Game match control method and device, electronic equipment and readable storage medium

By generating target items after a game character is defeated, players can voluntarily exit the game under certain conditions, solving the problem that game characters cannot take virtual resources out and improving the gaming experience.

CN120919622APending Publication Date: 2025-11-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511377720.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-25
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

In a game, players cannot actively retrieve virtual resources after their characters are defeated, forcing them to passively wait for the game to end, which negatively impacts the gaming experience.

Method used

After a game character is defeated, a target item is generated. Players can voluntarily exit the game under preset conditions and pick up the target item to fulfill the exit conditions.

Benefits of technology

It increases the probability of interaction between game characters, reduces waiting time, and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game match control method and device, electronic equipment and a readable storage medium, and the method comprises the steps: controlling game roles participating in a game match to enter a corresponding game scene in response to a match start instruction, and controlling to generate a target prop in the game scene in response to a second game role in the game roles being damaged, the target prop is configured to be at least capable of being picked up by the first game role; in response to movement of the first game role to a game exit area in the game scene, detecting whether a target prop picked up by the first game role meets a preset game exit condition or not; and if yes, controlling the first game role to exit the game match. Therefore, the probability of interaction among the game roles is improved, the time for passively waiting for the end of the game to ensure that the game roles are not destroyed is shortened, the game playing time is shortened, and the experience feeling of players is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of human-computer interaction technology, and in particular to control methods, devices, electronic devices, and readable storage media for game sessions. Background Technology

[0002] Once the game has started, different players can control different game characters through different terminals to enter the game and interact virtually. When multiple game characters enter the game, they can pick up virtual resources distributed by the system, or pick up virtual resources dropped by other virtual characters after defeating them. They can also take the picked-up virtual resources out of the game.

[0003] In related technologies, the conditions for ending a game match include the game character being defeated by another character or the game character's health dropping below a preset health threshold, meaning the game character dies and immediately exits the match; or the game character actively moves to the match exit area in the game scene to complete the match withdrawal. However, during the process of moving to the match exit area, the game character may be defeated by other game characters and drop all carried resources, making it impossible to take the virtual resources obtained in the game out of the game. Therefore, in order to ensure the safety of the game character, players may choose not to actively interact with other game characters and wait in the game scene for the preset match exit time to end the current match. However, this may cause players to stay in the game scene for too long, thus affecting the player's gaming experience. Summary of the Invention

[0004] In view of this, the purpose of this disclosure is to provide a method, device, electronic device, and readable storage medium for controlling game matches, which can generate a target item required to exit the current game match after determining that other game characters have been defeated. As long as the target item picked up by the game character meets the preset exit conditions, the current game match can be actively exited. This increases the probability of interaction between game characters and reduces the time spent passively waiting for the game match to end in order to ensure that the game character is not defeated, thereby reducing the game match time and helping to improve the player's experience.

[0005] In a first aspect, embodiments of this disclosure provide a method for controlling a game session, the method comprising: In response to a game start command, the game characters participating in the game are controlled to enter the corresponding game scene, wherein the game characters include a first game character; In response to the defeat of the second game character, a target item is generated in the game scene and the target item is configured to be at least pickable by the first game character. In response to the first game character moving to the match exit area in the game scene, it is detected whether the target item picked up by the first game character meets the preset match exit conditions. If the conditions are met, the first game character is controlled to exit the game.

[0006] Secondly, this disclosure also provides a game control device, the control device comprising: The scene entry module is used to respond to the game start command and control the game characters participating in the game to enter the corresponding game scene, wherein the game characters include the first game character; An item generation module is configured to, in response to the defeat of the second game character in the game, generate a target item in the game scene and configure the target item to be at least pickable by the first game character. The game exit condition detection module is used to detect whether the target item picked up by the first game character meets the preset game exit conditions when the first game character moves to the game exit area in the game scene. The character exit module is used to control the first game character to exit the game if the conditions are met.

[0007] Thirdly, embodiments of this disclosure also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the game control method as described in the first aspect.

[0008] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the game control method as described in the first aspect.

[0009] The game control method, apparatus, electronic device, and readable storage medium provided in this disclosure, in response to a game start command, control game characters participating in the game to enter a corresponding game scene, wherein the game characters include a first game character; in response to a second game character being defeated, control the generation of a target item in the game scene and configure the target item to be at least pickable by the first game character; in response to the first game character moving to a game exit area in the game scene, detect whether the target item picked up by the first game character meets a preset game exit condition; if it does, control the first game character to exit the game. In this way, after determining that other game characters have been defeated, the target item required to exit the current game can be generated. As long as the target item picked up by a game character meets the preset game exit condition, the current game can be actively exited, increasing the probability of interaction between game characters and reducing the time spent passively waiting for the game to end to ensure that a game character is not defeated, thus reducing the game time and improving the player's experience.

[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 A flowchart illustrating a game control method provided in this embodiment of the disclosure; Figure 2 One of the schematic diagrams of a first graphical user interface of a first terminal device provided in an embodiment of this disclosure; Figure 3 This is a second schematic diagram of the first graphical user interface of the first terminal device provided in the embodiments of this disclosure; Figure 4 This is a third schematic diagram of the first graphical user interface of the first terminal device provided in the embodiments of this disclosure; Figure 5 One of the schematic diagrams of a second graphical user interface of a second terminal device provided in an embodiment of this disclosure; Figure 6 This is a second schematic diagram of the second graphical user interface of the second terminal device provided in the embodiments of this disclosure; Figure 7This is a third schematic diagram of the second graphical user interface of the second terminal device provided in the embodiments of this disclosure; Figure 8 This is a schematic diagram of the structure of a game control device provided in an embodiment of the present disclosure; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. Based on the embodiments of this disclosure, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this disclosure.

[0014] First, let me introduce the terms used in this disclosure: (1) Terminal equipment The terminal device involved in this disclosure mainly refers to a terminal that provides a graphical user interface and is capable of controlling virtual objects. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: smartphones, tablets, game consoles, MP4 (Moving Picture Experts Group Audio Layer IV) players, personal digital assistants (PDAs), e-book readers, etc. This terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this disclosure, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-connected application.

[0015] (2) Graphical User Interface A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.

