Event execution method and device in game scene, computer device and storage medium

CN120884883BActive Publication Date: 2026-05-26DIANDIAN INTERACTIVE (BEIJING) TECHNOLOGY CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
DIANDIAN INTERACTIVE (BEIJING) TECHNOLOGY CO LTD
Filing Date
2025-08-04
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

The homogeneous content and monotonous gameplay of existing games lead to low user retention rates.

Method used

By introducing multiple travel events into the game scene, virtual characters can be associated with target virtual characters in different game scenes, providing multiple associated events. Virtual props and probability mechanisms are used to control the triggering of events, enhancing the narrative and interactivity.

Benefits of technology

It improved user retention, provided a differentiated gaming experience and deeper strategic choices, and enabled users to gain a more engaging gaming experience by exploring narrative fragments.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses an event execution method, apparatus, computer device, and storage medium in a game scene, belonging to the field of network technology. The technical solution provided by this application, because the second exploration event is associated with a designated target virtual character, allows the virtual character to experience various second exploration events based on the main storyline surrounding the target virtual character within the second game scene. This transforms simple game fragments into narrative-driven interactions, enabling users to obtain a more narrative-driven gaming experience through explorable narrative fragments, thus reducing the likelihood of game interruption and significantly improving user retention. Since users can specify the target virtual character they wish to accompany, it effectively provides users with mutually exclusive choices, forming a more sophisticated strategy and bringing differentiated gaming experiences.
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Description

Technical Field

[0001] This application relates to the field of network technology, and in particular to an event execution method, apparatus, computer device, and storage medium in a game scene. Background Technology

[0002] With the widespread use of the internet, the variety of games has increased, but homogenized content and monotonous gameplay have made games less and less attractive to users. Therefore, how to improve user retention is a very important issue for games. Summary of the Invention

[0003] This application provides an event execution method, apparatus, computer device, and storage medium for game scenes, improving user retention. The technical solution is as follows:

[0004] On the one hand, a method for executing events in a game scene is provided, the method comprising:

[0005] In response to operations in the first game scene, control the virtual character to perform multiple first exploration events in the first game scene;

[0006] If the multiple first exploration events meet the target conditions, a second game scene is opened for the virtual character;

[0007] In response to the virtual character specifying a target virtual character in the second game scene, provide the virtual character with a plurality of second exploration events associated with the target virtual character;

[0008] In response to operations in the second game scene, the virtual character is controlled to perform the plurality of second travel events in the second game scene.

[0009] In some embodiments, the step of providing the virtual character with a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene includes:

[0010] In response to the virtual character specifying a target virtual character in the second game scene, the event types associated with the target virtual character are displayed, and each event type is associated with a different second traversal event;

[0011] In response to the virtual character's selection operation for any event type, provide the virtual character with multiple second traversal events associated with the selected event type.

[0012] In some embodiments, the step of providing the virtual character with a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene includes:

[0013] In response to the virtual character specifying a target virtual character in the second game scene, the plurality of second exploration events and the activation status of each second exploration event are displayed, the activation status being determined by the virtual items possessed by the virtual character;

[0014] In response to the virtual character acquiring a virtual item corresponding to the second travel event, the second travel event is switched to an active state.

[0015] In some embodiments, the step of providing the virtual character with a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene includes:

[0016] In response to operations in the second game scene, based on the probabilities corresponding to different event types, multiple second travel events associated with the target virtual character are provided to the virtual character.

[0017] In some embodiments, controlling the virtual character to perform the plurality of second exploration events in the second game scene in response to an operation in the second game scene includes:

[0018] In response to an operation in the second game scene, the virtual character is controlled to execute the target travel event among the plurality of second travel events in the second game scene;

[0019] When the target travel event meets the target conditions, the virtual character is provided with another second travel event among the plurality of second travel events;

[0020] If the target travel event does not meet the target conditions, the target travel event is provided to the virtual character in a loop.

[0021] In some embodiments, second travel events of different event types are triggered by consuming corresponding virtual items, and / or, second travel events of different event types correspond to different virtual rewards.

[0022] On the one hand, an event execution device for a game scene is provided, the device comprising:

[0023] The control module is used to respond to operations in the first game scene and control the virtual character to execute multiple first exploration events in the first game scene;

[0024] The activation module is used to activate a second game scene for the virtual character if the plurality of first exploration events meet the target conditions.

