Information interaction method and device, equipment and storage medium
By displaying prompts and strategy options for adverse events in combat games, users can choose to provide positive support to their teammates, solving the problem of the limited scope of existing prompts and achieving richer interactive and motivational effects.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2026-03-10
AI Technical Summary
In combat games, when virtual objects are frequently defeated, the existing prompts are monotonous and lack diversity, failing to effectively motivate teammates to provide positive support.
When a virtual object encounters a headwind, a prompt message and strategy options are displayed. Users can choose to provide positive support, and the server sends encouraging feedback to teammates' clients, enhancing interactivity and immersion.
It enriches the way prompts are displayed in multiplayer games, and motivates teammates through different types of positive support, thereby improving users' combat enthusiasm and interactive experience.
Smart Images

Figure CN121623302A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] Embodiments of the present application relate to the technical field of computer, and particularly relate to an information interaction method and device, equipment and storage medium. BACKGROUND
[0002] With the development of computer technology, games have gradually become one of the main entertainment projects favored by people. There are various types of games today, among which battle games are quite popular. In battle games, a user controls a selected virtual object to fight against an enemy virtual object, and wins by defeating the enemy virtual object, destroying enemy virtual buildings or achieving a specific goal.
[0003] In related technologies, in a game session of a battle game, when a virtual object is defeated by an enemy virtual object, prompt information indicating the confrontation when the virtual object is defeated is displayed in a game interface of each virtual object participating in the game session. For example, in the game interface of each virtual object participating in the game session, the prompt information such as identification information of the defeated virtual object, identification information of the virtual object that defeats the virtual object, and identification information of the virtual object that assists in defeating the virtual object is displayed.
[0004] In the case where a virtual object is frequently defeated, the way of displaying prompt information in the above manner is relatively fixed and single. SUMMARY
[0005] Embodiments of the present application provide an information interaction method, device, equipment and storage medium. The technical solutions provided by the embodiments of the present application are as follows:
[0006] According to an aspect of the embodiments of the present application, an information interaction method is provided, and the method comprises:
[0007] controlling a first virtual object to participate in a multi-player game session, the first virtual object having a second virtual object as a teammate;
[0008] in the case where the second virtual object has an adverse event, displaying prompt information and at least one strategy option, the prompt information being used to indicate that the second virtual object has the adverse event, and the strategy option being used to trigger to provide positive support to the second virtual object;
[0009] in response to an operation on the strategy option, sending feedback information to a client of the second virtual object through a server, the feedback information being used to trigger the client of the second virtual object to display encouragement information, the encouragement information being used to indicate that the first virtual object is providing positive support to the second virtual object.
[0010] According to an aspect of an embodiment of the present application, another information interaction method is provided, the method comprising:
[0011] controlling a second virtual object to participate in a multi-player game match, the second virtual object having the first virtual object as a teammate;
[0012] in a case where the second virtual object experiences a reverse wind event, receiving feedback information sent by a client of the first virtual object through a server, the feedback information being used to trigger the client of the second virtual object to display encouragement information;
[0013] displaying the encouragement information, the encouragement information being used to indicate that the first virtual object is providing positive support to the second virtual object.
[0014] According to an aspect of an embodiment of the present application, an information interaction apparatus is provided, the apparatus comprising:
[0015] an object control module configured to control a first virtual object to participate in a multi-player game match, the first virtual object having a second virtual object as a teammate;
[0016] a strategy display module configured to, in a case where the second virtual object experiences a reverse wind event, display prompt information and at least one strategy option, the prompt information being used to indicate that the second virtual object experiences the reverse wind event, and the strategy option being used to trigger positive support to be provided to the second virtual object;
[0017] a feedback sending module configured to, in response to an operation on the strategy option, send feedback information to a client of the second virtual object through a server, the feedback information being used to trigger the client of the second virtual object to display encouragement information, the encouragement information being used to indicate that the first virtual object is providing positive support to the second virtual object.
[0018] According to an aspect of an embodiment of the present application, another information interaction apparatus is provided, the apparatus comprising:
[0019] an object control module configured to control a second virtual object to participate in a multi-player game match, the second virtual object having a first virtual object as a teammate;
[0020] a feedback receiving module configured to, in a case where the second virtual object experiences a reverse wind event, receive feedback information sent by a client of the first virtual object through a server, the feedback information being used to trigger the client of the second virtual object to display encouragement information;
[0021] an information display module configured to display the encouragement information, the encouragement information being used to indicate that the first virtual object is providing positive support to the second virtual object.
[0022] According to an aspect of the embodiments of the present application, a terminal device is provided, which comprises a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the information interaction method.
[0023] According to an aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores a computer program, the computer program being loaded and executed by a processor to implement the information interaction method.
[0024] According to an aspect of the embodiments of the present application, a computer program product is provided, which comprises a computer program, the computer program being loaded and executed by a processor to implement the information interaction method.