[0016] (3) Game Scene A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual objects during gameplay. These virtual objects can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional game scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual objects. Optionally, a game scene can also be used for game scene battles between at least two virtual objects, and the game scene has virtual resources available for use by at least two virtual objects. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.

[0017] (4) Game characters: This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for game scene battles. Optionally, the virtual object can include virtual characters competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.

[0018] Secondly, the technical background of this disclosure will be introduced: Once the game has started, different players can control different game characters through different terminals to enter the game and interact virtually. When multiple game characters enter the game, they can pick up virtual resources distributed by the system, or pick up virtual resources dropped by other virtual characters after defeating them. They can also take the picked-up virtual resources out of the game.

[0019] In related technologies, the conditions for ending a game match include the game character being defeated by another character or the game character's health dropping below a preset health threshold, meaning the game character dies and immediately exits the match; or the game character actively moves to the match exit area in the game scene to complete the match withdrawal. However, during the process of moving to the match exit area, the game character may be defeated by other game characters and drop all carried resources, making it impossible to take the virtual resources obtained in the game out of the game. Therefore, in order to ensure the safety of the game character, players may choose not to actively interact with other game characters and wait in the game scene for the preset match exit time to end the current match. However, this may cause players to stay in the game scene for too long, thus affecting the player's gaming experience.

[0020] Based on this, the present disclosure provides a game match control method to reduce the time spent passively waiting for the game match to end in order to ensure that the game character is not defeated, thereby reducing the match time and helping to improve the player's experience.

[0021] In one embodiment of the application, the game control method can run on a local mobile terminal or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0022] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, 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 game control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. During gameplay, 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0023] In an alternative implementation, taking a game as an example, the local mobile terminal stores the game program and is used to display the game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local mobile terminal can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local mobile terminal can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0024] In one optional implementation, this invention provides a game control method that provides a graphical user interface via a mobile terminal. The mobile terminal can be a local mobile terminal (such as a local touchscreen terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the game control method running on a local mobile terminal (hereinafter referred to as the mobile terminal).

[0025] Please see Figure 1 , Figure 1 A flowchart illustrating a game control method provided in an embodiment of this disclosure. Figure 1 As shown in the embodiments of this disclosure, the game control method includes: S101. In response to the game start command, control the game characters participating in the game to enter the corresponding game scene, wherein the game characters include the first game character.

[0026] S102. In response to the defeat of the second game character in the game, control the generation of a target item in the game scene and configure the target item to be at least pickable by the first game character.

[0027] S103. In response to the first game character moving to the game exit area in the game scene, detect whether the target item picked up by the first game character meets the preset game exit conditions.

[0028] S104. If the conditions are met, control the first game character to exit the game.

[0029] The game control method provided in this embodiment can generate a target item required to exit the current game after determining that other game characters have been defeated. As long as the target item picked up by the game character meets the preset exit conditions, the game character can actively exit the current game. This increases the probability of interaction between game characters and reduces the time spent passively waiting for the game to end in order to ensure that the game character is not defeated. This reduces the game time and helps to improve the player's experience.

[0030] The exemplary steps of the embodiments of this disclosure are described below: S101. In response to the game start command, control the game characters participating in the game to enter the corresponding game scene, wherein the game characters include the first game character.

[0031] In this embodiment of the disclosure, after the start of the game is determined, different players can control different game characters through different terminals to enter the game and conduct virtual interaction; after multiple game characters enter the game, they can pick up virtual resources issued by the system in the game, or they can pick up virtual resources dropped by other virtual characters by defeating other virtual characters, and they can take the picked-up virtual resources out of the game.

[0032] In related technologies, the conditions for ending a game match include the game character being defeated by another character or the game character's health dropping below a preset health threshold, meaning the game character dies and immediately exits the match; alternatively, the game character can actively move to the match exit area in the game scene to complete the match withdrawal. However, during the process of moving to the match exit area, there is a possibility that the game character may be defeated by other game characters and drop all carried resources, making it impossible to bring the virtual resources obtained in the game out of the game. Therefore, in order to ensure the safety of the game character, players may choose not to actively interact with other game characters and wait in the game scene for the preset match exit time to end the current match. However, this may cause players to stay in the game scene for too long, thus affecting the player's gaming experience.

[0033] In this embodiment of the disclosure, after determining that other game characters have been defeated, a target item required to exit the current game can be generated. As long as the target item picked up by the game character meets the preset exit conditions, the game character can actively exit the current game. This increases the probability of interaction between game characters and reduces the time spent passively waiting for the game to end in order to ensure that the game character is not defeated. This reduces the game time and helps to improve the player's experience.

[0034] Furthermore, once the second game character in the game is defeated, a target item will be generated in the game scene, which other game characters in the game scene can pick up.

[0035] S102. In response to the defeat of the second game character in the game, control the generation of a target item in the game scene and configure the target item to be at least pickable by the first game character.

[0036] Here, the second game character can be a virtual character in the game scene that is not controlled by the player but by the system, or it can be a player character controlled by the player, including friendly game characters that belong to the same game faction as the first game character, as well as enemy game characters that belong to a different game faction than the first game character.

[0037] Here, the target items dropped after the second game character is defeated can be picked up by other virtual characters, including the first game character.

[0038] In one optional implementation, the first game character is controlled by a first terminal device, and the second game character includes the first game character. That is, for the first game character controlled by the first terminal device, after it is determined that the first game character has been defeated, the current game can continue according to the resurrection mechanism provided in the game scene. At this time, the first game character resurrected in the game can also pick up the target items dropped after being defeated.

[0039] Here, if the first game character is defeated by the second or other game characters, and their health drops below a preset threshold (meaning they die), they may lose all their virtual resources, which will be picked up by the character who defeated them. The first character will then exit the current game, ending the game. This can lead to players who lack skill in controlling their first character repeatedly exiting and starting new games within a short period, causing excessive server data processing and increasing server performance overhead. Furthermore, being repeatedly defeated in different games and losing acquired virtual resources negatively impacts the player's gaming experience.

[0040] In this embodiment, after the first game character is defeated, it can be reborn in the game scene based on whether the first game character meets the preset respawn conditions. If the first game character meets the preset respawn conditions, it can be controlled to respawn. This avoids players repeatedly exiting the game and starting new games within a short period of time, reducing server data processing load and lowering game server performance overhead. Simultaneously, for the player controlling the defeated first game character, they do not immediately exit the current game after being defeated; they can regain the opportunity to participate in the current game and collect dropped virtual resources, further enhancing the player's gaming experience.