[0025] A module is provided to provide a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene;

[0026] The control module is also configured to respond to operations in the second game scene by controlling the virtual character to execute the plurality of second travel events in the second game scene.

[0027] In some embodiments, the providing module is configured to, in response to the virtual character specifying a target virtual character in the second game scene, display event types associated with the target virtual character, each event type being associated with different second traversal events; and in response to the virtual character's selection operation for any event type, provide the virtual character with multiple second traversal events associated with the selected event type.

[0028] In some embodiments, the providing module is configured to, in response to the virtual character specifying a target virtual character in the second game scene, display the plurality of second travel events and the activation status of each second travel event, wherein the activation status is determined by the virtual items possessed by the virtual character; and in response to the virtual character acquiring a virtual item corresponding to the second travel event, switch the second travel event to an active state.

[0029] In some embodiments, the providing module is configured to, in response to an operation in the second game scene, provide the virtual character with a plurality of second travel events associated with the target virtual character based on the probabilities corresponding to different event types.

[0030] In some embodiments, the control module is further configured to, in response to an operation in the second game scene, control the virtual character to execute a target travel event among the plurality of second travel events in the second game scene; when the target travel event meets the target condition, provide the virtual character with other second travel events among the plurality of second travel events; if the target travel event does not meet the target condition, provide the virtual character with the target travel event cyclically.

[0031] In some embodiments, second travel events of different event types are triggered by consuming corresponding virtual items, and / or, second travel events of different event types correspond to different virtual rewards.

[0032] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the event execution method in the game scene as described above.

[0033] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the event execution method in the game scene as described above.

[0034] On the other hand, a computer program product is provided, including a computer program loaded and executed by a processor to perform the operations performed by the event execution method in the game scene as described above.

[0035] Because the second exploration events are linked to a designated target virtual character, the virtual character can experience various second exploration events based on the main storyline surrounding that target virtual character within the second game scenario. This transforms simple game segments into narrative-driven interactions, allowing users to gain a more narrative-driven gaming experience through explorable narrative fragments. This reduces the likelihood of the game being interrupted and significantly improves user retention. Since users can specify the target virtual character they wish to accompany, they are effectively provided with mutually exclusive choices, forming a more sophisticated strategy and delivering a differentiated gaming experience. Attached Figure Description

[0036] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0037] Figure 1 This is a schematic diagram illustrating the implementation environment of an event execution method in a game scene provided in an embodiment of this application;

[0038] Figure 2 This is a flowchart of an event execution method in a game scene provided in an embodiment of this application;

[0039] Figure 3 This is a flowchart of an event execution method in a game scene provided in an embodiment of this application;

[0040] Figure 4This is a schematic diagram of the structure of an event execution device in a game scene provided in an embodiment of this application;

[0041] Figure 5 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application;

[0042] Figure 6 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0043] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0044] It is understood that the terms "first," "second," etc., used in this application may be used to describe various concepts herein, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, a first notification message may be referred to as a second notification message, and similarly, a second notification message may be referred to as a first notification message.

[0045] Here, "at least two" refers to two or more messages. For example, "at least two messages" can be any integer number of messages greater than or equal to two, such as two messages, three messages, etc. "Each" refers to each of the "at least two" messages. For example, "each message" refers to each of the "at least two" messages. If the "at least two" messages are three messages, then "each message" refers to each of the three messages.

[0046] It should be noted that the information (including but not limited to samples and sample labels), data (including but not limited to data used for analysis, stored data, and displayed data), and signals (including but not limited to signals transmitted between devices) involved in this application have all been fully authorized by the user or relevant parties, and the collection, use, and processing of the relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0047] The implementation of the technical solution provided in this application embodiment can be based on the following implementation environment, jointly implemented by a terminal and a server. The terminal is the terminal 110 in the following implementation environment, and the server is the server 140 in the following implementation environment. Figure 1 This is a schematic diagram illustrating the implementation environment of an event execution method in a game scene provided in this application embodiment. See also... Figure 1 The implementation environment may include terminal 110 and server 140.

