Method and device for processing information in game and electronic equipment
By using a graphical user interface to display item information and allowing target item tracking, the game solves the problems of players forgetting the number of game items and the trajectory deviating, thus improving the convenience and experience of the game.
Patent Information
- Application Number
- CN202410702418.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-31
- Publication Date
- 2025-12-02
AI Technical Summary
In the game, players often forget the target item and its quantity when acquiring game items, and are easily distracted by other game content, causing them to repeatedly check their inventory or return to the mission location, which affects the game experience.
The graphical user interface displays item information, allowing players to track target items, mark them as being in a tracking state, and show the tracking progress of the target items in different game scenarios, indicating the quantity that still needs to be acquired.
It reduces the memory burden on players, improves the convenience and experience of the game, and allows players to check their progress in acquiring target items at any time, reducing the risk of forgetting or deviating from the path.
Smart Images

Figure CN121041682A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for information processing in games. Background Technology
[0002] In some games, players often need to acquire various game items or materials through different means to complete various game tasks. For example, this might involve traversing the map, defeating monsters, or visiting non-player character shops. Players need to move to a designated location to acquire these items directly or after completing the task. This movement usually takes time, and if the movement time is long, players may easily forget the game items they need to acquire or the quantity of those items. In addition, they may be easily distracted by other game content and deviate from the acquisition path, directly losing sight of their acquisition goal. They need to repeatedly check their inventory to check the quantity or repeatedly return to the game task location to check the acquisition goal, which is inconvenient and puts a lot of pressure on players' memory, thus affecting their gaming experience. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide an information processing method, device, and electronic device in a game. By identifying the target item as being in a tracking state, players can check the tracking progress of the target item at any time through the target items provided in different game scenarios during the process of acquiring the target item. This allows players to check the tracking progress of the target item at any time, understand at any time what virtual items still need to be acquired and the quantity that needs to be acquired, thereby reducing the memory burden on players, making the game process more convenient and faster, and thus improving the player's gaming experience.
[0004] In a first aspect, embodiments of this disclosure provide an information processing method for a game, the method comprising: displaying an item information interface of a first virtual item through a graphical user interface; while displaying the item information interface, responding to a tracking operation for the first virtual item, identifying a target item, and setting the target item to a tracking state; wherein the target item is a first virtual item and / or a second virtual item, the second virtual item being a virtual item used together with the first virtual item to upgrade the development level of the target object; for virtual items provided in different game scenarios, responding to an interaction operation for the target item in the target game scenario, and if the target item is in a tracking state, displaying the tracking progress of the target item; wherein the tracking progress is used to indicate the quantity of the target item that still needs to be acquired.
[0005] Secondly, embodiments of this disclosure provide an information processing device for a game, comprising: an item information interface display module for displaying an item information interface of a first virtual item through a graphical user interface; a target item tracking module for responding to a tracking operation for the first virtual item when the item information interface is displayed, identifying a target item, and setting the target item to a tracking state; wherein the target item is the first virtual item and / or a second virtual item, the second virtual item being a virtual item used together with the first virtual item to upgrade the development level of the target object; and a tracking progress display module for responding to interactive operations for the target item in the target game scene for virtual items provided in different game scenes, and displaying the tracking progress of the target item if the target item is in a tracking state; wherein the tracking progress is used to indicate the quantity of the target item that still needs to be acquired.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method in the game according to any one of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the information processing method in the game according to any one of the first aspects.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides an information processing method, apparatus, and electronic device for games. It displays an item information interface for a first virtual item through a graphical user interface. While displaying the item information interface, it responds to a tracking operation for the first virtual item, identifies a target item, and sets the target item to a tracking state. The target item is either the first virtual item or a second virtual item, where the second virtual item is used together with the first virtual item to upgrade the target item's level. For virtual items provided in different game scenarios, it responds to interactive operations for the target item in the target game scenario. If the target item is in a tracking state, it displays the tracking progress of the target item. The tracking progress indicates the quantity of the target item that still needs to be acquired. This method, by setting the target item to a tracking state, allows players to check the tracking progress of the target item at any time during the acquisition process, enabling them to understand the remaining virtual items and quantities, reducing memory burden, making the game process more convenient and faster, and thus improving the player's gaming experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0011] 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
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of this disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0017] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0018] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0019] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0020] Figure 8 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0021] Figure 9 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0022] Figure 10 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0023] Figure 11 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0024] Figure 12 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0025] Figure 13 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0026] Figure 14 This is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure;
[0027] Figure 15 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0029] In some games, players typically need to acquire various in-game items through different methods to complete various game tasks. These tasks may involve traversing the map, defeating monsters, or accessing non-player character shops. Players need to move to designated locations to acquire items directly or after completing tasks. This movement usually takes time, and if the movement is lengthy, players may easily forget the items they need to acquire or the quantity of those items. Furthermore, they may be distracted by other game content and stray from their acquisition path, losing sight of their objective. Repeatedly checking their inventory or returning to the task location is inconvenient and puts significant strain on their memory, negatively impacting their gaming experience. Therefore, this disclosure provides an information processing method, apparatus, and electronic device for games, applicable to devices such as mobile phones, laptops, tablets, and computers.
[0030] In one embodiment of this disclosure, the information processing method in the game can run on a local terminal device or a server. When the information processing method in the game 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 a client device.
[0031] 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 information processing methods in the game 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, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0032] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0033] In one possible implementation, embodiments of the present invention provide an information processing method for games, providing a graphical user interface through a terminal device, wherein the terminal device can be the aforementioned local terminal device, or a client device in the aforementioned cloud interaction system. Figure 1 As shown, the method includes the following steps:
[0034] Step S102: Display the item information interface of the first virtual item through the graphical user interface;
[0035] The aforementioned virtual items are typically used to upgrade the development level of a target. The target can be various virtual characters, such as controlled virtual characters or non-player characters. A controlled virtual character can be any one of a player's character identities or multiple character identities. The target can also be any virtual weapon possessed by the player, such as a virtual dagger or virtual gun, or a virtual weapon currently held by a controlled virtual character. Furthermore, the target can be a skill currently possessed by a controlled virtual character, such as an attack skill or a defense skill.
[0036] As long as the graphical user interface displays the first virtual item, whether it is the item identifier of the first virtual item or the item itself, the item information interface of the first virtual item can be displayed on the graphical user interface.
[0037] The aforementioned item information interface can be provided by different game systems. Optionally, it can display the item information interface of the first virtual item in the first game system through a graphical user interface, or display the item information interface of the first virtual item in the second game system through a graphical user interface, etc. The game system includes at least one of the following: a development system, a mall system, an inventory system, a scene system, etc. The scene system usually refers to the scene location in the game scene used to provide virtual items, such as a non-player character located in the first scene location in the game scene to provide virtual items.
[0038] It should be noted that the aforementioned game systems are generally divided into game systems where virtual items can be acquired (such as in-game store systems and scene systems) and game systems where virtual items need to be acquired (such as character development systems and inventory systems). For game systems where virtual items can be acquired, the first virtual item provided is usually the item itself or an item identifier. Players can not only control the graphical user interface to display the item information interface of the first virtual item through interactive operations, but also directly acquire the first virtual item through the acquisition operation within the item information interface, thus giving the controlled virtual character possession of the first virtual item. For example, in a certain game scene, multiple first virtual items are placed on a virtual table. The system can not only respond to interactive operations targeting the first virtual item and display its item information interface, but also respond to acquisition operations targeting the first virtual item, controlling the controlled virtual character to possess the first virtual item.
[0039] For the first virtual item provided by the game system that requires obtaining virtual items, an item icon is usually provided. Players can only control the graphical user interface to display the item information interface of the first virtual item through interactive operations, but they cannot directly obtain the first virtual item. They can only obtain it by entering the store system or the game scene where the first virtual item is placed.
[0040] For example, in a backpack system, if a player has item A in their backpack and wants to obtain more of item A, they can open their backpack and track item A. Similarly, in a scene system, if an item B is for sale at a stall in the game scene but is expensive, the player can track item B at that location to obtain it elsewhere. Of course, after tracking item B at that location, the player can also directly purchase item B from that stall.