[0041] In one optional implementation, the first game character meeting the preset respawn condition means that the remaining number of respawns of the first game character is greater than the preset respawn threshold. Here, the preset respawn threshold can be set to 0, that is, as long as it is determined that the first game character still has respawns, it can respawn in the game scene after being defeated by other game characters.

[0042] Here, for each game character entering the game scene, the system will configure a number of resurrection attempts for each game character after entering the game, thereby ensuring that each game character can respawn in the game scene after being defeated and continue the current game.

[0043] Specifically, after the step of "controlling the game characters participating in the game to enter the corresponding game scene", the control method further includes: a1: Configure the number of resurrections for the game characters participating in the game, wherein the number of resurrections is ≥1.

[0044] In one alternative implementation, each game character participating in a game match can be configured with the same number of resurrections. Here, each game character is configured with at least one resurrection. For example, each game character participating in a game match can be configured with three resurrections.

[0045] In another alternative implementation, the number of resurrection attempts can be configured for each game character based on the quantity of virtual resources they bring into the game or whether they team up with other virtual characters to perform virtual tasks in the game scene. Specifically, the more virtual resources a game character brings into the game, the fewer resurrection attempts are configured; virtual characters performing game tasks alone in the game scene are configured with more resurrection attempts than virtual characters performing virtual tasks in the game scene with other game characters.

[0046] Here, taking the first game character as an example, the remaining number of resurrections of the first game character can be displayed at a preset position in the graphical user interface of the first terminal device controlling the first game character, so as to prompt the player on the current resurrection status of the first game character, allowing the player to adjust the control strategy for the first game character and further enhance the player's gaming experience.

[0047] In one alternative implementation, after determining that the second game character has been defeated, in addition to the target item dropping in the game scene, the second game character will also drop any resources or items it possesses.

[0048] Specifically, the step "in response to the defeat of the second game character in the game, controlling the generation of a target item in the game scene" includes: b1: In response to the defeat of the second game character, control the generation of a resource item in the game scene, wherein the resource item includes at least some of the virtual resources of the second game character and a generated target item.

[0049] In one alternative implementation, after the second game character is determined to be defeated, in addition to the target item, resource items including some or all of the virtual resources of the second game character will also be dropped. The specific virtual resources included in the resource items are determined based on the resurrection status of the second game character.

[0050] Specifically, the step "in response to the second game character being defeated, controlling the generation of a resource item in the game scene" includes: c1: In response to the second game character being defeated for the first time, control the generation of a resource item in the game scene, and configure the first resource and a generated target item in the resource item.

[0051] c2: In response to the second game character not being defeated for the first time, control the generation of a resource item in the game scene, and configure the first resource, the second resource and the generated target item in the resource item.

[0052] Here, the virtual resources of the second game character include: first resources stored in a virtual container and second resources equipped to the second game character.

[0053] Specifically, the virtual container for storing the virtual resources of the second game character can be the virtual backpack of the second game character. The backpack control can be displayed in the graphical user interface of the second terminal device controlling the second game character. In response to the trigger operation of the backpack control, the backpack interface can be displayed in the graphical user interface. The backpack interface can display at least one virtual resource currently stored in the virtual backpack of the second game character.

[0054] In one alternative implementation, the first resource stored in the virtual container may include resources brought into the game by the second game character and / or resources picked up by the second game character in the game scene. Resources that can be picked up in the game scene include virtual resources deployed by the system, as well as virtual resources dropped by other game characters after defeating them.

[0055] Here, the second resource equipped to the second game character is the virtual resource currently worn by the second game character, which may include equipment worn by the second game character, as well as virtual weapons currently held by the second game character.

[0056] In one alternative implementation, if it is determined that the second game character is defeated for the first time, the second resource currently equipped to the second game character will be retained, and the first resource and target item stored in the virtual container will drop in the game scene.

[0057] In another alternative implementation, if it is determined that the second game character is not being defeated for the first time, then the first resource stored in the virtual container by the second game character, as well as the second resource and target item equipped to the second game character, will all be dropped.

[0058] For example, the virtual resources currently stored in the virtual container by the second game character include virtual resource A and virtual resource B, and the second resource equipped to the second game character includes virtual resource C; when the second game character is defeated, if it is determined that the second game character is defeated for the first time, virtual resource A, virtual resource B and the target item will drop in the game; if it is determined that the second game character is not defeated for the first time, virtual resource A, virtual resource B, virtual item C and the target item will drop in the game.

[0059] In one alternative implementation, if the second game character has already picked up the target item dropped by another defeated game character in the game scene before being defeated, then the first supplies include the target item picked up by the second game character in the game scene.

[0060] Here, when the second game character picks up a target item dropped by another defeated game character in the game scene, the target item will be the same as the virtual resources that the second game character brought into the game or picked up in the game scene. The second game character can store the target item in a virtual container, or discard the target item in the game scene, or trade the target item with other game characters in the game scene.

[0061] For example, the second game character's virtual container contains virtual item A and virtual item B. After the second game character picks up a target item dropped by another game character, it stores the target item in the virtual container. When viewing the second game character's virtual container, virtual item A, virtual item B, and the target item can be displayed on the interface. Simultaneously, the second game character can also discard the target item in the game scene or trade it with other game characters. For example, in the above example, the virtual items currently stored in the second game character's virtual container include virtual item A, virtual item B, and the picked-up target item. The second item equipped to the second game character includes virtual item C. When the second game character is defeated, if it is determined that this is the first time the second game character has been defeated, virtual item A, virtual item B, the picked-up target item, and the target item generated after the second game character's defeat will drop in the game. At this time, other game characters can pick up virtual item A, virtual item B, and the two target items.

[0062] Furthermore, for the second game character, as long as the number of resurrections is not zero, they can respawn in the game scene and continue the game. However, if it is determined that the current second game character's number of resurrections is zero, they will be directly eliminated from the current game.

[0063] Specifically, after the step "in response to the defeat of the second game character in the game, control the generation of a target item in the game scene", the control method further includes: d1: Determine whether the number of resurrections configured for the second game character is zero.