[0048] Terminal 110 is connected to server 140 via a wireless or wired network. Optionally, terminal 110 may be a smartphone, tablet, laptop, desktop computer, smartwatch, etc., but is not limited to these. Terminal 110 has an application installed and running that supports event execution in the game scene.

[0049] Server 140 is a standalone physical server, or a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence platforms.

[0050] Optionally, terminal 110 refers to one of a plurality of terminals. This application embodiment only uses terminal 110 as an example for illustration.

[0051] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more, in which case other terminals may also be included in the above implementation environment. This application does not limit the number of terminals or the type of device in its embodiments.

[0052] Figure 2 This is a flowchart illustrating an event execution method in a game scene according to an embodiment of this application. Taking the terminal as the execution subject as an example, see [link to example]. Figure 2 The method includes:

[0053] 201. In response to operations in the first game scene, the terminal controls the virtual character to execute multiple first exploration events in the first game scene.

[0054] In game applications, each user can have at least one virtual character. Users can choose which virtual character to use in a game scenario, thus experiencing different identities or possessing different abilities, such as different virtual characters having different skills. In response to a virtual character entering the first game scenario, the terminal can provide multiple first-stage exploration events for the virtual character. Users can then control the virtual character to execute these events, thereby realizing the game experience within the first game scenario.

[0055] For a game application, it can provide multiple game scenes for users to use, and each game scene corresponds to different unlocking conditions. For example, some game scenes can be unlocked by consuming a certain type of virtual item, some game scenes can be unlocked by accumulating a certain number of virtual points in the previous game scene, some game scenes can only be unlocked after unlocking a specific game scene, or the user can reach a certain condition, such as experience points or accumulated virtual points reaching a certain value, etc. This application embodiment does not limit this.

[0056] 202. If multiple first-exploration events meet the target conditions, the terminal will open a second game scene for the virtual character.

[0057] The target conditions can be preset, such as the user completing a target number of exploration events in the first exploration event or the user accumulating a certain number of virtual points in the first exploration event. This embodiment of the application does not limit this. If the virtual character meets the above target conditions in the first game scene, a new second game scene can be opened for the virtual character.

[0058] The first and second game scenes can be related scenes, for example, the next game scene after the first game scene is the second game scene. Alternatively, the first and second game scenes can be unrelated scenes, for example, both the second and first game scenes are randomly selected. Of course, the second game scene can also be a game scene selected by the user after multiple first exploration events have met the target conditions; this embodiment of the application does not limit this.

[0059] 203. In response to a virtual character specifying a target virtual character in a second game scene, the terminal provides the virtual character with multiple second travel events associated with the target virtual character.

[0060] The second game scene can provide multiple target virtual characters, each controlled by the server. Each target virtual character can move around in the second game scene based on server control. Correspondingly, the user can control the virtual character to move around in the second game scene, and may encounter any target virtual character during the activity. At this time, the user can control the virtual character to designate the target virtual character, thereby locking that target virtual character as a companion or partner.

[0061] After a target virtual character is specified, the terminal will provide multiple secondary exploration events associated with that target virtual character. These multiple secondary exploration events can be associated with any attribute of the target virtual character; that is, all the multiple secondary exploration events are related to the target virtual character in terms of content. For example, all the multiple secondary exploration events are associated with the target virtual character's identity, or with the target virtual character's life story, or with the target virtual character's backstory.

[0062] 204. In response to operations in the second game scene, the terminal controls the virtual character to execute multiple second traversal events in the second game scene.

[0063] In some embodiments, second travel events of different event types are triggered by consuming corresponding virtual items, and / or, second travel events of different event types correspond to different virtual rewards.

[0064] Because the second exploration events are linked to a designated target virtual character, the virtual character can experience various second exploration events based on the main storyline surrounding that target virtual character within the second game scenario. This transforms simple game segments into narrative-driven interactions, allowing users to gain a more narrative-driven gaming experience through explorable narrative fragments. This reduces the likelihood of the game being interrupted and significantly improves user retention. Since users can specify the target virtual character they wish to accompany, they are effectively provided with mutually exclusive choices, forming a more sophisticated strategy and delivering a differentiated gaming experience.