[0041] The aforementioned item information interface typically includes item-related information for the first virtual item, methods for obtaining the item, and various controls. The item-related information usually includes the name, level, purpose, item image, and the quantity of the first virtual item currently possessed by the controlled virtual character. The methods for obtaining the item typically include multiple options.
[0042] Optionally, at least one virtual item provided by the target game system can be displayed via a graphical user interface (GUI), and in response to a trigger operation for that virtual item, an item information interface for that first virtual item can be displayed. For example, at least one virtual item provided by a nurturing system can be displayed via a GUI, and in response to a trigger operation for that virtual item, an item information interface for that first virtual item can be displayed. Similarly, at least one virtual item provided by a shop system can be displayed via a GUI, and in response to a trigger operation for that virtual item, an item information interface for that first virtual item can be displayed. Furthermore, at least one virtual item provided by a backpack system can be displayed via a GUI, and in response to a trigger operation for that virtual item, an item information interface for that first virtual item can be displayed. Finally, at least one virtual item provided by a scene system can be displayed via a GUI, and in response to a trigger operation for that virtual item, an item information interface for that first virtual item can be displayed.
[0043] For example, such as Figure 2 As shown, the graphical user interface displays multiple virtual items (item A, item B, and item C) provided by the development system of the target object (e.g., the first sword technique). In response to a trigger operation on the first virtual item (item A), the item information interface for that first virtual item (item A) is displayed. These virtual items are the items required to upgrade the target object's development level. For example, to upgrade the target object's development level to a target development level, items A, B, and C are required. Typically, the multiple virtual items will also display the first quantity of virtual items required to complete the level upgrade and the second quantity currently possessed. The item information interface usually also displays the first quantity of each virtual item required to complete the level upgrade and the second quantity currently possessed.
[0044] For example, such as Figure 3As shown, a graphical user interface displays multiple virtual items (item A, item B, and item C) provided by the non-development system. In response to a trigger operation targeting the first virtual item (item A), the item information interface for that first virtual item (item A) is displayed. These virtual items can be those currently sold in the shop, those in the controlled virtual character's inventory, those located at the current scene location, or those required to complete a target task, etc.
[0045] like Figure 2 The items are categorized as "Item A 1 / 3", "Item B 4 / 3", and "Item C 20 / 10", with the first and second quantities displayed as "Second Quantity / First Quantity". Players can determine whether to track the virtual item based on the first and second quantities. If the first quantity is less than or equal to the second quantity, it means the player has enough of the virtual item and tracking is not required. If the first quantity is greater than the second quantity, it means the player needs to acquire more of the virtual item and tracking is required.
[0046] Step S104: When displaying the item information interface, respond to the tracking operation for the first virtual item, determine the target item, and set the target item to the tracking status; wherein, the target item is the first virtual item and / or the second virtual item, and the second virtual item is a virtual item used together with the first virtual item to upgrade the development level of the target object;
[0047] The aforementioned tracking operations typically include triggering operations on target controls, which can be tracking controls displayed in the item information interface or acquisition methods displayed in the item information interface. These tracking operations also typically include editing the quantity of virtual items, selecting virtual items, and updating the development level of the target object.
[0048] The above-mentioned setting of the target item to a tracking status means real-time monitoring of the quantity of the target item acquired. It can be understood that after the target item is set to a tracking status, if the quantity of the target item acquired changes, the game system will record it in real time.
[0049] Optionally, when displaying the item information interface, respond to the tracking operation for the first virtual item, determine the target item and the tracking quantity of the target item, and set the target item to a tracking status.
[0050] Optionally, in response to a trigger operation of the first tracking control or acquisition method included in the item information interface, the tracking quantity of the first virtual item is determined, and the first virtual item is identified as being tracked.
[0051] Optionally, in response to a trigger operation of the first tracking control included in the item information interface, the tracking quantity of the first virtual item is determined based on the input tracking quantity, and in response to a tracking confirmation operation, the first virtual item is confirmed to be in a tracking state.
[0052] Optionally, in response to a trigger operation of the first tracking control included in the item information interface, the tracking quantity of the first virtual item is determined based on the current development level and the target development level of the target object, and in response to a tracking confirmation operation, the first virtual item is confirmed to be in a tracking state.
[0053] Optionally, in response to a trigger operation of the first tracking control included in the item information interface, the target item and the tracking quantity of each target item are determined based on the current development level and the target development level of the target object. In response to a tracking confirmation operation, the target is set to a tracking state, wherein the target items are at least a portion of the items required to upgrade the development level of the target object.
[0054] For mobile games, the above-mentioned triggering operation refers to a finger tap operation applied to the first tracking control, that is, the first tracking control is a control with interactive functions. For PC games, the above-mentioned triggering operation refers to a press operation on a keyboard key, mouse key, or gamepad key indicated by the first tracking control, such as when the first tracking control is used to prompt operation information.
[0055] When a target item is identified as being tracked, the method further includes adding the target item to a tracking list. This tracking list stores virtual items identified as being trackable. Optionally, the tracking list can store a specified number of different types of virtual items, and the virtual items in the tracking list are displayed sequentially according to the time they were identified as being tracked.
[0056] Step S106: For virtual items provided in different game scenarios, respond to the interactive operation of the target item in the target game scenario. If the target item is in a tracking state, display the tracking progress of the target item; wherein, the tracking progress is used to indicate the number of target items that still need to be acquired.
[0057] The aforementioned game scenarios include at least one of the following: a game store, different game worlds, a game inventory, a game progression system, a tracking list, etc. When players want to acquire a target item, they typically enter the game store or a game world in a different region. Through the virtual items provided in the game store or game world, they can view the tracking progress of the target item and thus understand the quantity they need to acquire. Additionally, when viewing various virtual items, players typically enter the game inventory, the game progression system, or the tracking list. Through the virtual items provided in the game inventory or the game progression system, they can view the tracking progress of the target item and thus understand the quantity they need to acquire.
[0058] The aforementioned interactive operations targeting target items in the target game scene typically refer to triggering operations on target items within the target game scene, such as clicking on a target item with a finger or clicking on a target item with a mouse. The tracking progress of the target item usually includes the third quantity of the target item acquired by the controlled virtual character after the target item is identified as being tracked, and the tracking quantity of the target item. The tracking quantity minus the third quantity equals the remaining quantity of the target item to be acquired.
[0059] Optionally, for virtual items provided in different game scenarios, respond to the interaction operation of the first item in the target game scenario. If the first item is in a tracking state, display the tracking progress of the first item. If the first item is not in a tracking state, display the item information interface of the first item.
[0060] In the above method, players can track multiple virtual items, tracking the quantity of virtual items acquired and the relationship between the acquired quantity and the tracking quantity. Players can understand the progress of virtual item acquisition based on the virtual items identified as being tracked. Furthermore, this solution is not a tracking of game tasks or coordinates; it is a global item tracking system centered on virtual items, not limited by game tasks, and managed independently.
[0061] This disclosure provides an information processing method for games, which displays an item information interface for a first virtual item through a graphical user interface. When displaying the item information interface, a tracking operation for the first virtual item is responded to, a target item is identified, and the target item is set to a tracking state. The target item is either the first virtual item or a second virtual item, where the second virtual item is used together with the first virtual item to upgrade the target item's level. For virtual items provided in different game scenarios, an interaction operation for the target item in the target game scenario is responded to. If the target item is in a tracking state, the tracking progress of the target item is displayed. The tracking progress indicates the quantity of the target item that still needs to be acquired. This method, by setting the target item to a tracking state, allows players to check the tracking progress of the target item at any time during the acquisition process, enabling them to understand the remaining virtual items and quantities, reducing memory burden, making the game process more convenient and faster, and thus improving the player's gaming experience.
[0062] The aforementioned item information interface includes a first tracking control; for example, such as Figure 2 and 3 The "F Tracking Material" shown.
[0063] The above-mentioned response to the tracking operation of the first virtual item, determining the target item, and setting the target item to a tracking state can be implemented in one possible way: responding to the trigger operation of the first tracking control, setting the first virtual item to a tracking state, and determining the tracking quantity of the first virtual item.