[0064] d2: If the number of resurrections is not zero, control the second game character to respawn in the game scene and continue the game after respawning.

[0065] d3: If the number of resurrections is zero, then the second game character is eliminated from the game.

[0066] In this embodiment of the disclosure, taking the configuration of two resurrection attempts when the second game character enters the game as an example, if the second game character is defeated for the first time in the game, the resurrection attempts are 2 (not 0), and the second game character can be controlled to respawn in the game scene and continue the game; if the second game character is defeated for the second time in the game, the resurrection attempts are 1 (not 0), and the second game character can be controlled to respawn in the game scene and continue the game; if the second game character is defeated for the third time in the game, the resurrection attempts are 0, and the second game character is eliminated from the game.

[0067] Furthermore, when it is determined that the second game character can respawn in the game scene, in order to ensure that the second game character is not defeated immediately after respawning, thus avoiding wasting respawn attempts and affecting the player's game experience, the second game character can be controlled to respawn in a relatively safe location in the game scene. This can avoid wasting respawn attempts and thus improve the player's game experience.

[0068] Specifically, the step of "controlling the second game character to respawn in the game scene" includes: e1: Control the second game character to respawn at a target location in the game scene, wherein the target location includes: a scene location determined by a friendly game character based on the second game character, and / or a scene location determined by an enemy game character based on the second game character.

[0069] In one alternative implementation, if the second game character was teaming up with other game characters in the game scene to perform a virtual mission before being defeated, the target location for the second game character to respawn can be determined based on the positions of the second game character's allies in the game scene.

[0070] Specifically, if the second game character has only one allied game character, then the second game character is controlled to respawn at any position within a preset range of the allied game character, with the current position of the allied game character as the center; if the second game character has more than one allied game character, then the position with the most allied game characters in the game scene is determined, and the second game character is controlled to respawn at any position within a preset range of the position with the most allied game characters in the game scene, with the position with the most allied game characters as the center.

[0071] In another alternative implementation, if the second game character was performing a virtual task alone in the game scene before being defeated, the target location for the second game character to respawn can be determined based on the location of the enemy game character who is hostile to the second game character in the game scene.

[0072] Specifically, based on the location of each enemy game character in the game scene, the target location is determined to be respawned when there are no enemy game characters in the game scene and the distance to the location of each enemy game character is greater than a preset distance threshold.

[0073] Furthermore, regarding the second game character, the virtual resources that the second game character can bring into the game after respawning are also related to the number of times the second game character has respawned. The number of virtual resources that the second game character can bring into the game again varies depending on the number of respawns.

[0074] Specifically, the step "controlling the second game character to respawn in the game scene" includes: f1: When the second game character is defeated for the first time, control the second game character to respawn in the game scene with the second resource, wherein the second resource is a virtual resource equipped to the second game character.

[0075] f2: If the second game character is not defeated for the first time, control the second game character to respawn in the game scene without carrying virtual resources.

[0076] In one alternative implementation, when the second game character is defeated for the first time, the first resource stored in the virtual container by the second game character is dropped. At this time, the second game character can be controlled to respawn in the game scene carrying the second equipment to the virtual resource of the second game character. When the second game character is not defeated for the first time, both the first resource stored in the virtual container by the second game character and the second resource equipped to the second game character are dropped. At this time, the second game character can be controlled to respawn in the game scene without carrying the virtual resource.

[0077] For example, in the above example, the virtual resources currently stored in the virtual container by the second game character include virtual resource A and virtual resource B, and the second resource equipped to the second game character includes virtual resource C; when the second game character is defeated, if it is determined that the second game character is defeated for the first time, virtual resource A, virtual resource B and the target item are dropped in the game, and the second game character is controlled to respawn in the game scene with virtual resource C; if it is determined that the second game character is not defeated for the first time, virtual resource A, virtual resource B, virtual item C and the target item are dropped in the game, and the second game character is controlled to respawn in the game scene without carrying virtual resources.

[0078] Furthermore, for the first game character, after the second game character is defeated, the first game character can pick up the supplies and items dropped by the second game character, as well as the target items, and can actively quit the game based on the target items picked up.

[0079] S104. In response to the first game character moving to the game exit area in the game scene, detect whether the target item picked up by the first game character meets the preset game exit conditions.

[0080] In one alternative implementation, when a first game character picks up a target item dropped by another defeated game character in the game scene, the target item will be the same as the virtual resources brought into the game by the first game character or the virtual resources picked up in the game scene. The first game character can store the target item in a virtual container, or discard the target item in the game scene, or trade the target item with other game characters in the game scene.

[0081] For example, the virtual container of the first game character contains virtual resource 1 and virtual resource 2. After the first game character picks up the target item dropped by another game character, it stores the target item in the virtual container. When viewing the virtual container of the first game character, virtual resource 1, virtual resource 2 and the target item can be displayed on the interface. At the same time, the first game character can also discard the target item in the game scene and trade it with other game characters.

[0082] In one alternative implementation, different exit zones can be set at different locations in the game scene. Players can control their first game character to move to any exit zone to exit the game. Resources, items, and target items obtained during the game can be taken outside the game for trading.

[0083] The location of the match exit area in the game scene and its specific opening time can be displayed on the game map. Players can display the game map by triggering the operation of the minimap displayed in the graphical user interface of the first terminal device of the first game character. The game map marks the specific location of each match exit area and indicates whether it is currently open.

[0084] Here, the target item picked up by the first game character meets the preset exit condition for the game: the number of target items picked up by the first game character is greater than or equal to the preset number of items.

[0085] For example, if the preset number of items is set to 2, and it is determined that the first game character has picked up 2 or more preset items, then the first game character can exit the current game from the exit area.

[0086] Here, the target item picked up by the first game character can be the target item generated after the second game character is defeated, or it can include the target item picked up by the second game character from the supplies dropped by the second game character.

[0087] Furthermore, once it is determined that the target item picked up by the first game character meets the preset exit conditions, the first game character can be controlled to exit the game through the exit area.

[0088] S104. If the conditions are met, control the first game character to exit the game.

[0089] In one alternative implementation, when it is determined that the first game character can leave the game, a preset number of target items will be deducted to control the first game character to leave the game.