[0065] For the second exploration event associated with the specified target virtual character, it can also be determined based on the virtual character's selection. For example, the target virtual character can be associated with multiple event types, each event type including multiple second exploration events. Users can select the second exploration event based on their habits or preferences. That is, step 203 above can include: in response to the virtual character specifying the target virtual character in the second game scene, displaying the event types associated with the target virtual character, each event type associated with different second exploration events; in response to the virtual character's selection operation for any event type, providing the virtual character with multiple second exploration events associated with the selected event type. After the virtual character specifies the target virtual character, the terminal can provide the virtual character with multiple options, each option corresponding to a different event type. Users can then trigger different event types of second exploration events by selecting different event types. It is understood that multiple event types can be selected during the selection process to integrate different gameplay and experience multiple different types of exploration events.

[0066] For the second exploration events associated with the specified target virtual character, they can also be determined based on the virtual items possessed by the virtual character. If the virtual character possesses a certain virtual item, then the second exploration event corresponding to that virtual item is provided to it. This allows the virtual character to trigger the interruption of the second exploration event by consuming the virtual item when it wants to experience it. To provide a prompt, the activation status of the second exploration event can be used to visually indicate whether the virtual character can currently execute it. For example, a target virtual character can be associated with multiple second exploration events, but only the virtual character can be provided with already activated second exploration events. Furthermore, based on the virtual character's development in the second game scene, such as the virtual character acquiring new virtual items, some previously inactive second exploration events can be activated and provided to the virtual character to experience. In other words, step 203 above may include: in response to a virtual character specifying a target virtual character in the second game scene, displaying multiple second exploration events and the activation status of each second exploration event, the activation status being determined by the virtual items possessed by the virtual character; and in response to the virtual character acquiring a virtual item corresponding to a second exploration event, switching the second exploration event to an active state. By providing the above method, users can be intuitively informed which second exploration events can be executed currently and which require acquiring additional virtual items to execute, thus encouraging users to acquire virtual items and increasing their engagement in interacting within the second game scene.

[0067] Each second exploration event can be provided based on a certain probability; that is, which second exploration event will be experienced is randomized by the server. In other words, in response to actions within the second game scenario, multiple second exploration events associated with the target virtual character are provided based on the probabilities corresponding to different event types. For each second exploration event, a certain probability can be set, and when determining which second exploration event to provide, this probability can be used to determine which event should be provided, thereby enhancing the fun and randomness of the second game scenario. In some embodiments, different probabilities can be set for different second exploration events to adjust the occurrence probability of each event, thereby adjusting the interaction difficulty within the entire second game scenario and providing different gaming experiences for virtual characters with different abilities.

[0068] It is understood that the aforementioned multiple second exploration events are not provided to the virtual character simultaneously, but rather have a certain dependency relationship. For example, only after the virtual character has completed one of the second exploration events will other second exploration events be provided to the virtual character. That is, in response to operations in the second game scene, the virtual character is controlled to execute the target exploration event among multiple second exploration events in the second game scene; when the target exploration event meets the target condition, other second exploration events among multiple second exploration events are provided to the virtual character; if the target exploration event does not meet the target condition, the target exploration event is provided to the virtual character in a cyclical manner. Of course, the execution of the target exploration event can be either completed or executed to a certain specified stage; this embodiment of the application does not limit this.

[0069] The above solution will now be described using an exemplary embodiment. Figure 3 This is a flowchart illustrating an event execution method in a game scene according to an embodiment of this application. See also... Figure 3 Taking the terminal as the execution subject as an example, the method includes:

[0070] 301. The terminal unlocks the snowfield exploration option after the user meets the conditions.

[0071] This process can be initiated after the user meets preset conditions, such as reaching a preset level or staying for a preset duration. In this case, the Snowfield Exploration option can be unlocked by displaying the corresponding map unlock in the user's map, allowing the user to select and execute the Snowfield Exploration.

[0072] 302. In response to the consumption operation of the virtual item corresponding to the Snowfield Exploration option, the terminal opens the Snowfield Exploration scene so that the virtual character controlled by the user can perform the Snowfield Exploration event in the Snowfield Exploration scene.

[0073] Unlocking can mean that the user can control the virtual character to start the Snowfield Adventure, or it can mean that the user has the permission to start the Snowfield Adventure based on virtual items. In the latter case, in response to the consumption operation of virtual items, the terminal can start the Snowfield Adventure game scene, that is, as shown in step 201 above, in the Snowfield Adventure scene, multiple adventure events in the scene are executed.