[0064] For mobile games, the aforementioned triggering operation refers to a click operation of a finger on the first tracking control, meaning the first tracking control is a control with interactive functionality; for PC games, the aforementioned triggering operation refers to a press operation on a keyboard key, mouse button, or gamepad button indicated by the first tracking control, such as when the first tracking control is used to display operation information (e.g., ...). Figure 2 and 3 The "F" shown indicates a keyboard key.
[0065] The above-described method for determining the tracking quantity of the first virtual item can be implemented by setting a default tracking quantity, which can be "1" or a preset quantity, such as 2 or 3. In scenarios where items need to be consumed but there are no levels, the tracking quantity can be determined directly.
[0066] Another possible implementation: Based on the current development level and target development level of the target object associated with the first virtual item, obtain the tracking quantity of the first virtual item, wherein the first virtual item is the item required to upgrade the development level of the target object, and the target development level is higher than the current development level.
[0067] The target object can be any of the following: a controlled virtual character, a weapon possessed by a controlled virtual character, or a skill currently possessed by a controlled virtual character. The target development level can be one level higher than the current development level, or multiple levels higher. In scenarios requiring items and having levels, players can customize the level and dynamically calculate the tracking quantity. Optionally, based on the target object's current development level and target development level associated with the first virtual item, and based on the player-edited development level, the target development level of the target object is determined. The items required for the target object to advance from its current development level to the target development level, and the quantity of these items, including the first virtual item, are determined. The difference between the quantity of the first virtual item required for the target object to advance from its current development level to the target development level and the quantity of the first virtual item currently possessed by the controlled virtual character is calculated to obtain the tracking quantity of the first virtual item.
[0068] It should be noted that the items required to upgrade the target object's level usually include multiple items. Players can also select other virtual items from these items, set other virtual items to be tracked, and determine the tracking quantity of other virtual items.
[0069] Another possible implementation: determine the tracking number of the first virtual item based on the tracking number input by the player.
[0070] In scenarios where no items need to be consumed, players can customize the tracking quantity of the first virtual item. For example, by entering the quantity to be tracked in the quantity editing control, the tracking quantity of the first virtual item can be determined.
[0071] In the above methods, different tracking operations will be performed in different scenarios. You can determine the target item and the tracking quantity of the target item with one click and set the target item to the tracking status; you can also customize the tracking quantity of the target item and set the target item to the tracking status; or you can customize the target item and the tracking quantity of the target item and set the target item to the tracking status.
[0072] The aforementioned item information interface includes a first tracking control; for example, such as Figure 2 and 3 The "F Tracking Material" shown.
[0073] Another possible implementation of the above response for the tracking operation of the first virtual item, identifying the target item, and setting the target item to a tracking state:
[0074] (1) In response to a trigger operation on the first tracking control, display the tracking editing interface;
[0075] For mobile games, the aforementioned triggering operation refers to a click operation of a finger on the first tracking control, meaning the first tracking control is a control with interactive functionality; for PC games, the aforementioned triggering operation refers to a press operation on a keyboard key, mouse button, or gamepad button indicated by the first tracking control, such as when the first tracking control is used to display operation information (e.g., ...). Figure 2 and 3 The "F" shown indicates a keyboard key.
[0076] Optionally, in response to trigger operations of the first tracking control provided for different game systems, the same tracking editing interface can be displayed, or different tracking editing interfaces can be displayed. Different tracking editing interfaces offer different editable content. For example, if the tracking editing interface is the first editing interface, it can only edit the tracking quantity of the first virtual item. If the tracking editing interface is the second editing interface, it can edit the target development level of the target object associated with the first virtual item, and also select the items needed to upgrade the target object's development level, thus determining the target item.
[0077] (2) Respond to editing operations on the tracking editing interface, and determine the target item and the tracking quantity;
[0078] Optionally, the above tracking and editing interface includes at least one of the following: a level update control for updating the target development level to be achieved by the target object, a first quantity of virtual items required for the controlled virtual character to reach the target development level and a second quantity of the corresponding virtual items currently owned, a quantity editing control for updating the tracking quantity of the target items, an item identifier of the virtual items required for the controlled virtual character to reach the target development level, and a second tracking control.
[0079] The aforementioned editing operations for the tracking editing interface include at least one of the following: editing operations for the level update control, editing operations for the quantity editing control, editing operations for the item identifier, and triggering operations for the second tracking control.
[0080] (3) Respond to the tracking confirmation operation and set the target item to the tracking status.
[0081] The aforementioned tracking confirmation operation refers to the triggering operation for the second tracking control.
[0082] One possible implementation of step (2) above:
[0083] In response to an update operation on the level update control, determine the target development level of the target object; wherein the target development level is greater than the default development level to be achieved by the target object before the update; determine and display the first quantity of virtual items required to reach the target development level and the second quantity of corresponding virtual items currently owned by the controlled virtual character; in response to a selection operation, determine that the virtual item corresponding to the selected item identifier is the target item;
[0084] For example, such as Figure 4 As shown, the tracking and editing interface includes: a level update control for updating the target object's progress level. Figure 4 The triangular marker in the image, the first quantity of virtual items required for the controlled virtual character to reach the target development level, the second quantity of the corresponding virtual items currently owned, the item markers of the virtual items required for the controlled virtual character to reach the target development level, and the second tracking control ( Figure 4 (In the "space tracking materials" section). Players can input their target progression level and also click the level update control to update the target progression level. Before the update, the default progression level to be achieved for the target object usually refers to the current progression level of the target object. At this time, the first quantity ("3", "3", "10", "4") of the virtual items (item A, item B, item C, and item D) required to reach the target progression level is displayed, along with the second quantity ("1", "4", "20", "2") of the corresponding virtual items (item A, item B, item C, and item D) currently possessed by the controlled virtual character; for example... Figure 4 The items are labeled "Item A 1 / 3", "Item B 4 / 3", "Item C 20 / 10", and "Item D 2 / 4". Players can click on the item labels to select them and designate the virtual item corresponding to the selected label as the target item.
[0085] The above method also includes: if the target object's default development level is equal to the preset maximum level or the target development level is the preset maximum level, displaying a first prompt message in the tracking and editing interface; the first prompt message is used to indicate that the target object's development level has reached the maximum level.
[0086] For example, such as Figure 5 As shown in (a), the target object's default development level "40" is equal to the preset maximum level "40," and the first prompt message "Version peak reached" is displayed in the tracking and editing interface. For example, as... Figure 5 As shown in (b), the target development level is equal to the preset maximum level "40", and the first prompt message "Version peak has been reached" is displayed in the tracking and editing interface.
[0087] The above method also includes: if the first quantity of specified virtual items required for the controlled virtual character to reach the target development level is less than or equal to the second quantity of specified virtual items currently owned, then the item identifier of the specified virtual items is set to an unselectable state.
[0088] For example, such as Figure 4 and Figure 5 As shown, if the first quantity of item B (3) is less than the second quantity (4), and the first quantity of item C (10) is less than the second quantity (20), then the item identifiers of items B and C will be set to an unselectable state. For example, the item identifiers of items B and C can be grayed out, or as shown... Figure 4 and 5 As shown, the checkboxes before the item identifiers of items B and C are grayed out to set the specified virtual items (items B and C) to an unselectable state.
[0089] One possible implementation of step (3) above is: in response to a trigger operation on the second tracking control, the target item is identified as being tracked, and the tracking quantity of the target item is determined based on the first quantity and the second quantity corresponding to the target item.
[0090] For mobile games, the aforementioned triggering operation refers to a click operation of a finger on the second tracking control, meaning the first tracking control is a control with interactive functionality. For PC games, the aforementioned triggering operation refers to a press operation on a keyboard key, mouse button, or gamepad button indicated by the second tracking control, such as when the second tracking control is used to display operation information (e.g.,...). Figure 2 and 3 The "space" shown refers to a keyboard key.
[0091] Specifically, the difference between the first quantity and the second quantity is determined as the tracking quantity of the target item.
[0092] Another possible implementation of step (2) above:
[0093] In response to a quantity edit operation on the quantity edit control, determine the tracking quantity of the target item.
[0094] For example, such as Figure 6 As shown, clicking is... Figure 3 The tracking editing interface displayed after "F Tracking Material" includes: a quantity editing control for updating the tracking quantity of the target item, and a second tracking control ( Figure 6 In Players can enter a value in the quantity editing control, which will then be set as the tracking quantity for the target item. Players can right-click to set the target item to tracking status.