[0090] Specifically, the step "controlling the first game character to exit the game" includes: g1: After deducting the target item quantity preset by the first game character, control the first game character to exit the game with the first game character's virtual resources and the remaining target item.

[0091] In one alternative implementation, the virtual resources of the first game character include a third resource stored in a virtual container by the first game character and a fourth resource equipped to the first game character.

[0092] For example, if the preset number of items is 2, and the first game character currently picks up 3 target items, then the first game character can leave the game with the virtual resources and one target item.

[0093] In one alternative implementation, if it is determined that the target item picked up by the first game character meets the preset exit conditions, and the first game character can exit the game, a countdown message can be displayed to prompt the player that the first game character can exit the game after a preset time. That is, when the countdown message is displayed as 0, the first game character can exit the game after a preset time.

[0094] In another alternative implementation, if it is determined that the target item picked up by the first game character does not meet the preset exit conditions, a prompt message "Cannot exit due to lack of target item" is displayed to inform the player that the current first game character cannot exit the current game from the exit area.

[0095] In one alternative implementation, when determining whether the first game character can exit the game from the exit area, in addition to determining whether the number of target items picked up by the first game character is greater than the preset target item number, it is also necessary to make a judgment based on the area evacuation conditions of the exit area.

[0096] Specifically, for game exit areas where players can exit the game simply by moving to the exit area, players can leave the game as long as the number of target items picked up by the first player character is greater than the preset target item number. However, for game exit areas with area exit conditions, in addition to determining that the number of target items picked up by the first player character is greater than the preset target item number, it is also necessary to determine whether the first player character meets the area exit conditions. Only when it is determined that the number of target items picked up by a player character is greater than the preset target item number and the area exit conditions are met can the first player character be controlled to exit the game.

[0097] The conditions for leaving the game exit area may include at least one of the following: the weight of the virtual resources carried by the first game character is less than a preset resource weight threshold, the first game character does not leave the same game exit area at the same time as other game characters, or the first game character completes the virtual exit task corresponding to the game exit area.

[0098] Furthermore, if it is determined that the first game character has carried the target item out of the game, the carried target item can be traded outside the game.

[0099] Specifically, after the step of "controlling the first game character to exit the game", the control method further includes: h1: In response to a transaction operation involving the first game character carrying out a target item in the game, issue virtual resources corresponding to the target item to the first game character.

[0100] Here, the target items carried out of the game are configured to not be carried into new game matches. However, game characters can carry virtual resources when entering a game match. At this time, the target items carried out can be traded and exchanged with the game system outside the game match to obtain corresponding virtual resources, which can then be carried into new game matches. This increases the first game character's winning probability in the new game match, thereby improving the player's gaming experience.

[0101] The control process of the virtual object in this embodiment will be illustrated below with specific examples, taking the example of a first player controlling a first game character through a first terminal device and a second player controlling a second game character through a second terminal device: Please see Figure 2 , Figure 2 One of the schematic diagrams of the first graphical user interface of the first terminal device provided in the embodiments of this disclosure, such as... Figure 2 As shown, the first graphical user interface 200 includes a first game character 210 and the supplies 220 and target items 230 dropped by a defeated second game character (not shown in the figure). The first game character can pick up the supplies 220 and target items 230. Furthermore, the game map can be displayed through a trigger operation on the minimap 240, and the specific location of the exit area in the game scene and the opening time of the exit area can be displayed during the game.

[0102] For further details, please refer to Figure 3 , Figure 3 This is a second schematic diagram of the first graphical user interface of the first terminal device provided in the embodiments of this disclosure, as shown below. Figure 3 As shown, once the first game character 210 moves to the match exit area 250, the number of target items picked up by the first game character is determined. If the number of target items picked up by the first game character meets the preset match exit conditions (the number of target items picked up by the first game character is greater than or equal to the preset item quantity threshold), an exit prompt message 260 is displayed. Specifically, Figure 3 As shown, the exit message can be "Exiting, please submit the preset number of target items before exiting".

[0103] For further details, please refer to Figure 4 , Figure 4 This is a third schematic diagram of the first graphical user interface of the first terminal device provided in the embodiments of this disclosure, as shown below. Figure 4 As shown, once the first game character 210 moves to the match exit area 250, the number of target items picked up by the first game character is determined. If the number of target items picked up by the first game character does not meet the preset match exit conditions (the number of target items picked up by the first game character is less than the preset item quantity threshold), an exit failure message 270 is displayed. Specifically, Figure 4 As shown, the exit failure message can be "Missing the target item required for exit".

[0104] Please see Figure 5 , Figure 5 One of the schematic diagrams of the second graphical user interface of the second terminal device provided in the embodiments of this disclosure is shown below. Figure 5As shown, the second game character 510, displayed in the second graphical user interface 500, equips virtual items 520 to perform virtual tasks during the game, and the virtual items equipped by the second game character 510 are displayed in the equipment display area 530; simultaneously, the resurrection count prompt area 540 is displayed, showing the number of resurrections, such as... Figure 5 As shown, the number of resurrections is 2.

[0105] For further details, please refer to Figure 6 , Figure 6 This is a second schematic diagram of the second graphical user interface of the second terminal device provided in the embodiments of this disclosure, as shown below. Figure 6 As shown, when the second game character 510 is defeated, if it is confirmed that this is the first time the second game character has been defeated, the player controls the second game character 510 to respawn in the game scene with the equipped virtual item 520. The virtual item equipped by the second game character 510 is displayed in the equipment display area 530; the respawn count information in the respawn count prompt area 540 changes to 1; at the same time, the first respawn prompt information 550 is displayed, specifically, as shown... Figure 6 As shown, the first respawn message is "You have been respawned, and your equipment and supplies have been retained."

[0106] For further details, please refer to Figure 7 , Figure 7 This is a third schematic diagram of the second graphical user interface of the second terminal device provided in the embodiments of this disclosure, as shown below. Figure 7 As shown, when the second game character 510 is defeated, if it is confirmed that this is not the first time the second game character has been defeated, then the second game character 510 will respawn in the game scene without carrying any virtual resources. The second game character 510 will no longer possess any virtual items, and the display in the equipment display area 530 will be cleared; the respawn count information displayed in the respawn count prompt area 540 will change to 0; at the same time, the second respawn prompt information 560 will be displayed, specifically, as follows... Figure 7 As shown, the second respawn message is "You have been respawned, all supplies have been dropped".