[0074] 303. After the virtual character performs the Snowfield Travel event a specified number of times, the terminal unlocks the Natural Wilderness Travel option.

[0075] In this embodiment, the antenna exploration option is unlocked after the virtual character has experienced a specified number of snowfield exploration events. However, in some embodiments, it can be unlocked under other conditions, and this application does not limit this.

[0076] 304. In response to the consumption of virtual items corresponding to the Tianxian Travel option, the terminal opens the Tianxian Travel scene.

[0077] Unlocking can refer to a user controlling a virtual character to initiate the "Wandering the Wilderness" adventure, or it can mean that a user has permission to initiate the adventure based on virtual items. In the latter case, in response to the consumption of virtual items, the terminal can open the "Wandering the Wilderness" game scene, as shown in step 201 above. The user can control the target character's activities in the "Wandering the Wilderness" scene, such as moving and performing tasks. By performing tasks and interacting with other virtual characters, the user can obtain corresponding virtual items or virtual rewards.

[0078] 305. In response to a virtual character specifying a target virtual character in a dangerous adventure scenario, the terminal provides the virtual character with multiple plot events associated with the target virtual character.

[0079] In response to a virtual character encountering any target virtual character in a dangerous adventure scenario, an operation panel can be provided to the virtual character. The operation panel will prompt the virtual character whether to specify the target virtual character. If the virtual character specifies the target virtual character based on the operation panel, it means that the virtual character wants to travel with the target virtual character or establish a relationship. Then, multiple plot events related to the target virtual character can be provided to the virtual character.

[0080] These multiple plot events can be generated based on the target virtual character's background or other information. The content of these multiple plot events constitutes the target virtual character's background. For example, the multiple plot events, arranged in sequence, include the target virtual character's growth experience. Or, the multiple plot events are used to describe a part of the target virtual character's background. These multiple plot events can form the entire content of the character's background, allowing users to understand the target virtual character through these multiple plot events. This ensures that the content is consistent in its presentation and arouses the user's desire to explore, greatly enhancing user engagement and ensuring user retention.

[0081] For any of the above-mentioned travel scenarios, after the virtual character completes a travel event, a continue button, such as a "next stop" button, can be provided to guide the virtual character to trigger the next travel event. It is understood that travel events can be triggered based on the consumption of virtual items, and different travel events can correspond to different virtual items. This application embodiment does not limit this.

[0082] 306. In response to the completion of any plot event by the virtual character, the terminal provides the virtual character with the corresponding virtual reward.

[0083] The virtual rewards can include the target virtual character's affinity towards another virtual character or exclusive virtual items. Affinity is used to increase the target virtual character's affinity towards another virtual character. If the affinity reaches a target threshold, a preset relationship can be formed between the target virtual character and the other virtual character. Based on this preset relationship, the target virtual character can perform specific actions together with the target virtual character. For example, if the target virtual character's affinity towards another virtual character is greater than the target threshold, the target virtual character can return to the other virtual character's camp with them. Alternatively, the target virtual character can accompany another virtual character in performing a target task. This application does not limit the specifics of this. Exclusive virtual items can be used to enhance the target virtual character or the other virtual character's abilities, thereby enabling them to perform tasks in a second game scenario or other game scenarios. The aforementioned affinity can be understood as being used for recruiting the target virtual character, i.e., the expert, while exclusive virtual items can be understood as being used for training the target virtual character, i.e., the expert, to improve their performance in the game scenario.

[0084] In some embodiments, the aforementioned travel events, such as the first travel event or the second travel event, can each have multiple quality levels. The higher the quality level, the lower the probability of triggering the event, and the more valuable the virtual rewards obtained after executing the event. For example, the multiple event types may include the following types: (1) Dialogue events: After the event is triggered, the virtual character controlled by the user will engage in dialogue with the NPC. (2) Wilderness battle events: After the event is triggered, the virtual character controlled by the user will engage in a wilderness battle with the NPC. (3) Arena battle events: After the event is triggered, the virtual character controlled by the user will engage in an arena battle with the NPC. (4) Mini-game events: Including rock-paper-scissors, defeating the mischievous snowman, and spinning a lottery wheel. The trigger probability corresponding to the above event types can be preset based on the server, and this embodiment of the application does not limit this.