[0095] The aforementioned item information interface also includes at least one method of obtaining the first virtual item; for example, such as... Figure 2 and Figure 3 As shown, this includes multiple acquisition methods (first acquisition method, second acquisition method).
[0096] The method further includes: responding to a trigger operation for a target acquisition path in at least one acquisition path, displaying a game map and an acquisition control; wherein the target location on the game map is indicated by a marker, and the target location corresponds to the scene location corresponding to the target acquisition path; responding to a trigger operation for the acquisition control, controlling a controlled virtual character to move to the scene location; wherein the controlled virtual character is a virtual character controlled by a terminal device.
[0097] This can be a target acquisition method based on finger touch or mouse click. For example, such as... Figure 7 As shown, after clicking the target acquisition method, a game map and acquisition controls are displayed. The target location on the game map is indicated by a marker (e.g., ...). Figure 7 The circular markers (indicated by the map) show the player where they can obtain the first virtual item. Additionally, a side panel of the game map displays information about the location of each acquisition method.
[0098] The above response to the tracking operation of the first virtual item, determining the target item and setting the target item to a tracking state, includes: responding to a trigger operation of a target acquisition path in at least one acquisition path, determining the first virtual item as the target item, and setting the first virtual item to a tracking state.
[0099] The above-mentioned display of the tracking progress of the target item can be implemented in one possible way: the tracking progress of the target item is displayed in response to an update in the quantity of the target item owned by the controlled virtual character.
[0100] Another possible implementation is that the above response targets the interaction with a target item in the target game scene. If the target item is in the tracking state, the tracking progress of the target item is displayed, including:
[0101] If an interactive operation is performed on a target item in the target game scene and the quantity of the target item owned by the controlled virtual character is updated, the tracking progress of the target item is displayed.
[0102] For example, such as Figure 8 As shown, "Item A has been collected 1 / 2". Here, "2" represents the number of items A tracked, and "1" represents the number collected after item A was confirmed to be in a tracking state.
[0103] The method further includes: in response to the controlled virtual character's possession of a target item reaching the target item's tracking quantity, displaying a prompt message indicating that the target item has been collected. For example, such as... Figure 9 As shown, "Item A has been tracked in sufficient quantities".
[0104] When a target item is identified as being tracked, the method further includes adding the target item to a tracking list. It then further includes canceling the tracking status of the target item and removing it from the tracking list in response to the controlled virtual character possessing a quantity of the target item reaching the tracking quantity. In other words, after a target item is identified as being tracked, if the controlled virtual character acquires a quantity of the target item that reaches the tracking quantity, the tracking status of the target item is canceled, and the target item is removed from the tracking list.
[0105] The method further includes: responding to interactive operations on a target virtual item in the tracking list, displaying the tracking progress and editing controls of the target virtual item; responding to editing operations on the editing controls, editing the item attributes of the target virtual item; wherein the item attributes include at least one of the following: the tracking quantity of the target virtual item, the tracking status of the target virtual item, the usage status of the target virtual item, and the locked status of the target virtual item, wherein the locked status is used to indicate that the position of the virtual item in the tracking list cannot be replaced by a newly added virtual item.
[0106] The aforementioned interactive operations can be finger clicks, mouse clicks, etc. The aforementioned editing controls include a first editing control, a second editing control, a third editing control, and a fourth editing control. In response to a trigger operation on the first editing control, a quantity edit box for updating the tracking quantity of the target virtual item is displayed; in response to a quantity edit operation on the quantity edit box, the tracking quantity of the target virtual item is updated. In response to a trigger operation on the second editing control, the target virtual item is removed from the tracking list, and its tracking status is canceled. In response to a trigger operation on the third editing control, the target virtual item is used. In response to a trigger operation on the fourth editing control, the target virtual item is locked in the tracking list so that its position in the tracking list cannot be replaced by a newly added virtual item.
[0107] Typically, after responding to an interaction with a target virtual item in the tracking list, at least one way to obtain the target virtual item will also be displayed.
[0108] For example, such as Figure 10 The tracking list shown includes several virtual items (item A, item D, and item E) that have been identified as being tracked. Clicking on item A will... Figure 11As shown, this displays the tracking progress ("1 / 2") and editing controls ("F Modify Quantity", "Remove Target", "T Go to Use", "Lock"). Typically, clicking on item A...
[0109] Optionally, the tracking list will display a lock icon (e.g., the associated area of the target virtual item that is identified as locked) in the associated area. Figure 11 As shown, there is a lock icon in the upper left corner of item A, and the target virtual item is usually displayed at the top of the tracking list.
[0110] When displaying the item information interface, in response to a tracking operation for the first virtual item, the target item is identified and set to a tracking status. One possible implementation is as follows:
[0111] When displaying the item information interface of the first virtual item in the first game system, respond to the tracking operation for the first virtual item and determine the first virtual item from the first game system as being tracked; when displaying the item information interface of the first virtual item in the second game system, respond to the tracking operation for the first virtual item and determine the first virtual item from the second game system as being tracked.
[0112] Optionally, the aforementioned first game system or second game system includes a development system, which includes at least one of the following: character development system, equipment development system, and skill development system.
[0113] The above-mentioned addition of target items to the tracking list includes: adding the first virtual item from the first game system to the first position in the tracking list, and adding the first virtual item from the second game system to the second position in the tracking list.
[0114] In other words, different target character progression levels may require the same virtual items. For example, leveling up a character's target progression level requires item E, and leveling up equipment's target progression level also requires item E. When displaying the item information interface for item E in the character progression system, in response to a tracking operation for item E, the item E originating from the character progression system is identified as being tracked; and the item E from the character progression system is added to the first position in the tracking list. When displaying the item information interface for item E in the equipment progression system, in response to a tracking operation for item E, the item E originating from the equipment progression system is identified as being tracked; and the item E from the equipment progression system is added to the second position in the tracking list. For example, as shown... Figure 10 As shown, item E in the tracking list comes from the character development system, and item E comes from the weapon development system.
[0115] The above method also includes: responding to a virtual item display operation, displaying each virtual item in a graphical user interface, wherein a tracking identifier is displayed in the associated area of a specified virtual item among the displayed virtual items, and the tracking identifier is used to indicate that the specified virtual item is in a tracking state.
[0116] The aforementioned virtual items are provided for specific game scenarios other than those on the tracking list, such as the game inventory, the game store, and the character progression system. These specified virtual items refer to items identified as being tracked. For example, such as... Figure 12 The display shows multiple virtual items (item A, item B, item C, item D, item E, and item F). Items A, D, and E have tracking icons displayed in their associated areas (i.e., the top left corner). Figure 12 (circular logo).
[0117] The above method further includes: in response to a trigger operation on a specified virtual item marked with a tracking identifier, displaying a details interface of the specified virtual item, the details interface including at least one of the following: the tracking progress of the specified virtual item, and the tracking source of the specified virtual item.
[0118] For example, click Figure 12 Item A in the text, such as Figure 13 As shown, the details interface for item A is displayed. The details interface includes the tracking progress of item A as "1 / 2" and the tracking source of item A as "Character Development System".
[0119] The above method also includes: if a specified virtual item includes multiple tracking sources, then the tracking progress corresponding to the minimum number of tracking items and its corresponding tracking source will be displayed in the details interface.
[0120] For example, item E includes multiple tracking sources, such as the character development system and the weapon development system. The number of item E tracked to complete the target character's target development level is 10, and the number of item E tracked to complete the target weapon's target development level is 20. The tracking progress "3 / 10" and its corresponding tracking source "character development system" are displayed in the details interface.
[0121] Optionally, obtain the number of items that still need to be obtained for each tracking source corresponding to a specified virtual item, and display the tracking progress corresponding to the minimum number of items and its corresponding tracking source in the details interface.
[0122] For example, item E includes multiple tracking sources, the character development system and the weapon development system. The number of item E tracked to complete the target character's target development level is 10, and 5 have been obtained so far, with 5 more items needed. The number of item E tracked to complete the target weapon's target development level is 20, and 5 have been obtained so far, with 15 more items needed. The tracking progress "5 / 10" and its corresponding tracking source "Character Development System" are displayed in the details interface.