[0107] The game match control method provided in this embodiment responds to a match start command by controlling game characters participating in the match to enter a corresponding game scene, wherein the game characters include a first game character; responding to a second game character being defeated, a target item is generated in the game scene and configured to be at least pickable by the first game character; responding to the first game character moving to a match exit area in the game scene, it is detected whether the target item picked up by the first game character meets preset match exit conditions; if it does, the first game character is controlled to exit the game match. In this way, after determining that other game characters have been defeated, the target item required to exit the current game match is generated. As long as the target item picked up by a game character meets the preset match exit conditions, the character can actively exit the current game match, increasing the probability of interaction between game characters and reducing the time spent passively waiting for the game match to end to ensure that a game character is not defeated, thus reducing the match time and improving the player's experience.

[0108] Based on the same inventive concept, this disclosure also provides a game control device corresponding to the game control method. Since the principle of the device in this disclosure is similar to the game control method described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0109] Please see Figure 8 , Figure 8 This is a schematic diagram of the structure of a game control device provided in an embodiment of this disclosure. Figure 8 As shown, the control device 800 includes: Scene entry module 810 is used to respond to the game start command and control the game characters participating in the game to enter the corresponding game scene, wherein the game characters include a first game character; The prop generation module 820 is configured to, in response to the defeat of the second game character in the game, control the generation of a target prop in the game scene and configure the target prop to be at least pickable by the first game character. The game exit condition detection module 830 is used to detect whether the target item picked up by the first game character meets the preset game exit conditions in response to the first game character moving to the game exit area in the game scene. The character exit module 840 is used to control the first game character to exit the game if the condition is met.

[0110] In one alternative implementation, the first game character is controlled via a first terminal device, and the second game character includes the first game character.

[0111] In an optional implementation, when the item generation module 820 controls the generation of a target item in the game scene in response to the defeat of a second game character, the item generation module 820 is configured to: In response to the defeat of the second game character, control is exercised to generate a resource item in the game scene, wherein the resource item includes at least a portion of the virtual resources of the second game character and a generated target item.

[0112] In one optional implementation, the virtual resources of the second game character include: first resources stored in a virtual container and second resources equipped to the second game character; when the item generation module 820 controls the generation of a resource item in the game scene in response to the second game character being defeated, the item generation module 820 is used to: In response to the second game character being defeated for the first time, a resource item is generated in the game scene, and the first resource and a generated target item are configured in the resource item; In response to the fact that the second game character is not defeated for the first time, a resource item is generated in the game scene, and the first resource, the second resource, and a generated target item are configured in the resource item.

[0113] In one alternative implementation, the first supplies include the target item picked up by the second game character in the game scene.

[0114] In an optional embodiment, the control device 1000 further includes a resurrection count configuration module (not shown in the figure), the resurrection count configuration module being used for: The number of resurrections is configured for each game character participating in the game, and the number of resurrections is ≥1.

[0115] In an optional embodiment, the control device 1000 further includes a character resurrection control module (not shown in the figure), the character resurrection control module being used for: Determine if the number of resurrections configured for the second game character is zero; If the number of resurrections is not zero, then the second game character is controlled to respawn in the game scene and continue the game after respawning; If the number of resurrections is zero, then the second game character is eliminated from the game.

[0116] In one optional implementation, when the character resurrection control module controls the second game character to respawn in the game scene, the character resurrection control module is used to: The second game character is controlled to respawn at a target location in the game scene, wherein the target location includes: a scene location determined based on a friendly game character of the second game character, and / or a scene location determined based on an enemy game character of the second game character.

[0117] In one optional implementation, when the character resurrection control module controls the second game character to respawn in the game scene, the character resurrection control module is used to: When the second game character is defeated for the first time, the player controls the second game character to respawn in the game scene with the second resource, wherein the second resource is a virtual resource equipped to the second game character; If the second game character is not defeated for the first time, control the second game character to respawn in the game scene without carrying virtual resources.

[0118] In an optional implementation, when the character exit module 840 is used to control the first game character to exit the game, the character exit module 840 is used to: After deducting the target items from the preset quantity of the first game character's items, control the first game character to exit the game with the first game character's virtual resources and the remaining target items.

[0119] In an optional embodiment, the control device 1000 further includes an item trading module (not shown in the figure), which is used for: In response to a transaction operation involving the first game character carrying out a target item in the game, virtual resources corresponding to the target item are distributed to the first game character. Specifically, the target items carried out of the game are configured to be unable to be carried into new game matches.

[0120] The game control device provided in this embodiment responds to a game start command by controlling game characters participating in the game to enter a corresponding game scene, wherein the game characters include a first game character; responding to a second game character being defeated, a target item is generated in the game scene and configured to be at least pickable by the first game character; responding to the first game character moving to a game exit area in the game scene, it is detected whether the target item picked up by the first game character meets preset game exit conditions; if it does, the first game character is controlled to exit the game. In this way, after determining that other game characters have been defeated, the target item required to exit the current game can be generated. As long as the target item picked up by a game character meets the preset game exit conditions, the game character can actively exit the current game, increasing the probability of interaction between game characters and reducing the time spent passively waiting for the game to end to ensure that a game character is not defeated, thus reducing game time and improving the player's experience.

[0121] Please see Figure 9 , Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Figure 9 As shown, the electronic device 900 includes a processor 910, a memory 920, and a bus 930.

[0122] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930, causing the processor 910 to execute the following instructions during operation: In response to a game start command, the game characters participating in the game are controlled to enter the corresponding game scene, wherein the game characters include a first game character; In response to the defeat of the second game character, a target item is generated in the game scene and the target item is configured to be at least pickable by the first game character. In response to the first game character moving to the match exit area in the game scene, it is detected whether the target item picked up by the first game character meets the preset match exit conditions. If the conditions are met, the first game character is controlled to exit the game.

[0123] In one optional implementation, the first game character is controlled via a first terminal device, and the second game character includes the first game character.

[0124] In one optional implementation, the step of controlling the generation of a target item in the game scene in response to the defeat of the second game character in the game character, executed by the processor 910, includes: In response to the defeat of the second game character, control is exercised to generate a resource item in the game scene, wherein the resource item includes at least a portion of the virtual resources of the second game character and a generated target item.