[0085] As for the first and second game scenarios mentioned above, that is, Figure 3 In the examples of Snowfield Adventure and Perilous Journey Adventure shown in the embodiments, the adventure events provided by Snowfield Adventure can include general adventure events and adventure events associated with the target virtual character. In Snowfield Adventure, the trigger probability of general adventure events can be set to be relatively high, while the trigger probability of adventure events associated with the target virtual character can be set to be relatively low, thereby improving the game experience. In Perilous Journey Adventure, adventure events associated with the target virtual character can only be triggered after the target virtual character is specified. After specifying the target virtual character, multiple story events for that target character will be provided in Perilous Journey Adventure.

[0086] Of course, during the aforementioned exploration event, the virtual character can exit at any time and save the progress of the exploration event for other operations. It can also continue exploring based on the saved progress after returning to the game scene; this embodiment does not limit this. For example, if a user's city is attacked by other players, the user can control the virtual character to exit the exploration event and return to the city to perform defensive operations.

[0087] Figure 4 This is a schematic diagram of the structure of an event execution device in a game scene provided in an embodiment of this application. See also... Figure 4 The device includes:

[0088] Control module 401 is used to respond to operations in the first game scene and control the virtual character to execute multiple first exploration events in the first game scene;

[0089] The activation module 402 is used to activate a second game scene for the virtual character if the plurality of first travel events meet the target conditions.

[0090] A module 403 is provided to provide a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene;

[0091] The control module 401 is further configured to respond to operations in the second game scene and control the virtual character to execute the plurality of second travel events in the second game scene.

[0092] In some embodiments, the providing module is configured to, in response to the virtual character specifying a target virtual character in the second game scene, display event types associated with the target virtual character, each event type being associated with different second traversal events; and in response to the virtual character's selection operation for any event type, provide the virtual character with multiple second traversal events associated with the selected event type.

[0093] In some embodiments, the providing module is configured to, in response to the virtual character specifying a target virtual character in the second game scene, display the plurality of second travel events and the activation status of each second travel event, wherein the activation status is determined by the virtual items possessed by the virtual character; and in response to the virtual character acquiring a virtual item corresponding to the second travel event, switch the second travel event to an active state.

[0094] In some embodiments, the providing module is configured to, in response to an operation in the second game scene, provide the virtual character with a plurality of second travel events associated with the target virtual character based on the probabilities corresponding to different event types.

[0095] In some embodiments, the control module is further configured to, in response to an operation in the second game scene, control the virtual character to execute a target travel event among the plurality of second travel events in the second game scene; when the target travel event meets the target condition, provide the virtual character with other second travel events among the plurality of second travel events; if the target travel event does not meet the target condition, provide the virtual character with the target travel event cyclically.

[0096] In some embodiments, second travel events of different event types are triggered by consuming corresponding virtual items, and / or, second travel events of different event types correspond to different virtual rewards.

[0097] It should be noted that the event execution device in the game scene provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the event execution device in the game scene provided in the above embodiments and the event execution method embodiments in the game scene belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0098] Figure 5 This illustration shows a structural block diagram of a computer device 500 provided in an exemplary embodiment of this application. The computer device 500 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The computer device 500 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0099] Typically, computer device 500 includes a processor 501 and a memory 502.

[0100] Processor 501 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 501 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 501 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 501 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 501 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0101] The memory 502 may include one or more computer-readable storage media, which may be non-transitory. The memory 502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 502 are used to store at least one instruction, which is executed by the processor 501 to implement the event execution method in the game scene provided in the method embodiments of this application.

[0102] In some embodiments, the computer device 500 may also optionally include a peripheral device interface 503 and at least one peripheral device. The processor 501, memory 502, and peripheral device interface 503 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 503 via a bus, signal line, or circuit board. For example, the peripheral device may include at least one of the following: a radio frequency circuit 504, a display screen 505, a camera assembly 506, an audio circuit 507, and a power supply 508.