[0123] The above method also includes: displaying a tracking list in response to a triggered action on the tracking progress, the tracking list being used to record virtual items in a tracking state.
[0124] For example, click as Figure 13 The tracking progress of item A shown is as follows: Figure 10 The displayed tracking list is shown.
[0125] When the target item is identified as being tracked, the above method also includes adding the target item to the tracking list, and then displaying the tracking list.
[0126] Optionally, in response to the tracking confirmation operation, after the target item is determined to be in a tracking status, the target item is added to the tracking list and the tracking list is displayed.
[0127] Optionally, in response to a trigger action on the inventory marker control, a tracking list can be displayed. This inventory marker control can be displayed on the game map or in-game store interface, and can also be permanently hovered over a specified location in the graphical user interface. Players can view the tracking list at any time by hovering over the inventory marker control.
[0128] Corresponding to the above method embodiments, this disclosure provides an information processing device for games, such as... Figure 14 As shown, the device includes:
[0129] The item information display module 141 is used to display the item information interface of the first virtual item through a graphical user interface;
[0130] The target item tracking module 142 is used to respond to the tracking operation for the first virtual item when the item information interface is displayed, determine the target item, and set the target item to the tracking state; wherein, the target item is the first virtual item and / or the second virtual item, and the second virtual item is a virtual item used together with the first virtual item to upgrade the development level of the target object;
[0131] The tracking progress display module 143 is used to respond to interactive operations on the target item in the target game scene for virtual items provided in different game scenes. If the target item is in a tracking state, the tracking progress of the target item is displayed. The tracking progress is used to indicate the number of items that still need to be acquired.
[0132] This disclosure provides an information processing device for a game, which displays an item information interface for a first virtual item through a graphical user interface. While displaying the item information interface, it responds to a tracking operation for the first virtual item, identifies a target item, and sets the target item to a tracking state. The target item is either the first virtual item or a second virtual item, where the second virtual item is used together with the first virtual item to upgrade the target item's level. For virtual items provided in different game scenarios, it responds to interactive operations for the target item in the target game scenario. If the target item is in a tracking state, it displays the tracking progress of the target item. The tracking progress indicates the quantity of the target item that still needs to be acquired. This method, by setting the target item to a tracking state, allows players to check the tracking progress of the target item at any time during the acquisition process, enabling them to understand the remaining virtual items and quantities, reducing memory burden, making the game process more convenient and faster, and thus improving the player's gaming experience.
[0133] The aforementioned item information interface includes a first tracking control; the aforementioned target item tracking module is further configured to: respond to a trigger operation on the first tracking control, determine the first virtual item as being tracked, and determine the tracking quantity of the first virtual item.
[0134] The aforementioned target item tracking module is also used to: obtain the tracking quantity of the first virtual item based on the current development level and the target development level of the target object associated with the first virtual item, wherein the first virtual item is an item required to upgrade the development level of the target object, and the target development level is higher than the current development level.
[0135] The target object is any one of the following: a controlled virtual character, a weapon possessed by a controlled virtual character, or a skill currently possessed by a controlled virtual character.
[0136] The aforementioned target item tracking module is also used to: determine the tracking quantity of the first virtual item based on the tracking quantity input by the player.
[0137] The aforementioned item information interface includes a first tracking control; the aforementioned target item tracking module is also used to: respond to a trigger operation on the first tracking control and display a tracking editing interface; respond to an editing operation on the tracking editing interface and determine the target item and the tracking quantity; respond to a tracking confirmation operation and confirm the target item as being tracked.
[0138] The aforementioned tracking and editing interface includes at least one of the following: a level update control for updating the target development level to be achieved by the target object, a first quantity of virtual items required for the controlled virtual character to reach the target development level and a second quantity of the corresponding virtual items currently owned, a quantity editing control for updating the tracking quantity of the target items, an item identifier of the virtual items required for the controlled virtual character to reach the target development level, and a second tracking control.
[0139] The aforementioned target item tracking module is also used to: respond to an update operation for the level update control, determine the target development level of the target object; wherein the target development level is greater than the default development level to be achieved by the target object before the update; determine and display the first quantity of virtual items required to reach the target development level and the second quantity of corresponding virtual items currently possessed by the controlled virtual character; respond to a selection operation, determine the virtual item corresponding to the selected item identifier as the target item; respond to a tracking confirmation operation, confirm the target item as being in a tracking state, including: responding to a trigger operation for the second tracking control, confirming the target item as being in a tracking state, and determining the tracking quantity of the target item based on the first quantity and the second quantity corresponding to the target item.
[0140] The aforementioned device further includes: a first prompt information display module, used to display a first prompt information on the tracking and editing interface if the target object's default development level is equal to the preset maximum level or the target development level is the preset maximum level; the first prompt information is used to prompt that the target object's development level has reached the maximum level.
[0141] The aforementioned device also includes a status setting module, used to: if the first quantity of specified virtual items required for the controlled virtual character to reach the target development level is less than or equal to the second quantity of specified virtual items currently owned, then set the item identifier of the specified virtual items to an unselectable state.
[0142] The aforementioned target item tracking module is also used to: respond to quantity editing operations on the quantity editing control and determine the tracking quantity of the target item.
[0143] The aforementioned item information interface also includes at least one acquisition method for the first virtual item; the aforementioned device also includes a character control module, used to: respond to a trigger operation for a target acquisition method among the at least one acquisition method, display a game map and an acquisition control; wherein, the target location on the game map is marked with an indicator, and the target location corresponds to the scene location corresponding to the target acquisition method; respond to a trigger operation for the acquisition control, control a controlled virtual character to move to the scene location; wherein, the controlled virtual character is a virtual character controlled by a terminal device.
[0144] The aforementioned target item tracking module is also used to: respond to a trigger operation for at least one acquisition method, identify the first virtual item as the target item, and determine the first virtual item as being in a tracking state.
[0145] The aforementioned tracking progress display module is also used to: display the tracking progress of the target item in response to an update in the quantity of the target item owned by the controlled virtual character.
[0146] The aforementioned device also includes a prompt information display module, used to: display prompt information in response to the controlled virtual character having reached the target item tracking quantity, the prompt information indicating that the target item has been collected.
[0147] When the target item is identified as being tracked, the device also includes a list addition module for adding the target item to the tracking list.
[0148] The aforementioned device further includes: a tracking status cancellation module, used to cancel the tracking status of the target item and remove the target item from the tracking list in response to the number of target items owned by the controlled virtual character reaching the tracking quantity of the target item.
[0149] The aforementioned device further includes: an item attribute editing module, used to respond to interactive operations on a target virtual item in the virtual items provided in the tracking list, display the tracking progress and editing controls of the target virtual item; and to respond to editing operations on the editing controls to edit the item attributes of the target virtual item; wherein the item attributes include at least one of the following: the tracking quantity of the target virtual item, the tracking status of the target virtual item, the usage status of the target virtual item, and the locked status of the target virtual item, wherein the locked status is used to indicate that the position of the virtual item in the tracking list cannot be replaced by a newly added virtual item.
[0150] The aforementioned target item tracking module is also used to: when displaying the item information interface of the first virtual item in the first game system, respond to the tracking operation for the first virtual item and determine the first virtual item from the first game system as being tracked; when displaying the item information interface of the first virtual item in the second game system, respond to the tracking operation for the first virtual item and determine the first virtual item from the second game system as being tracked; the aforementioned list addition module is also used to: add the first virtual item from the first game system to the first position in the tracking list and add the first virtual item from the second game system to the second position in the tracking list.
[0151] The aforementioned first or second game system includes a development system, which includes at least one of the following: character development system, equipment development system, and skill development system.
[0152] The aforementioned device further includes: a virtual item display module, used to respond to virtual item display operations and display various virtual items in a graphical user interface, wherein a tracking identifier is displayed in the associated area of a specified virtual item among the displayed virtual items, and the tracking identifier is used to indicate that the specified virtual item is in a tracking state.
[0153] The aforementioned device further includes: a details interface display module, used to display the details interface of the specified virtual item in response to a trigger operation for a specified virtual item marked with a tracking identifier, the details interface including at least one of the following: the tracking progress of the specified virtual item, and the tracking source of the specified virtual item.