[0025] The technical solutions provided by the embodiments of the present application have at least the following beneficial effects:
[0026] In the case that the virtual objects of the same team have a reverse wind event, by displaying the prompt information of the reverse wind event and at least one strategy option, the user can provide positive support for the virtual object having the reverse wind event by selecting the strategy option, and corresponding encouraging information is displayed on the client of the virtual object having the reverse wind event, which enriches the display mode of the prompt information in the multiplayer game match. BRIEF DESCRIPTION OF DRAWINGS
[0027] Figure 1 is a schematic diagram of a scheme implementation environment provided by an embodiment of the present application;
[0028] Figure 2 is a flowchart of an information interaction method provided by an embodiment of the present application;
[0029] Figure 3 is a schematic diagram of prompt information and strategy option display provided by an embodiment of the present application;
[0030] Figure 4 is a flowchart of an information interaction method provided by another embodiment of the present application;
[0031] Figure 5 is a schematic diagram of displaying first encouraging information provided by an embodiment of the present application;
[0032] Figure 6 is a schematic diagram of displaying second encouraging information provided by an embodiment of the present application;
[0033] Figure 7 is a flowchart of an information interaction method provided by another embodiment of the present application;
[0034] Figure 8 This is a schematic diagram illustrating the display of defeat information provided in one embodiment of this application;
[0035] Figure 9 This is a block diagram of an information interaction device provided in one embodiment of this application;
[0036] Figure 10 This is a block diagram of an information interaction device provided in another embodiment of this application;
[0037] Figure 11 This is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation
[0038] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0039] Please refer to Figure 1 The diagram illustrates an implementation environment provided in one embodiment of this application. This implementation environment may include: a first terminal device 11, a second terminal device 12, and a server 20.
[0040] Terminal devices include, but are not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, AR (Augmented Reality) devices, VR (Virtual Reality) devices, and other electronic devices. The terminal device can run a client of a target application (such as a game application). Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a webpage or a mini-program; this application embodiment does not limit this. Optionally, the terminal device includes a first terminal device 11 and a second terminal device 12. The first terminal device 11 is used to run a client of a first virtual object, and the second terminal device 12 is used to run a client of a second virtual object. The first virtual object and the second virtual object are different virtual objects participating in the same multiplayer game.
[0041] In this application embodiment, the target application may include, but is not limited to, any one of the following: MOBA (Multiplayer Online Battle Arena) game applications, MMORPG (Massively Multiplayer Online Role-Playing Game) applications, action-adventure game applications, social applications, interactive entertainment applications, etc.
[0042] In some embodiments, the target application is a MOBA game application. A MOBA game application is a type of game application that allows users to select a type of character they are good at from various types of characters and form a camp with other users, with the game being played in two opposing camps (e.g., a five-person camp against a five-person camp), with the condition for winning the game being that one of the camps breaks through the other camp's defense and destroys the other camp's guarded building.
[0043] The server 20 is configured to provide background services for the clients of the target application in the first terminal device 11 and the second terminal device 12. For example, the server 20 can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but is not limited thereto.
[0044] The first terminal device 11, the second terminal device 12, and the server 20 can communicate with each other through a network. The network can be a wired network or a wireless network.
[0045] Reference is made to Figure 2 , which shows a flowchart of an information interaction method according to an embodiment of the present application. The execution subject of each step of the method can be Figure 1 The first terminal device 11 in the implementation environment of the scheme shown in the figure, such as the execution subject of each step, can be the client of the first virtual object. The method can include at least one of the following steps (210-230):
[0046] Step 210: Control the first virtual object to participate in a multiplayer game match, and the first virtual object has a second virtual object as a teammate.
[0047] A virtual object refers to an interactive element in a target application. Taking a game application as an example, a virtual object refers to a virtual character controlled by a user or a server in a game application. For example, a virtual object is a hero selected by a user before the start of a multiplayer game session, and the user controls the hero to act in the game in the multiplayer game session. A virtual object can be in the form of a person, an animal, a cartoon, or other forms, which are not limited in the embodiments of the present application. A virtual object can be displayed in three-dimensional form or two-dimensional form, which are not limited in the embodiments of the present application. Alternatively, when a virtual environment is a three-dimensional virtual environment, a virtual object is a three-dimensional model, such as a three-dimensional model created based on an animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. The activities of a virtual object include, but are not limited to, at least one of adjusting a body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and the like. Illustratively, a virtual object is a virtual person, such as a simulated character or an animation character. In some implementations, a virtual object can also be implemented in a 2.5-dimensional or 2-dimensional model, which are not limited in the embodiments of the present application. A virtual object can be controlled by a server or controlled by a user through a client, which are not limited in the present application.