[0125] In one optional implementation, the instructions executed by the processor 910 include the following: the virtual resources of the second game character include: first resources stored in a virtual container and second resources equipped to the second game character. The step of controlling the generation of a resource item in the game scene in response to the defeat of the second game character includes: In response to the second game character being defeated for the first time, a resource item is generated in the game scene, and the first resource and a generated target item are configured in the resource item; In response to the fact that the second game character is not defeated for the first time, a resource item is generated in the game scene, and the first resource, the second resource, and a generated target item are configured in the resource item.

[0126] In one optional implementation, the first supplies include the target item picked up by the second game character in the game scene.

[0127] In one optional implementation, the instructions executed by the processor 910 further include: The number of resurrections is configured for each game character participating in the game, and the number of resurrections is ≥1.

[0128] In one optional implementation, the instructions executed by the processor 910 further include: Determine if the number of resurrections configured for the second game character is zero; If the number of resurrections is not zero, then the second game character is controlled to respawn in the game scene and continue the game after respawning; If the number of resurrections is zero, then the second game character is eliminated from the game.

[0129] In one optional implementation, the step of controlling the second game character to respawn in the game scene, in the instructions executed by the processor 910, includes: The second game character is controlled to respawn at a target location in the game scene, wherein the target location includes: a scene location determined based on a friendly game character of the second game character, and / or a scene location determined based on an enemy game character of the second game character.

[0130] In one optional implementation, the step of controlling the second game character to respawn in the game scene, in the instructions executed by the processor 910, includes: When the second game character is defeated for the first time, the player controls the second game character to respawn in the game scene with the second resource, wherein the second resource is a virtual resource equipped to the second game character; If the second game character is not defeated for the first time, control the second game character to respawn in the game scene without carrying virtual resources.

[0131] In one optional implementation, the step of controlling the first game character to exit the game match in the instructions executed by the processor 910 includes: After deducting the target items from the preset quantity of the first game character's items, control the first game character to exit the game with the first game character's virtual resources and the remaining target items.

[0132] In one optional implementation, the instructions executed by the processor 910 further include: In response to a transaction operation involving the first game character carrying out a target item in the game, virtual resources corresponding to the target item are distributed to the first game character. Specifically, the target items carried out of the game are configured to be unable to be carried into new game matches.

[0133] By employing the above method, after determining that other game characters have been defeated, a target item required to exit the current game match can be generated. As long as the target item picked up by a game character meets the preset exit conditions, the current game match can be actively exited. This increases the probability of interaction between game characters and reduces the time spent passively waiting for the game match to end to ensure that a game character is not defeated, thus shortening the game match time and helping to improve the player experience. At the same time, after the first game character is defeated, the game can be controlled to respawn in the game scene based on whether the first game character meets the preset respawn conditions. If the first game character meets the preset respawn conditions, the first game character can be controlled to respawn in the game scene, avoiding the situation where players repeatedly exit the game match and start the next game match in a short period of time. This can reduce the amount of server data processing and reduce the performance overhead of the game server. Meanwhile, for the player controlling the defeated first game character, they are not immediately eliminated from the current game after being defeated. They can regain the opportunity to participate in the current game and pick up dropped virtual resources, further enhancing the player's gaming experience. Additionally, when it is determined that the second game character can respawn in the game scene, to ensure that the second game character is not immediately defeated after respawning, thus avoiding wasting respawn attempts and impacting the player's gaming experience, the second game character can be controlled to respawn in a relatively safe location within the game scene. This avoids wasting respawn attempts and further enhances the player's gaming experience. Furthermore, the target items carried out of the game are configured to not be carried into new game scenes, while game characters can carry virtual resources when entering a game. In this case, the carried target items can be traded to the game system outside the game to obtain corresponding virtual resources, which can then be carried into new game scenes, increasing the first game character's chances of winning in the new game scene, thereby enhancing the player's gaming experience.

[0134] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions: In response to a game start command, the game characters participating in the game are controlled to enter the corresponding game scene, wherein the game characters include a first game character; In response to the defeat of the second game character, a target item is generated in the game scene and the target item is configured to be at least pickable by the first game character. In response to the first game character moving to the match exit area in the game scene, it is detected whether the target item picked up by the first game character meets the preset match exit conditions. If the conditions are met, the first game character is controlled to exit the game.

[0135] In one optional implementation, the first game character is controlled via a first terminal device, and the second game character includes the first game character.

[0136] In one optional implementation, the step of controlling the generation of a target item in the game scene in response to the defeat of a second game character in the game characters, in the instructions executed by the computer-readable storage medium, includes: In response to the defeat of the second game character, control is exercised to generate a resource item in the game scene, wherein the resource item includes at least a portion of the virtual resources of the second game character and a generated target item.

[0137] In one optional implementation, the instructions executed by the computer-readable storage medium include: first resources stored in a virtual container and second resources equipped to the second game character. The step of controlling the generation of a resource item in the game scene in response to the defeat of the second game character includes: In response to the second game character being defeated for the first time, a resource item is generated in the game scene, and the first resource and a generated target item are configured in the resource item; In response to the fact that the second game character is not defeated for the first time, a resource item is generated in the game scene, and the first resource, the second resource, and a generated target item are configured in the resource item.

[0138] In one optional implementation, the first supplies include the target item picked up by the second game character in the game scene.

[0139] In one optional implementation, the instructions executed by the computer-readable storage medium further include: The number of resurrections is configured for each game character participating in the game, and the number of resurrections is ≥1.

[0140] In one optional implementation, the instructions executed by the computer-readable storage medium further include: Determine if the number of resurrections configured for the second game character is zero; If the number of resurrections is not zero, then the second game character is controlled to respawn in the game scene and continue the game after respawning; If the number of resurrections is zero, then the second game character is eliminated from the game.

[0141] In one optional implementation, the step of controlling the second game character to respawn in the game scene, in the instructions executable by the computer-readable storage medium, includes: The second game character is controlled to respawn at a target location in the game scene, wherein the target location includes: a scene location determined based on a friendly game character of the second game character, and / or a scene location determined based on an enemy game character of the second game character.