[0154] The aforementioned device also includes: a tracking source display module, used to display the tracking progress corresponding to the minimum number of tracking sources and their corresponding tracking sources in the details interface if the specified virtual item includes multiple tracking sources.
[0155] The aforementioned device further includes: a first display module for tracking list, used to display a tracking list in response to a trigger operation on the tracking progress, the tracking list being used to record virtual items in a tracking state.
[0156] The aforementioned device also includes: a second display module for tracking lists, used to display the tracking lists.
[0157] The aforementioned second display module for the tracking list is also used to: display the tracking list in response to a trigger operation on the list identifier control.
[0158] The aforementioned list identification control is displayed on the game map interface or the game store interface.
[0159] The information processing device for games provided in this disclosure has the same technical features as the information processing method for games provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0160] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the information processing method in the game described above. This electronic device can be a server or a terminal device.
[0161] See Figure 15 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the information processing method in the game described above.
[0162] Furthermore, Figure 15The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0163] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 15 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0164] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0165] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the information processing method of the aforementioned game:
[0166] The system displays the item information interface of a first virtual item through a graphical user interface. While displaying the item information interface, it responds to tracking operations for the first virtual item, identifies the target item, and sets the target item to a tracking state. The target item is either the first virtual item or a second virtual item, where the second virtual item is used together with the first virtual item to upgrade the target item's level. For virtual items provided in different game scenarios, the system responds to interactive operations for the target item in the target game scenario. If the target item is in a tracking state, it displays the tracking progress of the target item. The tracking progress indicates the number of target items still needing to be acquired. This method, by setting the target item to a tracking state, allows players to check the tracking progress of the target item at any time during the acquisition process, enabling them to understand the remaining virtual items and quantities needed. This reduces the player's memory burden, making the game process more convenient and faster, thereby improving the player's gaming experience.
[0167] The aforementioned item information interface includes a first tracking control; the steps of responding to a tracking operation for a first virtual item, determining the target item, and setting the target item to a tracking state include: responding to a trigger operation for the first tracking control, setting the first virtual item to a tracking state, and determining the tracking quantity of the first virtual item.
[0168] The aforementioned determination of the tracking quantity of the first virtual item includes: obtaining the tracking quantity of the first virtual item based on the current development level and the target development level of the target object associated with the first virtual item, wherein the first virtual item is an item required to upgrade the development level of the target object, and the target development level is higher than the current development level.
[0169] The target object is any one of the following: a controlled virtual character, a weapon possessed by a controlled virtual character, or a skill currently possessed by a controlled virtual character.
[0170] The determination of the tracking quantity of the first virtual item includes: determining the tracking quantity of the first virtual item based on the tracking quantity input by the player.
[0171] The aforementioned item information interface includes a first tracking control; the steps of responding to a tracking operation for the first virtual item, determining the target item, and setting the target item to a tracking state include: responding to a trigger operation for the first tracking control and displaying a tracking editing interface; responding to an editing operation for the tracking editing interface and determining the target item and the tracking quantity; and responding to a tracking confirmation operation and setting the target item to a tracking state.
[0172] The aforementioned tracking and editing interface includes at least one of the following: a level update control for updating the target development level to be achieved by the target object, a first quantity of virtual items required for the controlled virtual character to reach the target development level and a second quantity of the corresponding virtual items currently owned, a quantity editing control for updating the tracking quantity of the target items, an item identifier of the virtual items required for the controlled virtual character to reach the target development level, and a second tracking control.
[0173] The above response addresses editing operations on the tracking editing interface, determining the target item and tracking quantity, including: responding to an update operation on the level update control to determine the target development level of the target object; wherein the target development level is greater than the default development level to be achieved by the target object before the update; determining and displaying the first quantity of virtual items required to reach the target development level and the second quantity of corresponding virtual items currently possessed by the controlled virtual character; responding to a selection operation to determine the virtual item corresponding to the selected item identifier as the target item; and responding to a tracking confirmation operation to confirm the target item as being in a tracking state, including: responding to a trigger operation on the second tracking control to confirm the target item as being in a tracking state, and determining the tracking quantity of the target item based on the first and second quantities corresponding to the target item.
[0174] The above method also includes: if the target object's default development level is equal to the preset maximum level or the target development level is the preset maximum level, displaying a first prompt message in the tracking and editing interface; the first prompt message is used to indicate that the target object's development level has reached the maximum level.
[0175] The above method also includes: if the first quantity of specified virtual items required for the controlled virtual character to reach the target development level is less than or equal to the second quantity of specified virtual items currently owned, then the item identifier of the specified virtual items is set to an unselectable state.
[0176] The above response addresses editing operations on the tracking editing interface, determining the target item and tracking quantity, including: responding to quantity editing operations on the quantity editing control, and determining the tracking quantity of the target item.
[0177] The aforementioned item information interface also includes at least one acquisition method for the first virtual item; the method further includes: responding to a trigger operation for a target acquisition method among the at least one acquisition method, displaying a game map and an acquisition control; wherein, the target location on the game map is marked with an indicator, and the target location corresponds to the scene location corresponding to the target acquisition method; responding to a trigger operation for the acquisition control, controlling a controlled virtual character to move to the scene location; wherein, the controlled virtual character is a virtual character controlled by a terminal device.
[0178] The above response to the tracking operation of the first virtual item, determining the target item and setting the target item to a tracking state, includes: responding to a trigger operation of a target acquisition path in at least one acquisition path, determining the first virtual item as the target item, and setting the first virtual item to a tracking state.
[0179] The above-mentioned display of the tracking progress of the target item includes: displaying the tracking progress of the target item in response to an update in the quantity of the target item owned by the controlled virtual character.
[0180] The above method also includes: in response to the controlled virtual character having a number of target items that reach the target item tracking quantity, displaying a prompt message indicating that the target items have been collected.
[0181] When the target item is identified as being tracked, the method also includes adding the target item to the tracking list.
[0182] The above method also includes: in response to the controlled virtual character having a number of target items that reach the target item tracking count, canceling the tracking status of the target item and removing the target item from the tracking list.
[0183] The method further includes: responding to interactive operations on a target virtual item in the tracking list, displaying the tracking progress and editing controls of the target virtual item; responding to editing operations on the editing controls, editing the item attributes of the target virtual item; wherein the item attributes include at least one of the following: the tracking quantity of the target virtual item, the tracking status of the target virtual item, the usage status of the target virtual item, and the locked status of the target virtual item, wherein the locked status is used to indicate that the position of the virtual item in the tracking list cannot be replaced by a newly added virtual item.
[0184] When displaying the item information interface, responding to the tracking operation for the first virtual item, identifying the target item, and setting the target item to a tracking state includes: when displaying the item information interface for the first virtual item in the first game system, responding to the tracking operation for the first virtual item and setting the first virtual item from the first game system to a tracking state; when displaying the item information interface for the first virtual item in the second game system, responding to the tracking operation for the first virtual item and setting the first virtual item from the second game system to a tracking state; adding the target item to the tracking list includes: adding the first virtual item from the first game system to a first position in the tracking list, and adding the first virtual item from the second game system to a second position in the tracking list.
[0185] The aforementioned first or second game system includes a development system, which includes at least one of the following: character development system, equipment development system, and skill development system.
[0186] The above method also includes: responding to a virtual item display operation, displaying each virtual item in a graphical user interface, wherein a tracking identifier is displayed in the associated area of a specified virtual item among the displayed virtual items, and the tracking identifier is used to indicate that the specified virtual item is in a tracking state.
[0187] The above method further includes: in response to a trigger operation on a specified virtual item marked with a tracking identifier, displaying a details interface of the specified virtual item, the details interface including at least one of the following: the tracking progress of the specified virtual item, and the tracking source of the specified virtual item.
[0188] The above method also includes: if a specified virtual item includes multiple tracking sources, then the tracking progress corresponding to the minimum number of tracking items and its corresponding tracking source will be displayed in the details interface.
[0189] The above method also includes: displaying a tracking list in response to a triggered action on the tracking progress, the tracking list being used to record virtual items in a tracking state.
[0190] The above methods also include: displaying a tracking list.