[0048] In some embodiments, based on the relationship with the first virtual object, the virtual objects can be divided into friendly virtual objects, enemy virtual objects, and neutral virtual objects. It can be understood that a friendly virtual object refers to a virtual object of the same team as the first virtual object. For example, a friendly virtual object can be a virtual object controlled by another user in the same team, or a virtual object controlled by a server in the same team. An enemy virtual object refers to a virtual object in an opposing relationship with the first virtual object. For example, an enemy virtual object can be a virtual object controlled by another user in the enemy team, or a virtual object controlled by a server in the enemy team. A neutral virtual object refers to a virtual object that does not belong to the friendly team or the enemy team. For example, a neutral virtual object can be a monster, a neutral NPC (Non-Player Character), or other virtual objects, which are not limited in the embodiments of the present application.
[0049] The first virtual object and the second virtual object are any one of a plurality of teams participating in a multiplayer game session. The first virtual object and the second virtual object are any two different virtual objects in the team.
[0050] The multi-player game match refers to a game match in which multiple users participate together through a network. Such a game mode is widely applied to various game types. Exemplarily, the multi-player game match can be applied to any one of the following game types: a MOBA type game, a shooting type game, a real-time strategy type game, an action adventure type game, a sandbox type game, etc., and can also be other types of games, which are not limited in the embodiments of the present application.
[0051] Exemplarily, in the MOBA type game, the multi-player game match refers to a game match in which multiple users are divided into two teams and the two teams are made to fight in the same virtual environment. Optionally, each team includes 1, 3 or 5 virtual objects, and the number of virtual objects included in each team can also be other values, which are not limited in the embodiments of the present application.
[0052] Exemplarily, in the shooting type game, the multi-player game match refers to a game match in which multiple users complete a specified target through shooting in the same virtual environment. Optionally, the specified target can be defeating an opponent or completing a game task through shooting and tactical operation.
[0053] Exemplarily, in the real-time strategy type game, the multi-player game match refers to a game match in which multiple users perform real-time or round strategy confrontation or cooperation in the same virtual environment.
[0054] In some embodiments, a first user of the multiple users controls a first virtual object to participate in the multi-player game match through a first terminal device; a second user of the multiple users controls a second virtual object to participate in the multi-player game match through a second terminal device; and the first user and the second user are different users. It can be understood that the first virtual object and the second virtual object are different virtual objects. The first virtual object and the second virtual object are virtual objects in the same team or camp. It should be noted that the virtual objects in the same camp are in a friendly relationship, and the virtual objects in different camps can be in an enemy relationship or a cooperative relationship. It should be noted that “team” and “camp” are the same concept in the present application, and both represent a group with a common goal composed of multiple users in a multi-player game match.
[0055] In some embodiments, a multi-player game match interface is displayed, and the multi-player game match interface displays a display picture of a virtual environment; the first user controls the first virtual object to participate in the multi-player game match in the virtual environment.
[0056] The virtual environment refers to a simulated real world or a fictitious world of a battle map in a game, so that a user can control a virtual object to move, explore, interact and cooperate in the simulated fictitious world. Optionally, the virtual environment is two-dimensional or three-dimensional, and embodiments of the present application do not limit this. The virtual environment can include but is not limited to the following elements: map elements, virtual terrain elements, virtual buildings, virtual objects, virtual resources, virtual items, virtual equipment, etc., and can also include other elements, and embodiments of the present application do not limit this. Optionally, the scene of the virtual environment can be but is not limited to any one of the following: grassland, desert, snowfield, jungle, city, village, forest, ocean, etc.
[0057] Step 220, in the case that the second virtual object occurs a headwind event, display prompt information and at least one strategy option, the prompt information is used to indicate that the second virtual object occurs a headwind event, and the strategy option is used to trigger to provide positive support to the second virtual object.
[0058] The headwind event is used to describe a situation in which a virtual object or team is in an unfavorable situation or difficulty in a battle in the process of a multiplayer game match. Optionally, the headwind event has at least one of the following characteristics: attack blocked, resource disadvantaged, target not achieved, etc., and can also have other characteristics, and embodiments of the present application do not limit this.
[0059] The attack blocked refers to that a virtual object or team is hindered when attacking in the process of a multiplayer game match. For example, the attack blocked situation can include but is not limited to the following: being defeated continuously, being robbed of virtual resources, failing to destroy an enemy virtual defense tower, failing to seize a resource point, failing in team combat, etc., and can also include other situations, and embodiments of the present application do not limit this.