[0103] Peripheral device interface 503 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 501 and memory 502. In some embodiments, processor 501, memory 502 and peripheral device interface 503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 501, memory 502 and peripheral device interface 503 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0104] The radio frequency (RF) circuit 504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 504 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 504 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 16G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 504 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0105] Display screen 505 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 505 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 501 for processing. In this case, display screen 505 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 505, disposed on the front panel of computer device 500; in other embodiments, there may be at least two display screens, disposed on different surfaces of computer device 500 or in a folded design; in still other embodiments, display screen 505 may be a flexible display screen, disposed on a curved or folded surface of computer device 500. Furthermore, display screen 505 may be configured as a non-rectangular irregular shape, i.e., a non-rectangular screen. Display screen 505 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0106] The camera assembly 506 is used to acquire images or videos. Optionally, the camera assembly 506 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 506 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0107] The audio circuit 507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 501 for processing, or input to the radio frequency circuit 504 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located in a different part of the computer device 500. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert the electrical signals from the processor 501 or the radio frequency circuit 504 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 507 may also include a headphone jack.

[0108] Power supply 508 is used to supply power to the various components in computer device 500. Power supply 508 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 508 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0109] In some embodiments, the computer device 500 further includes one or more sensors 509. The one or more sensors 509 include, but are not limited to, an accelerometer 510, a gyroscope 511, a pressure sensor 512, an optical sensor 513, and a proximity sensor 514.

[0110] Accelerometer 510 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 500. For example, accelerometer 510 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 501 can control display screen 505 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 510. Accelerometer 510 can also be used for games or for acquiring user motion data.

[0111] The gyroscope sensor 511 can detect the orientation and rotation angle of the computer device 500. The gyroscope sensor 511 can work in conjunction with the accelerometer sensor 150 to acquire the user's 3D movements of the computer device 500. Based on the data acquired by the gyroscope sensor 511, the processor 501 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0112] Pressure sensor 512 is disposed on the side bezel of computer device 500 and / or on the lower layer of display screen 505. When pressure sensor 512 is disposed on the side bezel of computer device 500, it can detect the user's grip signal on computer device 500, and processor 501 can perform left / right hand recognition or quick operation based on the grip signal collected by pressure sensor 512. When pressure sensor 512 is disposed on the lower layer of display screen 505, processor 501 can control operable page components on the UI interface based on the user's pressure operation on display screen 505. Operable page components include at least one of button page components, scroll bar page components, icon page components, and menu page components.

[0113] An optical sensor 513 is used to collect ambient light intensity. In one embodiment, the processor 501 can control the display brightness of the display screen 505 based on the ambient light intensity collected by the optical sensor 513. For example, when the ambient light intensity is high, the display brightness of the display screen 505 is increased; when the ambient light intensity is low, the display brightness of the display screen 505 is decreased. In another embodiment, the processor 501 can also dynamically adjust the shooting parameters of the camera assembly 506 based on the ambient light intensity collected by the optical sensor 513.

[0114] The proximity sensor 514, also known as a distance sensor, is typically located on the front panel of the computer device 500. The proximity sensor 514 is used to detect the distance between the user and the front of the computer device 500. In one embodiment, when the proximity sensor 514 detects that the distance between the user and the front of the computer device 500 is gradually decreasing, the processor 501 controls the display screen 505 to switch from a screen-on state to a screen-off state; when the proximity sensor 514 detects that the distance between the user and the front of the computer device 500 is gradually increasing, the processor 501 controls the display screen 505 to switch from a screen-off state to a screen-on state.

[0115] Those skilled in the art will understand that Figure 5 The structure shown does not constitute a limitation on the computer device 500, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0116] Figure 6This is a schematic diagram of a server structure provided in an embodiment of this application. The server 600 can vary significantly depending on its configuration or accuracy. It may include one or more Central Processing Units (CPUs) 601 and one or more memories 602. The memories 602 store at least one computer program, which is loaded and executed by the processor 601 to implement the methods provided in the various method embodiments described above. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.

[0117] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the event execution method in the game scene of the above embodiment.

[0118] This application also provides a computer program product, including a computer program loaded and executed by a processor to implement the operations performed by the event execution method in the game scene as described in the above embodiments.

[0119] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0120] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.