[0191] The above-mentioned display of the tracking list includes: responding to a trigger action on the list identification control and displaying the tracking list.
[0192] The aforementioned list identification control is displayed on the game map interface or the game store interface.
[0193] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the information processing method in the above game.
[0194] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the information processing method of the aforementioned game:
[0195] The system displays the item information interface of a first virtual item through a graphical user interface. While displaying the item information interface, it responds to tracking operations for the first virtual item, identifies the target item, and sets the target item to a tracking state. The target item is either the first virtual item or a second virtual item, where the second virtual item is used together with the first virtual item to upgrade the target item's level. For virtual items provided in different game scenarios, the system responds to interactive operations for the target item in the target game scenario. If the target item is in a tracking state, it displays the tracking progress of the target item. The tracking progress indicates the number of target items still needing to be acquired. This method, by setting the target item to a tracking state, allows players to check the tracking progress of the target item at any time during the acquisition process, enabling them to understand the remaining virtual items and quantities needed. This reduces the player's memory burden, making the game process more convenient and faster, thereby improving the player's gaming experience.
[0196] The aforementioned item information interface includes a first tracking control; the steps of responding to a tracking operation for a first virtual item, determining the target item, and setting the target item to a tracking state include: responding to a trigger operation for the first tracking control, setting the first virtual item to a tracking state, and determining the tracking quantity of the first virtual item.
[0197] The aforementioned determination of the tracking quantity of the first virtual item includes: obtaining the tracking quantity of the first virtual item based on the current development level and the target development level of the target object associated with the first virtual item, wherein the first virtual item is an item required to upgrade the development level of the target object, and the target development level is higher than the current development level.
[0198] The target object is any one of the following: a controlled virtual character, a weapon possessed by a controlled virtual character, or a skill currently possessed by a controlled virtual character.
[0199] The determination of the tracking quantity of the first virtual item includes: determining the tracking quantity of the first virtual item based on the tracking quantity input by the player.
[0200] The aforementioned item information interface includes a first tracking control; the steps of responding to a tracking operation for the first virtual item, determining the target item, and setting the target item to a tracking state include: responding to a trigger operation for the first tracking control and displaying a tracking editing interface; responding to an editing operation for the tracking editing interface and determining the target item and the tracking quantity; and responding to a tracking confirmation operation and setting the target item to a tracking state.
[0201] The aforementioned tracking and editing interface includes at least one of the following: a level update control for updating the target development level to be achieved by the target object, a first quantity of virtual items required for the controlled virtual character to reach the target development level and a second quantity of the corresponding virtual items currently owned, a quantity editing control for updating the tracking quantity of the target items, an item identifier of the virtual items required for the controlled virtual character to reach the target development level, and a second tracking control.
[0202] The above response addresses editing operations on the tracking editing interface, determining the target item and tracking quantity, including: responding to an update operation on the level update control to determine the target development level of the target object; wherein the target development level is greater than the default development level to be achieved by the target object before the update; determining and displaying the first quantity of virtual items required to reach the target development level and the second quantity of corresponding virtual items currently possessed by the controlled virtual character; responding to a selection operation to determine the virtual item corresponding to the selected item identifier as the target item; and responding to a tracking confirmation operation to confirm the target item as being in a tracking state, including: responding to a trigger operation on the second tracking control to confirm the target item as being in a tracking state, and determining the tracking quantity of the target item based on the first and second quantities corresponding to the target item.
[0203] The above method also includes: if the target object's default development level is equal to the preset maximum level or the target development level is the preset maximum level, displaying a first prompt message in the tracking and editing interface; the first prompt message is used to indicate that the target object's development level has reached the maximum level.
[0204] The above method also includes: if the first quantity of specified virtual items required for the controlled virtual character to reach the target development level is less than or equal to the second quantity of specified virtual items currently owned, then the item identifier of the specified virtual items is set to an unselectable state.
[0205] The above response addresses editing operations on the tracking editing interface, determining the target item and tracking quantity, including: responding to quantity editing operations on the quantity editing control, and determining the tracking quantity of the target item.
[0206] The aforementioned item information interface also includes at least one acquisition method for the first virtual item; the method further includes: responding to a trigger operation for a target acquisition method among the at least one acquisition method, displaying a game map and an acquisition control; wherein, the target location on the game map is marked with an indicator, and the target location corresponds to the scene location corresponding to the target acquisition method; responding to a trigger operation for the acquisition control, controlling a controlled virtual character to move to the scene location; wherein, the controlled virtual character is a virtual character controlled by a terminal device.
[0207] The above response to the tracking operation of the first virtual item, determining the target item and setting the target item to a tracking state, includes: responding to a trigger operation of a target acquisition path in at least one acquisition path, determining the first virtual item as the target item, and setting the first virtual item to a tracking state.
[0208] The above-mentioned display of the tracking progress of the target item includes: displaying the tracking progress of the target item in response to an update in the quantity of the target item owned by the controlled virtual character.
[0209] The above method also includes: in response to the controlled virtual character having a number of target items that reach the target item tracking quantity, displaying a prompt message indicating that the target items have been collected.
[0210] When the target item is identified as being tracked, the method also includes adding the target item to the tracking list.
[0211] The above method also includes: in response to the controlled virtual character having a number of target items that reach the target item tracking count, canceling the tracking status of the target item and removing the target item from the tracking list.
[0212] The method further includes: responding to interactive operations on a target virtual item in the tracking list, displaying the tracking progress and editing controls of the target virtual item; responding to editing operations on the editing controls, editing the item attributes of the target virtual item; wherein the item attributes include at least one of the following: the tracking quantity of the target virtual item, the tracking status of the target virtual item, the usage status of the target virtual item, and the locked status of the target virtual item, wherein the locked status is used to indicate that the position of the virtual item in the tracking list cannot be replaced by a newly added virtual item.
[0213] When displaying the item information interface, responding to the tracking operation for the first virtual item, identifying the target item, and setting the target item to a tracking state includes: when displaying the item information interface for the first virtual item in the first game system, responding to the tracking operation for the first virtual item and setting the first virtual item from the first game system to a tracking state; when displaying the item information interface for the first virtual item in the second game system, responding to the tracking operation for the first virtual item and setting the first virtual item from the second game system to a tracking state; adding the target item to the tracking list includes: adding the first virtual item from the first game system to a first position in the tracking list, and adding the first virtual item from the second game system to a second position in the tracking list.
[0214] The aforementioned first or second game system includes a development system, which includes at least one of the following: character development system, equipment development system, and skill development system.
[0215] The above method also includes: responding to a virtual item display operation, displaying each virtual item in a graphical user interface, wherein a tracking identifier is displayed in the associated area of a specified virtual item among the displayed virtual items, and the tracking identifier is used to indicate that the specified virtual item is in a tracking state.
[0216] The above method further includes: in response to a trigger operation on a specified virtual item marked with a tracking identifier, displaying a details interface of the specified virtual item, the details interface including at least one of the following: the tracking progress of the specified virtual item, and the tracking source of the specified virtual item.
[0217] The above method also includes: if a specified virtual item includes multiple tracking sources, then the tracking progress corresponding to the minimum number of tracking items and its corresponding tracking source will be displayed in the details interface.
[0218] The above method also includes: displaying a tracking list in response to a triggered action on the tracking progress, the tracking list being used to record virtual items in a tracking state.
[0219] The above methods also include: displaying a tracking list.
[0220] The above-mentioned display of the tracking list includes: responding to a trigger action on the list identification control and displaying the tracking list.
[0221] The aforementioned list identification control is displayed on the game map interface or the game store interface.
[0222] The computer program products of the information processing methods, apparatus and electronic devices in games provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0223] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0224] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0225] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a 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.
[0226] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0227] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An information processing method in a game, characterized in that, The method includes: The graphical user interface displays the item information of the first virtual item. When displaying the item information interface, in response to the tracking operation for the first virtual item, the target item is identified and the target item is set to a tracking state; wherein, the target item is the first virtual item and / or the second virtual item, and the second virtual item is a virtual item used together with the first virtual item to upgrade the development level of the target object; For virtual items provided in different game scenarios, respond to interactive operations on target items in the target game scenario. If the target item is in the tracking state, display the tracking progress of the target item; wherein, the tracking progress is used to indicate the number of target items that still need to be acquired.