[0060] Resource disadvantage refers to a virtual object or team being at a disadvantage in terms of virtual resources during a multiplayer game. Virtual resources refer to various digital assets used to support, promote, and enhance the user experience during a multiplayer game. Optionally, virtual resources can be acquired in a multiplayer game through any of the following methods: defeating enemy virtual objects, defeating neutral virtual objects, completing designated tasks, collecting resource points, purchasing, trading markets, auction houses, etc., and can also be acquired through other methods, which are not limited in this application embodiment. Virtual resources include, but are not limited to: virtual currency, experience points, virtual equipment, virtual items, virtual buildings, etc., and may also include other virtual resources, which are not limited in this application embodiment. Virtual currency is used to purchase virtual items, virtual equipment, services, etc., in multiplayer games. Experience points are used to level up virtual objects or virtual units to unlock new abilities or skills. Virtual equipment is an item that virtual objects can wear to enhance their abilities or attributes. Virtual items are used to restore virtual object health, enhance virtual object abilities, or complete designated tasks, etc. Virtual buildings are structures that users can construct in a virtual environment to provide resources or specific functions (such as defense or attack functions). For example, virtual buildings may include, but are not limited to, virtual defense towers, virtual castles, virtual factories, etc., and may also include other virtual buildings, which are not limited in this application embodiment.
[0061] "Objective not achieved" refers to the failure to complete a key objective, resulting in the virtual object or team's progress being hindered in a multiplayer game. A key objective is the goal required to win a multiplayer game. Optionally, a key objective may include, but is not limited to: destroying enemy virtual buildings, capturing resource points, defeating enemy virtual objects in the final stage, defeating all enemy virtual objects, etc., or other objectives, designed by relevant technical personnel according to requirements. This application embodiment does not limit such objectives.
[0062] The prompt information includes information describing the headwind event that occurred to the second virtual object. The form in which the information is expressed includes at least one of the following: text, voice, animation, icon, etc., and may also include other forms, which are not limited in this application embodiment.
[0063] For example, the prompt message includes a textual description of the headwind event that occurred to the second virtual object: "The second virtual object has been defeated, do you need help?". It can also be read aloud as a voice message: "The second virtual object has been defeated, do you need help?".
[0064] In some embodiments, the prompt message includes at least one of the following: the location of the headwind event and the behavior of the second virtual object when the headwind event occurs.
[0065] The location of a headwind event refers to the location where the headwind event occurs in the virtual environment. Optionally, the virtual environment is pre-divided into multiple preset locations, including but not limited to: our jungle, enemy jungle, our river lane, enemy river lane, our top lane, our mid lane, our bottom lane, our base, enemy top lane, enemy mid lane, enemy bottom lane, enemy base, the neutral virtual object of our red buff (buff), the neutral virtual object of our blue buff, the neutral virtual object of the enemy red buff, the neutral virtual object of the enemy blue buff, etc., and may also include other preset locations, which are not limited in this embodiment. The location of the headwind event is determined from the above multiple preset locations based on the specific coordinates of the headwind event occurring in the virtual environment.
[0066] The behavior of the second virtual object during a disadvantageous event refers to the actions the second virtual object is performing at the time of the disadvantageous event. Optionally, at least one preset behavior of the virtual object is predefined by relevant technical personnel, including but not limited to: attacking neutral virtual objects, attacking enemy support virtual objects, attacking neutral virtual objects with blue buff, attacking neutral virtual objects with red buff, attacking enemy virtual buildings, team battles, returning to base, etc., and may also include other preset behaviors, which are not limited in this embodiment. The behavior of the second virtual object during a disadvantageous event is determined from the above-mentioned at least one preset behavior based on the game data at the time of the disadvantageous event.
[0067] In some embodiments, the prompt information may also include the following information: the role name of the second virtual object, the account name of the second user, the role icon of the second virtual object, etc., and may also include other information, which is not limited in this application embodiment.
[0068] At least one strategy option is provided to the first user to offer different, clearly targeted positive support to the second virtual object. The strategy option includes information briefly describing the positive support, and this information may be expressed in at least one of the following forms: text, voice, animation, icons, etc., and may also include other forms, which are not limited in this embodiment.
[0069] Positive support refers to using proactive methods to encourage or assist the second virtual object, or to reverse the unfavorable situation caused by adverse events, in order to enhance the second user's fighting enthusiasm.
[0070] The above method, by displaying clearly directional prompts and strategy options in the multiplayer game interface, allows teammates of the targeted virtual object to provide positive support, thereby increasing the combat enthusiasm of the user controlling the targeted virtual object.
[0071] In some embodiments, at least one strategy option includes: a first strategy option and a second strategy option; the first strategy option is used to trigger the provision of a first type of positive support to the second virtual object; the second strategy option is used to trigger the provision of a second type of positive support to the second virtual object; wherein the first type and the second type are different.
[0072] The first and second strategy options correspond to different types of positive support. Optionally, the types of positive support may include, but are not limited to, psychological support, assistance support, and virtual resource sharing, and may also include other types; this application embodiment does not limit this. Psychological support refers to enhancing the confidence and motivation of the second virtual object through encouragement or comfort. For example, the first virtual object can provide positive support to the second virtual object by sending encouraging or comforting messages. Assistance support refers to helping the second virtual object overcome adversity through practical actions. For example, the first virtual object can be controlled to go to the location where the second virtual object is experiencing adversity to assist in combat. Virtual resource sharing refers to improving the second virtual object's vitality, combat power, or skills by sharing virtual resources. For example, the first virtual object can share virtual equipment, virtual items, and virtual resources with bonus effects with the second virtual object, and may also share other virtual resources; this application embodiment does not limit this. Optionally, the first and second types can be any two of the above types; this application embodiment does not limit this.