[0142] In one optional implementation, the step of controlling the second game character to respawn in the game scene, in the instructions executable by the computer-readable storage medium, includes: When the second game character is defeated for the first time, the player controls the second game character to respawn in the game scene with the second resource, wherein the second resource is a virtual resource equipped to the second game character; If the second game character is not defeated for the first time, control the second game character to respawn in the game scene without carrying virtual resources.

[0143] In one optional implementation, the step of controlling the first game character to exit the game match in the instructions executed by the computer-readable storage medium includes: After deducting the target items from the preset quantity of the first game character's items, control the first game character to exit the game with the first game character's virtual resources and the remaining target items.

[0144] In one optional implementation, the instructions executed by the computer-readable storage medium further include: In response to a transaction operation involving the first game character carrying out a target item in the game, virtual resources corresponding to the target item are distributed to the first game character. Specifically, the target items carried out of the game are configured to be unable to be carried into new game matches.

[0145] By employing the above method, after determining that other game characters have been defeated, a target item required to exit the current game match can be generated. As long as the target item picked up by a game character meets the preset exit conditions, the current game match can be actively exited. This increases the probability of interaction between game characters and reduces the time spent passively waiting for the game match to end to ensure that a game character is not defeated, thus shortening the game match time and helping to improve the player experience. At the same time, after the first game character is defeated, the game can be controlled to respawn in the game scene based on whether the first game character meets the preset respawn conditions. If the first game character meets the preset respawn conditions, the first game character can be controlled to respawn in the game scene, avoiding the situation where players repeatedly exit the game match and start the next game match in a short period of time. This can reduce the amount of server data processing and reduce the performance overhead of the game server. Meanwhile, for the player controlling the defeated first game character, they are not immediately eliminated from the current game after being defeated. They can regain the opportunity to participate in the current game and pick up dropped virtual resources, further enhancing the player's gaming experience. Additionally, when it is determined that the second game character can respawn in the game scene, to ensure that the second game character is not immediately defeated after respawning, thus avoiding wasting respawn attempts and impacting the player's gaming experience, the second game character can be controlled to respawn in a relatively safe location within the game scene. This avoids wasting respawn attempts and further enhances the player's gaming experience. Furthermore, the target items carried out of the game are configured to not be carried into new game scenes, while game characters can carry virtual resources when entering a game. In this case, the carried target items can be traded to the game system outside the game to obtain corresponding virtual resources, which can then be carried into new game scenes, increasing the first game character's chances of winning in the new game scene, thereby enhancing the player's gaming experience.

[0146] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0147] In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0148] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0149] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0150] 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.

[0151] 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; and these 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 session, characterized in that, The control method includes: In response to a game start command, the game characters participating in the game are controlled to enter the corresponding game scene, wherein the game characters include a first game character; In response to the defeat of the second game character, a target item is generated in the game scene and the target item is configured to be at least pickable by the first game character. In response to the first game character moving to the match exit area in the game scene, it is detected whether the target item picked up by the first game character meets the preset match exit conditions. If the conditions are met, the first game character is controlled to exit the game.

2. The control method according to claim 1, characterized in that, The first game character is controlled through a first terminal device, and the second game character includes the first game character.

3. The control method according to claim 1, characterized in that, The step of controlling the generation of a target item in the game scene in response to the defeat of the second game character includes: In response to the defeat of the second game character, control is exercised to generate a resource item in the game scene, wherein the resource item includes at least a portion of the virtual resources of the second game character and a generated target item.

4. The control method according to claim 3, characterized in that, The virtual resources of the second game character include: first resources stored in a virtual container and second resources equipped to the second game character; The step of controlling the generation of a resource item in the game scene in response to the defeat of the second game character includes: In response to the second game character being defeated for the first time, a resource item is generated in the game scene, and the first resource and a generated target item are configured in the resource item; In response to the fact that the second game character is not defeated for the first time, a resource item is generated in the game scene, and the first resource, the second resource, and a generated target item are configured in the resource item.

5. The control method according to claim 4, characterized in that, The first resource includes the target item picked up by the second game character in the game scene.

6. The control method according to any one of claims 1-5, characterized in that, After the step of controlling the game character participating in the game to enter the corresponding game scene, the control method further includes: The number of resurrections is configured for each game character participating in the game, and the number of resurrections is ≥1.

7. The control method according to claim 6, characterized in that, After the step of controlling the generation of a target item in the game scene in response to the defeat of the second game character, the control method further includes: Determine if the number of resurrections configured for the second game character is zero; If the number of resurrections is not zero, then the second game character is controlled to respawn in the game scene and continue the game after respawning; If the number of resurrections is zero, then the second game character is eliminated from the game.

8. The control method according to claim 7, characterized in that, The step of controlling the second game character to respawn in the game scene includes: The second game character is controlled to respawn at a target location in the game scene, wherein the target location includes: a scene location determined based on a friendly game character of the second game character, and / or a scene location determined based on an enemy game character of the second game character.

9. The control method according to claim 7, characterized in that, The step of controlling the second game character to respawn in the game scene includes: When the second game character is defeated for the first time, the player controls the second game character to respawn in the game scene with the second resource, wherein the second resource is a virtual resource equipped to the second game character; If the second game character is not defeated for the first time, control the second game character to respawn in the game scene without carrying virtual resources.

10. The control method according to claim 1, characterized in that, The step of controlling the first game character to exit the game includes: After deducting the target items from the preset quantity of the first game character's items, control the first game character to exit the game with the first game character's virtual resources and the remaining target items.

11. The control method according to claim 10, characterized in that, After controlling the first game character to exit the game, the control method further includes: In response to a transaction operation involving the first game character carrying out a target item in the game, virtual resources corresponding to the target item are distributed to the first game character. Specifically, the target items carried out of the game are configured to be unable to be carried into new game matches.

12. A control device for game sessions, characterized in that, The control device includes: The scene entry module is used to respond to the game start command and control the game characters participating in the game to enter the corresponding game scene, wherein the game characters include the first game character; An item generation module is configured to, in response to the defeat of the second game character in the game, generate a target item in the game scene and configure the target item to be at least pickable by the first game character. The game exit condition detection module is used to detect whether the target item picked up by the first game character meets the preset game exit conditions when the first game character moves to the game exit area in the game scene. The character exit module is used to control the first game character to exit the game if the conditions are met.

13. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the game control method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the game control method according to any one of claims 1 to 11.