2. The method according to claim 1, characterized in that, The item information interface includes a first tracking control; the steps of responding to a tracking operation for the first virtual item, determining the target item, and setting the target item to a tracking state include: In response to a trigger operation on the first tracking control, the first virtual item is identified as being tracked, and the number of times the first virtual item is tracked is determined.
3. The method according to claim 2, characterized in that, Determining the tracking quantity of the first virtual item includes: Based on the current development level and target development level of the target object associated with the first virtual item, the tracking quantity of the first virtual item is obtained, wherein the first virtual item is an item required to upgrade the development level of the target object, and the target development level is higher than the current development level.
4. The method according to claim 3, characterized in that, The target object is any one of the following: a controlled virtual character, a weapon possessed by the controlled virtual character, or a skill currently possessed by the controlled virtual character.
5. The method according to claim 2, wherein determining the tracking quantity of the first virtual item comprises: The tracking count of the first virtual item is determined based on the tracking count input by the player.
6. The method according to claim 1, characterized in that, The item information interface includes a first tracking control; the steps of responding to a tracking operation for the first virtual item, determining the target item, and setting the target item to a tracking state include: In response to a trigger operation on the first tracking control, the tracking editing interface is displayed; In response to editing operations on the tracking editing interface, determine the target item and the tracking quantity; In response to the tracking confirmation operation, the target item is identified as being in a tracking status.
7. The method according to claim 6, characterized in that, The tracking and editing interface includes at least one of the following: a level update control for updating the target development level to be achieved by the target object, a first quantity of virtual items required for the controlled virtual character to reach the target development level and a second quantity of the corresponding virtual items currently owned, a quantity editing control for updating the tracking quantity of the target items, an item identifier of the virtual items required for the controlled virtual character to reach the target development level, and a second tracking control.
8. The method according to claim 7, characterized in that, The response to the editing operation on the tracking editing interface determines the target item and the tracking quantity, including: In response to an update operation on the level update control, determine the target development level of the target object; wherein the target development level is greater than the default development level to be achieved by the target object before the update; Determine and display the first quantity of virtual items required to reach the target development level and the second quantity of corresponding virtual items currently possessed by the controlled virtual character; In response to the selection operation, determine that the virtual item corresponding to the selected item identifier is the target item; The response tracking confirmation operation, which determines the target item to be in a tracking status, includes: In response to a trigger operation on the second tracking control, the target item is identified as being tracked, and the tracking quantity of the target item is determined based on the first quantity and the second quantity corresponding to the target item.
9. The method according to claim 7, characterized in that, The method further includes: If the target object's default development level is equal to the preset maximum level or the target development level is the preset maximum level, a first prompt message is displayed on the tracking and editing interface; the first prompt message is used to indicate that the target object's development level has reached the maximum level.
10. The method according to claim 7, characterized in that, The method further includes: If the first quantity of the specified virtual items required for the controlled virtual character to reach the target development level is less than or equal to the second quantity of the specified virtual items currently owned, then the item identifier of the specified virtual items is set to an unselectable state.
11. The method according to claim 7, characterized in that, In response to an editing operation on the tracking editing interface, the target item and the tracking quantity are determined, including: In response to a quantity editing operation on the quantity editing control, determine the tracking quantity of the target item.
12. The method according to claim 1, characterized in that, The item information interface also includes at least one way to obtain the first virtual item; The method further includes: In response to a trigger operation targeting the target acquisition path among the at least one acquisition path, a game map and an acquisition control are displayed; wherein, the target location on the game map is marked with an indicator, and the target location corresponds to the scene location corresponding to the target acquisition path; In response to a trigger operation on the acquired control, the controlled virtual character is directed to the scene location; wherein, the controlled virtual character is a virtual character controlled by a terminal device.
13. The method according to claim 12, characterized in that, The response to the tracking operation of the first virtual item, determining the target item, and setting the target item to a tracking state includes: In response to a trigger operation targeting the target acquisition path among the at least one acquisition path, the first virtual item is identified as the target item, and the first virtual item is identified as being in a tracking state.
14. The method according to claim 1, characterized in that, Displaying the tracking progress of the target item, including: In response to an update in the quantity of the target item owned by the controlled virtual character, the tracking progress of the target item is displayed.
15. The method according to claim 1, characterized in that, The method further includes: In response to the controlled virtual character having a quantity of the target item that reaches the tracking quantity of the target item, a prompt message is displayed, indicating that the target item has been collected.
16. The method according to claim 1, characterized in that, When determining the target item to be in a tracking state, the method further includes: Add the target item to the tracking list.
17. The method according to claim 16, characterized in that, The method further includes: In response to the controlled virtual character having a quantity of the target item that reaches the tracking quantity of the target item, the tracking status of the target item is canceled and the target item is removed from the tracking list.
18. The method according to claim 16, characterized in that, The method further includes: In response to interactive operations on a target virtual item in the virtual items provided by the tracking list, the tracking progress and editing controls of the target virtual item are displayed; In response to an editing operation on the editing control, the item attributes of the target virtual item are edited; wherein the item attributes include at least one of the following: the tracking quantity of the target virtual item, the tracking status of the target virtual item, the usage status of the target virtual item, and the locked status of the target virtual item, wherein the locked status is used to indicate that the position of the virtual item in the tracking list cannot be replaced by a newly added virtual item.
19. The method according to claim 16, characterized in that, When displaying the item information interface, responding to a tracking operation for the first virtual item, identifying the target item, and setting the target item to a tracking state, includes: When displaying the item information interface of the first virtual item in the first game system, respond to the tracking operation for the first virtual item and determine the first virtual item from the first game system as being in a tracking state. When displaying the item information interface of the first virtual item in the second game system, respond to the tracking operation for the first virtual item and determine the first virtual item from the second game system as being in a tracking state; Adding the target item to the tracking list includes: The first virtual item originating from the first game system is added to the first position in the tracking list, and the first virtual item originating from the second game system is added to the second position in the tracking list.
20. The method according to claim 19, characterized in that, The first game system or the second game system includes a development system, which includes at least one of the following: a character development system, an equipment development system, and a skill development system.
21. The method according to claim 1, characterized in that, The method further includes: In response to the virtual item display operation, each virtual item is displayed in the graphical user interface, wherein a tracking identifier is displayed in the associated area of a specified virtual item among the displayed virtual items, and the tracking identifier is used to indicate that the specified virtual item is in a tracking state.
22. The method according to claim 21, characterized in that, The method further includes: In response to a trigger operation on the specified virtual item marked with the tracking identifier, a details interface for the specified virtual item is displayed, the details interface including at least one of the following: the tracking progress of the specified virtual item, and the tracking source of the specified virtual item.
23. The method according to claim 22, characterized in that, The method further includes: If the specified virtual item includes multiple tracking sources, the tracking progress corresponding to the minimum number of tracking points and its corresponding tracking source will be displayed in the details interface.
24. The method according to claim 23, characterized in that, The method further includes: In response to a triggered action on the tracking progress, a tracking list is displayed, which records virtual items that are in a tracking state.
25. The method according to claim 16, characterized in that, The method further includes: Display the tracking list.
26. The method according to claim 25, characterized in that, The display of the tracking list includes: In response to a trigger action on the list identifier control, the tracking list is displayed.
27. The method according to claim 26, characterized in that, The list identifier control is displayed on the game map interface or the game store interface.
28. An information processing device for games, characterized in that, The device includes: The item information display module is used to display the item information interface of the first virtual item through a graphical user interface; The target item tracking module is used to respond to the tracking operation for the first virtual item when the item information interface is displayed, determine the target item, and set the target item to a tracking state; wherein, the target item is the first virtual item and / or the second virtual item, and the second virtual item is a virtual item used together with the first virtual item to upgrade the development level of the target object; The tracking progress display module is used to respond to interactive operations on target items in different game scenarios for virtual items provided in different game scenarios. If the target item is in the tracking state, the tracking progress of the target item is displayed; wherein, the tracking progress is used to indicate the number of target items that still need to be acquired.
29. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the information processing method in a game according to any one of claims 1-27.
30. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information processing method in the game as described in any one of claims 1-27.