[0073] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to control the first virtual object to provide assistance to the second virtual object in a multiplayer game.
[0074] The first type of positive support is positive support based on psychological type.
[0075] For example, the first user provides psychological encouragement by sending encouraging messages to the second virtual object. For instance, the encouraging message could be "Go for it! XXX". Another example is "Keep going! XXX". Here, "XXX" refers to the second virtual object and can be either the virtual object's character name or the second user's account name; this embodiment does not limit the specifics.
[0076] The second type of positive support is the support type of positive support.
[0077] For example, a first user can support a second virtual object by controlling a first virtual object to move to the location where a headwind event occurs. The first user can also support the second virtual object by remotely launching a remote attack to the location where a headwind event occurs.
[0078] The above method, by providing users with different types of strategy options, triggers different types of positive support, thus diversifying the displayed prompts.
[0079] In some embodiments, a virtual character image and a conversation bubble are displayed in the form of a pop-up window, the conversation bubble including prompts and at least one strategy option.
[0080] A pop-up is a temporary UI window element that appears directly on the currently displayed interface of the client without requiring switching to another interface.
[0081] A virtual character image refers to the visual and behavioral representation of a virtual object controlled by a user or server. Optionally, a virtual character image can be dynamic or static; this application embodiment does not limit this. Optionally, a virtual character image can be two-dimensional or three-dimensional; this application embodiment does not limit this. Optionally, a virtual character image can be the image of a game assistant designed by relevant technical personnel, or it can be the image of a virtual object initiating positive support (e.g., the image of a first virtual object); this application embodiment does not limit this.
[0082] Conversation bubbles are UI (User Interface) elements used to display text messages, other information content, or interactive controls sent by the user.
[0083] In some embodiments, if no action is received regarding the strategy options within a set time period, the prompt message and at least one strategy option are disabled.
[0084] The set duration refers to the time reserved for the first user to consider whether to provide positive support. This duration is preset by relevant technical personnel, and this embodiment does not limit it. For example, the set duration can be 3 seconds. It should be noted that this example is merely illustrative; the set duration can also be other values, set by relevant technical personnel according to requirements.
[0085] For example, please refer to Figure 3This illustration shows a schematic diagram of the prompt information and strategy options provided in one embodiment of this application. A virtual environment is displayed in the multiplayer game interface 30. When the second virtual object experiences a disadvantageous event, a pop-up window displays a virtual character image 31 and a conversation bubble 32. The virtual character image 31 is the image of the game assistant, and the conversation bubble 32 includes a prompt message and two interactive controls. The prompt message displayed in the conversation bubble 32 is: "Teammate XXX is being targeted while jungling in our jungle, do you need help?". The prompt message includes information that the location of the disadvantageous event for the second virtual object is our jungle, and that the second virtual object's behavior at the time of the disadvantageous event is jungling. The two interactive controls displayed in the conversation bubble are: an encouragement control 33 and a help control 34. The encouragement control 33 corresponds to the first strategy option and is used to trigger the provision of a first type of positive support to the second virtual object. The help control 34 corresponds to the second strategy option and is used to trigger the provision of a second type of positive support to the second virtual object.
[0086] Based on the previous example, if the first user does not perform any operation on the encouragement control 33 or the help control 34 within 3 seconds, the virtual character image 31 and the conversation bubble 32 will be canceled.
[0087] The above method, which displays prompts and strategy options in the form of pop-ups, can enhance the user's immersion and interactivity.
[0088] Step 230: In response to the operation on the strategy option, feedback information is sent from the server to the client of the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouragement information, which is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0089] The feedback information includes at least one of the following: information indicating the strategy option selected by the first user, identification information of the first virtual object, location information of the first virtual object, etc.
[0090] Encouragement information is information or prompts used to motivate, encourage, or enhance the combat enthusiasm of a second user. In some embodiments, encouragement information may be presented in any one or more of the following forms: text, music or sound effects, voice, virtual character image, etc., and may also include other forms, which are not limited in this application embodiment. Text-based encouragement information may be concise and clear motivational statements or encouraging prompts. Voice-based encouragement information can motivate the second user by playing voice messages. Music or sound effects-based encouragement information can motivate the second user by playing rousing and inspiring music or sound effects. Virtual character-based encouragement information can motivate the second user by displaying the expressions, actions, or postures of a first virtual object.
[0091] In some embodiments, different strategy options correspond to different motivational messages. That is, the content of the motivational message displayed on the client of the second virtual object differs depending on the strategy option selected by the first user.
[0092] For example, when the first user selects the first strategy option, the encouraging message displayed on the client of the second virtual object is "Go for it! XXX".
