activity permissions of visiting player virtual characters in the game scene. Retrieve permission settings information from the permission settings panel; Based on permission settings, the behavior of visiting player virtual characters in the game scene can be controlled; Provide behavior interception feedback when visiting player virtual characters perform restricted behaviors.

[0165] Optionally, the permissions settings panel includes at least one of the following: Resource type restriction settings are used to restrict visiting player virtual characters from collecting specific resources; The instance restriction settings are used to restrict visiting player virtual characters from entering specific instances; The activity restriction settings are used to restrict visiting player virtual characters from participating in specific activities; The area restriction setting is used to limit the activity range of visiting player virtual characters.

[0166] Optionally, the method further includes: Responding to trigger operations related to area restriction settings, control the game scene or the corresponding large map to enter a renderable state; Respond to area drawing operations for game scenes or large maps; Based on region drawing operations, active areas are generated on the game scene map.

[0167] Optionally, the method further includes: The graphical user interface displays a status panel, which includes the identifiers of each visiting player's virtual character and their respective current activity status.

[0168] Optionally, a permission settings panel is displayed on the graphical user interface, including: In response to the first trigger operation for any visiting player virtual character in the status panel, display the permission settings panel of the visiting player virtual character triggered by the first trigger operation on the graphical user interface.

[0169] Optionally, the method further includes: In response to the first triggered action of any visiting player virtual character in the status panel, the resource list of the visiting player virtual character triggered by the first triggered action is displayed on the graphical user interface. The resource list is used to show the resources that the visiting player virtual character triggered by the first triggered action has obtained.

[0170] Optionally, the method further includes: Display a small map of the game scene in the graphical user interface; The location markers of visiting players' virtual characters are displayed in real time on the minimap; Display the current activity status of the visiting player's virtual character near the location marker.

[0171] Optionally, the current activity state includes at least one of the following: Resource gathering status indicates that the visiting player's virtual character is gathering a specific resource; The instance status indicates that the visiting player's virtual character is entering or is in a specific instance; The interactive status indicates that the visiting player's virtual character is interacting with game objects.

[0172] Optionally, the method further includes: Displays preset permission template options, which include multiple predefined permission combinations; In response to the selection of a preset permission template option, the permission combination corresponding to the selected preset permission template is applied as the permission setting information.

[0173] Optionally, the preset permission template options include at least one of the following: Social interaction template, allowing social interaction but restricting resource gathering and instance entry; Collaboration templates allow specific resource collection and specific copies to be included; The sightseeing template only allows movement and observation within a designated area.

[0174] Optionally, the behavior interception feedback includes: Send an operation restriction notification to the client corresponding to the virtual character of the visiting player; Send a behavior interception notification to the client corresponding to the virtual character of the master player.

[0175] Optionally, the method further includes: In response to permission adjustment operations performed by the owner player's virtual character, update the permission settings information; Based on the updated permission settings, the behavior of visiting player virtual characters in the game scene is now under renewed control.

[0176] Optionally, the method further includes: Receive behavioral requests from visiting player avatars; Match the behavior request with the rules in the preset rule base; When a request violates the rules defined in the permission settings, it is determined that the visiting player's virtual character is performing restricted behavior.

[0177] exist Figure 7 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.

[0178] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0179] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 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 gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the game control method described in the aforementioned embodiment.

[0180] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement a game control method, which specifically includes: Display the permission settings panel in the graphical user interface. The permission settings panel is used to set the activity permissions of visiting player virtual characters in the game scene. Retrieve permission settings information from the permission settings panel; Based on permission settings, the behavior of visiting player virtual characters in the game scene can be controlled; Provide behavior interception feedback when visiting player virtual characters perform restricted behaviors.

[0181] Optionally, the permissions settings panel includes at least one of the following: Resource type restriction settings are used to restrict visiting player virtual characters from collecting specific resources; The instance restriction settings are used to restrict visiting player virtual characters from entering specific instances; The activity restriction settings are used to restrict visiting player virtual characters from participating in specific activities; The area restriction setting is used to limit the activity range of visiting player virtual characters.

[0182] Optionally, the method further includes: Responding to trigger operations related to area restriction settings, control the game scene or the corresponding large map to enter a renderable state; Respond to area drawing operations for game scenes or large maps; Based on region drawing operations, active areas are generated on the game scene map.

[0183] Optionally, the method further includes: The graphical user interface displays a status panel, which includes the identifiers of each visiting player's virtual character and their respective current activity status.

[0184] Optionally, a permission settings panel is displayed on the graphical user interface, including: In response to the first trigger operation for any visiting player virtual character in the status panel, display the permission settings panel of the visiting player virtual character triggered by the first trigger operation on the graphical user interface.

[0185] Optionally, the method further includes: In response to the first triggered action of any visiting player virtual character in the status panel, the resource list of the visiting player virtual character triggered by the first triggered action is displayed on the graphical user interface. The resource list is used to show the resources that the visiting player virtual character triggered by the first triggered action has obtained.

[0186] Optionally, the method further includes: Display a small map of the game scene in the graphical user interface; The location markers of visiting players' virtual characters are displayed in real time on the minimap; Display the current activity status of the visiting player's virtual character near the location marker.

[0187] Optionally, the current activity state includes at least one of the following: Resource gathering status indicates that the visiting player's virtual character is gathering a specific resource; The instance status indicates that the visiting player's virtual character is entering or is in a specific instance; The interactive status indicates that the visiting player's virtual character is interacting with game objects.

[0188] Optionally, the method further includes: Displays preset permission template options, which include multiple predefined permission combinations; In response to the selection of a preset permission template option, the permission combination corresponding to the selected preset permission template is applied as the permission setting information.