Claims

1. A method for executing events in a game scene, characterized in that, The method includes: In response to operations in the first game scene, control the virtual character to perform multiple first exploration events in the first game scene; If the multiple first exploration events meet the target conditions, a second game scene is opened for the virtual character. The second game scene includes the game scene selected by the user after the multiple first exploration events meet the target conditions. In response to the virtual character encountering any target virtual character in the second game scene, a prompt message is displayed indicating whether the virtual character should make a specified action. If the specified action is made, the target virtual character is locked as a companion or partner, and the event type associated with the target virtual character is displayed. Each event type is associated with a different second travel event. In response to the virtual character's selection operation of at least one event type, multiple second traversal events associated with the selected event type are provided to the virtual character. The multiple second traversal events are used to describe a portion of the character background of the target virtual character, and the event content of the multiple second traversal events constitutes the entire content of the character background. In response to operations in the second game scene, the virtual character is controlled to execute the plurality of second exploration events in the second game scene. When the virtual character completes any second exploration event, a corresponding virtual reward is provided to the virtual character. The virtual reward includes the target virtual character's favorability towards the virtual character or exclusive virtual items. When the favorability reaches a target threshold, a preset relationship is formed between the target virtual character and the virtual character. The existence of the preset relationship enables the virtual character to perform specific actions together with the target virtual character. The function of the exclusive virtual items includes enhancing the target virtual character's abilities.

2. The method according to claim 1, characterized in that, The process of providing the virtual character with a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene further includes: In response to the virtual character specifying a target virtual character in the second game scene, the plurality of second exploration events and the activation status of each second exploration event are displayed, the activation status being determined by the virtual items possessed by the virtual character; In response to the virtual character acquiring a virtual item corresponding to the second travel event, the second travel event is switched to an active state.

3. The method according to claim 1, characterized in that, The process of providing the virtual character with a plurality of second exploration events associated with the target virtual character in response to the virtual character specifying a target virtual character in the second game scene further includes: In response to operations in the second game scene, based on the probabilities corresponding to different event types, multiple second travel events associated with the target virtual character are provided to the virtual character.

4. The method according to claim 1, characterized in that, The step of controlling the virtual character to execute the plurality of second exploration events in response to an operation in the second game scene includes: In response to an operation in the second game scene, the virtual character is controlled to execute the target travel event among the plurality of second travel events in the second game scene; When the target travel event meets the target conditions, the virtual character is provided with another second travel event among the plurality of second travel events; If the target travel event does not meet the target conditions, the target travel event is provided to the virtual character in a loop.

5. The method according to claim 1, characterized in that, Second travel events of different event types are triggered by consuming corresponding virtual items, and / or, second travel events of different event types correspond to different virtual rewards.

6. An event execution device in a game scene, characterized in that, The device includes: The control module is used to respond to operations in the first game scene and control the virtual character to execute multiple first exploration events in the first game scene; The activation module is used to activate a second game scene for the virtual character if the plurality of first exploration events meet the target conditions. The second game scene includes the game scene selected by the user after the plurality of first exploration events meet the target conditions. A module is provided to respond to the virtual character encountering any target virtual character in the second game scene, displaying a prompt message indicating whether the virtual character should perform a specified action; if specified, locking the target virtual character as a companion or partner, and displaying the event types associated with the target virtual character, each event type being associated with different second exploration events; in response to the virtual character's selection operation of at least one event type, providing the virtual character with multiple second exploration events associated with the selected event type, each of the multiple second exploration events being used to describe a portion of the target virtual character's background content, the event content of the multiple second exploration events constituting the entire content of the character background; The control module is further configured to respond to operations in the second game scene, control the virtual character to execute the plurality of second exploration events in the second game scene, and provide the virtual character with corresponding virtual rewards when the virtual character completes any second exploration event. The virtual rewards include the target virtual character's favorability towards the virtual character or exclusive virtual items. When the favorability reaches a target threshold, a preset relationship is formed between the target virtual character and the virtual character. The existence of the preset relationship enables the virtual character to perform specific actions together with the target virtual character. The function of the exclusive virtual items includes enhancing the abilities of the target virtual character.

7. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one computer program, which is loaded and executed by the processor to perform the operations performed by the event execution method in the game scene as described in any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to perform the operations of the event execution method in the game scene as described in any one of claims 1 to 5.

9. A computer program product, comprising a computer program, characterized in that, The computer program is loaded and executed by a processor to perform the operations performed by the event execution method in the game scene as described in any one of claims 1 to 5.