[0093] For example, when the first user selects the second strategy option, the encouraging message displayed on the client of the second virtual object is "I'll help you, XXX".
[0094] The above method configures different incentive content for different strategy options, thereby diversifying the information displayed in multiplayer games.
[0095] In some embodiments, in response to an action on a strategy option, a pointing indicator is displayed in the virtual environment of a multiplayer game or in the map display control of a multiplayer game. The pointing indicator is used to indicate the location where the adverse event occurs.
[0096] In some embodiments, the virtual environment of a multiplayer game includes at least one road; in response to an action on a strategy option, a directional prompt is displayed on the first road of the at least one road. The first road is the path required to reach the location where the headwind event occurs.
[0097] In some embodiments, the pointing prompt information may be presented in any one or more of the following ways: arrow, highlighted mark, bubble prompt, icon mark, animated indication, path guidance, etc., and may also be presented in other ways, which are not limited in this application embodiment.
[0098] A map display control refers to a UI element used to display map information on a multiplayer game interface. Map display controls may include, but are not limited to, the following elements: minimap, map markers, map information layer, etc., and may also include other elements; this application embodiment does not limit this. A minimap is a thumbnail of the virtual environment. Map markers are used to indicate various important locations. For example, map markers may be used to indicate the locations of the following elements: enemy virtual objects, friendly virtual objects, neutral virtual objects, friendly virtual buildings, enemy virtual buildings, etc., and may also be used to indicate the locations of other elements or events; this application embodiment does not limit this.
[0099] In some embodiments, in response to an action on a strategy option, directional markers in the form of path guidance are displayed in the map display control of a multiplayer game.
[0100] In some embodiments, in response to an operation on a second strategy option for at least one strategy option, a pointing prompt icon is displayed in the virtual environment of a multiplayer game or in the map display control of a multiplayer game.
[0101] The above method, by displaying directional prompts, helps guide the first user to control the first virtual object to move towards the location where the headwind event occurred.
[0102] In some embodiments, an auto-navigation control is displayed to trigger a first virtual object to automatically move to the location where the headwind event occurs; in response to an operation on the auto-navigation control, the first virtual object is controlled to move to the location where the headwind event occurs.
[0103] The Auto Navigation control is used to provide the first virtual object with the ability to automatically move to the location where the headwind event occurs.
[0104] The above method provides users with an automatic navigation function, enabling virtual objects to automatically move to the location where the headwind event occurs, and allowing virtual objects to quickly provide assistance to the targeted virtual objects.
[0105] In summary, the method provided in this application embodiment, when a virtual object in the same team experiences a disadvantageous event, displays a prompt message about the disadvantageous event and at least one strategy option, allowing users to provide positive support to the virtual object experiencing a disadvantageous event by selecting a strategy option. Correspondingly, encouraging information will be displayed on the client of the virtual object experiencing a disadvantageous event, enriching the display methods of prompt messages in multiplayer game matches.
[0106] The following explains how to determine headwind events.
[0107] In some embodiments, the criteria for determining a headwind event include at least one of the following:
[0108] Condition 1: The number of times the second virtual object is defeated consecutively is greater than or equal to the first threshold;
[0109] Condition 2: The number of times the second virtual object has its virtual resources acquired in succession is greater than or equal to the second threshold;
[0110] Condition 3: The second virtual object fails to gain any benefit or gains a reduced benefit after attacking at least one auxiliary virtual object;
[0111] Condition 4: The second virtual object is attacked or defeated by bypassing the first virtual building;
[0112] Condition 5: The second virtual object is ambushed or defeated;
[0113] Condition 6: The second virtual object cannot defeat the fourth virtual object.
[0114] For condition 1, the first threshold is based on the number of consecutive defeats and is used to measure whether a headwind event has occurred. This first threshold is preset by relevant technical personnel. For example, the first threshold can be set to 3, meaning that if the second virtual object is defeated consecutively 3 times or more, a headwind event is determined to have occurred. It should be noted that this example is for illustrative purposes only; the first threshold can also be other values, set by relevant technical personnel according to requirements.
[0115] Being consecutively defeated means that the interval between the current defeat and the previous respawn time is less than or equal to a third threshold. In other words, the second virtual object can only be considered consecutively defeated if its survival time from its last health reset to its current defeat is less than or equal to the third threshold. Optionally, the second virtual object's health reset can occur at the start of a multiplayer game or upon respawning after being defeated. The third threshold is used to measure whether the second virtual object has been consecutively defeated, and it is preset by relevant technical personnel. For example, the third threshold can be set to 60 seconds, meaning that if the interval between the current defeat and the previous respawn time is less than or equal to 60 seconds, the second virtual object is considered consecutively defeated. It should be noted that this example is only illustrative, and the third threshold can be other values, set by relevant technical personnel according to requirements.