[0189] Optionally, the preset permission template options include at least one of the following: Social interaction template, allowing social interaction but restricting resource gathering and instance entry; Collaboration templates allow specific resource collection and specific copies to be included; The sightseeing template only allows movement and observation within a designated area.

[0190] Optionally, the behavior interception feedback includes: Send an operation restriction notification to the client corresponding to the virtual character of the visiting player; Send a behavior interception notification to the client corresponding to the virtual character of the master player.

[0191] Optionally, the method further includes: In response to permission adjustment operations performed by the owner player's virtual character, update the permission settings information; Based on the updated permission settings, the behavior of visiting player virtual characters in the game scene is now under renewed control.

[0192] Optionally, the method further includes: Receive behavioral requests from visiting player avatars; Match the behavior request with the rules in the preset rule base; When a request violates the rules defined in the permission settings, it is determined that the visiting player's virtual character is performing restricted behavior.

[0193] The computer program products of the game control method, apparatus and electronic device provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0194] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps set forth in these embodiments do not limit the scope of this disclosure.

[0195] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0196] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of 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.

[0197] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling a game, providing a graphical user interface via a terminal, characterized in that: The graphical user interface displays content that includes at least a portion of the game scene, the game scene containing virtual characters of the main player and visiting players; the method includes: A permission settings panel is displayed on the graphical user interface. The permission settings panel is used to set the activity permissions of the visiting player's virtual character in the game scene. Retrieve the permission settings information from the permission settings panel; Based on the aforementioned permission settings, the behavior of the visiting player's virtual character in the game scene is controlled; When the visiting player's virtual character performs restricted actions, behavior interception feedback is provided.

2. The method according to claim 1, characterized in that, The permission settings panel includes at least one of the following: The resource type restriction setting is used to restrict the visiting player's virtual character from collecting specific resources; The instance restriction setting is used to restrict the visiting player's virtual character from entering a specific instance; The activity restriction settings are used to restrict the visiting player's virtual character from participating in specific activities; The area restriction setting is used to restrict the activity range of the visiting player's virtual character.

3. The method according to claim 2, characterized in that, The method further includes: In response to a trigger operation on the aforementioned area restriction settings, the game scene or the corresponding large map is controlled to enter a renderable state; Respond to a region drawing operation for the game scene or the large map; Based on the region drawing operation, an active area is generated on the game scene map.

4. The method according to claim 1, characterized in that, The method further includes: The graphical user interface displays a status panel, which includes the identifiers of each visiting player's virtual character and their corresponding current activity status.

5. The method according to claim 4, characterized in that, The step of displaying the permission settings panel on the graphical user interface includes: In response to a first trigger operation for any visiting player virtual character in the status panel, the permission settings panel of the visiting player virtual character triggered by the first trigger operation is displayed on the graphical user interface.

6. The method according to claim 4, characterized in that, The method further includes: In response to a first trigger operation for any visiting player virtual character in the status panel, the resource list of the visiting player virtual character triggered by the first trigger operation is displayed on the graphical user interface. The resource list is used to show the resources that the visiting player virtual character triggered by the first trigger operation has obtained.

7. The method according to claim 1, characterized in that, The method further includes: A minimap of the game scene is displayed on the graphical user interface; The location markers of the visiting player's virtual character are displayed in real time on the minimap; The current activity status of the visiting player's virtual character is displayed near the location marker.

8. The method according to claim 4 or 7, characterized in that, The current activity status includes at least one of the following: Resource collection status indicates that the visiting player's virtual character is collecting specific resources; The instance status indicates that the visiting player's virtual character is entering or is in a specific instance; The interactive state indicates that the visiting player's virtual character is interacting with game objects.

9. The method according to claim 1, characterized in that, The method further includes: Display preset permission template options, which include multiple predefined permission combinations; In response to the selection operation of the preset permission template option, the permission combination corresponding to the selected preset permission template is applied as the permission setting information.

10. The method according to claim 9, characterized in that, The preset permission template options include at least one of the following: Social interaction template, allowing social interaction but restricting resource gathering and instance entry; Collaboration templates allow specific resource collection and specific copies to be included; The sightseeing template only allows movement and observation within a designated area.

11. The method according to claim 1, characterized in that, The behavior interception feedback includes: Send an operation restriction prompt to the client corresponding to the virtual character of the visiting player; Send a behavior interception notification to the client corresponding to the virtual character of the master player.

12. The method according to claim 1, characterized in that, The method further includes: In response to the permission adjustment operation of the master player's virtual character, update the permission setting information; Based on the updated permission settings, the behavior of the visiting player's virtual character in the game scene is re-controlled.

13. The method according to any one of claims 1-10, characterized in that, The method further includes: Receive the behavior request from the visiting player's virtual character; The behavior request is matched with rules in a preset rule base; When the requested behavior violates the rules defined by the permission settings, it is determined that the visiting player's virtual character is performing restricted behavior.

14. A game control device, providing a graphical user interface via a terminal, characterized in that, The graphical user interface displays content including at least a portion of the game scene, the game scene including the virtual characters of the main player and visiting players; the device includes: The display module is used to display a permission setting panel on the graphical user interface, the permission setting panel being used to set the activity permissions of the visiting player's virtual character in the game scene; The acquisition module is used to acquire permission setting information from the permission setting panel; The control module is used to control the behavior of the visiting player's virtual character in the game scene based on the permission settings information; The feedback module is used to provide behavior interception feedback when the visiting player's virtual character performs restricted behaviors.

15. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 13.