[0116] Regarding condition 2, the second threshold is based on the number of times a virtual resource is continuously preemptively acquired, and is used to measure whether a headwind event has occurred. This second threshold is preset by relevant technical personnel. For example, the second threshold can be set to 3, meaning that if the number of times a second virtual object's virtual resource is continuously preemptively acquired is greater than or equal to 3, then a headwind event is determined to have occurred. It should be noted that this example is merely illustrative, and the second threshold can also be other values, set by relevant technical personnel according to requirements. Optionally, virtual resources can be obtained by defeating monsters, collected resources, or other virtual resources; this application embodiment does not limit this.
[0117] Being continuously preemptively acquired for virtual resources refers to a situation where the time interval between the current acquisition of virtual resources and the previous acquisition is less than or equal to a fourth threshold. The fourth threshold is used to measure whether a second virtual object has been preemptively acquired for virtual resources, and it is preset by relevant technical personnel. For example, the fourth threshold can be set to 20 seconds, meaning that if the time interval between the current acquisition and the previous acquisition is less than or equal to 20 seconds, the second virtual object is determined to have been continuously preemptively acquired for virtual resources. It should be noted that this example is for illustrative purposes only; the fourth threshold can also be other values, set by relevant technical personnel according to requirements.
[0118] For example, if the virtual resource is obtained by defeating a monster, and at any point during the second virtual object's attack on the monster, an enemy virtual object also attacks the monster and defeats it first, the point in time when the enemy virtual object defeats the monster first is determined as the point in time when the virtual resource is obtained first this time. Similarly, the point in time when the enemy virtual object previously defeated the monster first is determined as the point in time when the virtual resource was obtained first last time. In this case, if the time interval between the current point in time when the enemy virtual object defeats the monster first and the previous point in time when the enemy virtual object defeats the monster first is less than or equal to a fourth threshold, it is determined that the second virtual object has been continuously obtained first in virtual resource acquisition.
[0119] For example, if the virtual resource is obtained through acquisition, and at any point during the acquisition process of the second virtual object, an enemy virtual object also acquires the same virtual resource and gains the first acquisition, the point in time when the enemy virtual object acquires the resource first is determined as the current point in time when the virtual resource is acquired first. Similarly, the point in time when the enemy virtual object previously acquired the virtual resource first is determined as the previous point in time when the virtual resource was acquired first. In this case, if the time interval between the current point in time when the enemy virtual object acquires the virtual resource first and the previous point in time when the enemy virtual object acquires the virtual resource first is less than or equal to a fourth threshold, it is determined that the second virtual object has been continuously acquired first.
[0120] For condition 3, auxiliary virtual objects are lower-level virtual objects, including both friendly and enemy auxiliary virtual objects. In condition 3, auxiliary virtual objects specifically refer to enemy auxiliary virtual objects. Auxiliary virtual objects are server-controlled virtual objects used to assist a third virtual object in combat. The third virtual object is one that hinders a second virtual object from attacking or defeating at least one auxiliary virtual object. For example, in MOBA games, auxiliary virtual objects, also known as minions, are automatically generated virtual objects with attack and defense capabilities on each lane in the virtual environment. Rewards refer to the bonuses obtained by attacking or defeating auxiliary virtual objects, i.e., virtual resources.
[0121] In some embodiments, if a second virtual object attacks at least one auxiliary virtual object, and the second virtual object is within a set range when at least one auxiliary virtual object dies, then the second virtual object gains a benefit; if a second virtual object attacks at least one auxiliary virtual object, and the last attack received by at least one auxiliary virtual object before its death originated from the second virtual object, then the second virtual object gains double the benefit. The set range is the maximum range centered on an auxiliary virtual object, representing the maximum range within which the benefit gained after the virtual object's death can be obtained. This range is defined by those skilled in the art, and this embodiment does not limit this limitation.
[0122] In other words, if the third virtual object forces the second virtual object out of the set range before the auxiliary virtual object dies, the second virtual object will not receive any benefits; if the third virtual object prevents the second virtual object from making a final attack to defeat the auxiliary virtual object, the second virtual object will not receive double the benefits, that is, the benefits will be reduced.
[0123] For condition 4, the first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs. Optionally, the first virtual building has a certain attack range. When an enemy virtual object enters this attack range, the first building attacks the enemy virtual object. If the second virtual object's health is low, or the enemy virtual object's health is high, the enemy virtual object will attempt to enter the first virtual building's attack range and withstand its attacks in order to attack or defeat the second virtual object. In this case, the enemy virtual object may pose an overwhelming threat to the second virtual object; therefore, in this situation, a "downwind event" is determined for the second virtual object.
[0124] For condition 5, the virtual environment includes multiple hidden areas. When a virtual object enters a hidden area, it is invisible to other users. In multiplayer games, these hidden areas can serve as excellent ambush locations. An enemy virtual object can ambush a second virtual object in any of its hidden areas, launching a surprise attack when the second virtual object gets close. Since the enemy virtual object attacks earlier than the second virtual object, the second virtual object is at a disadvantage in this battle. In this situation, it is determined that the second virtual object has experienced a "downturn" event.
[0125] For condition 6, the fourth virtual object is the virtual object attacked by the second virtual object. The fourth virtual object can be the aforementioned auxiliary virtual object, or it can be an enemy virtual object controlled by other users. The second virtual object cannot defeat the fourth virtual object in the following situations: the second virtual object dies before the fourth virtual object is defeated; or, while attacking the fourth virtual object, other enemy virtual objects besides the fourth virtual object launch a fierce attack on the second virtual object.
[0126] If the fourth virtual object is the aforementioned auxiliary virtual object, and the first virtual object can defeat the fourth virtual object before it dies, then the reward will be doubled.
[0127] If the fourth virtual object is an enemy virtual object controlled by another user, and the fourth virtual object's health is at an extremely low level, the first virtual object can defeat it, preventing the fourth virtual object from recovering its health and continuing to attack the second virtual object. At the same time, it can also temporarily reduce the number of virtual objects that the enemy team is fighting, which helps to turn the tide of the battle.
[0128] Understandably, when a headwind event occurs, the second virtual object can satisfy one of the above conditions, or it can satisfy any number of the above conditions simultaneously.
[0129] The above method, by identifying various adverse events and promptly notifying users, helps users adapt their combat strategies and optimize the allocation of virtual resources, thereby improving their performance in multiplayer games.
[0130] The following describes the conditions that the first virtual object must meet.
[0131] In some embodiments, if a headwind event occurs on the second virtual object and the first virtual object meets the conditions, a prompt message and at least one strategy option are displayed.
[0132] In some embodiments, when a disadvantageous event occurs to the second virtual object, the server identifies the first virtual object as one of the multiple user-controlled virtual objects participating in multiplayer battles that meets certain conditions. The number of first virtual objects can be one or more. That is, only on the client of the virtual object that meets the conditions will the prompt information related to the disadvantageous event occurring to the second virtual object and at least one strategy option be displayed.
[0133] In some embodiments, the conditions include at least one of the following:
[0134] Condition 1: The first virtual object and the second virtual object are in the same team or faction;
[0135] Condition 2: The first virtual object is the virtual object closest to the second virtual object;
[0136] Condition 3: The role type of the first virtual object matches the role type of the second virtual object;
[0137] Condition 4: The role type of the first virtual object matches the role type of the fifth virtual object, and the fifth virtual object is the virtual object that attacks or defeats the second virtual object.
[0138] Condition 1 means that the first virtual object must meet the condition of being teammates with the second virtual object.
[0139] Condition 2 means that the first virtual object must be the closest to the second virtual object. The distance between the first and second virtual objects is determined based on their positions within the virtual environment.
[0140] The role type of a virtual object is used to describe the main functions and settings of the virtual object in a multiplayer game. Optionally, the role type of a virtual object may include, but is not limited to: warrior, tank, assassin, mage, marksman, support, etc., and may also include other role types, which are not limited in this embodiment. Different role types have a mutually restraining relationship.
[0141] For condition 3, the role type of the first virtual object can match the role type of the second virtual object in any of the following ways: the role type of the first virtual object and the role type of the second virtual object belong to the same role type; or the role type of the first virtual object and the role type of the second virtual object are role types with similar functions.
[0142] For example, if the role type of the second virtual object is archer, the role type of the first virtual object can be mage.
[0143] For condition 4, the situation where the role type of the first virtual object matches the role type of the fifth virtual object is that the role type of the first virtual object restrains the role type of the fifth virtual object.
[0144] For example, if the role type of the fifth virtual object is auxiliary, the role type of the first virtual object can be assassin.
[0145] In some embodiments, the condition further includes condition 5: the role type of the first virtual object is a highly flexible role type. For example, the first virtual object could be an assassin or a support.
[0146] The above method, by setting multiple conditions that the first virtual object must meet, helps to select the most suitable virtual object to provide positive support for the virtual object that has experienced a headwind event, thereby effectively improving the adverse situation brought about by the headwind event.
[0147] The following describes the implementation process of the information interaction method in the client of the second virtual object. Since the first virtual object interacts with the second virtual object, the method steps of the information interaction method in the client of the second virtual object correspond to those in the client of the first virtual object. For details not described in the embodiment of the second virtual object, please refer to the description in the embodiment corresponding to the client of the first virtual object.
[0148] Please refer to Figure 4 The diagram illustrates a flowchart of an information interaction method provided in another embodiment of this application. The entity executing each step of this method may be... Figure 1 The second terminal device 12 in the implementation environment of the illustrated scheme can be a client of the second virtual object, where the execution subject of each step can be a client of the second virtual object. The method may include at least one of the following steps (410-430):
[0149] Step 410: Control the second virtual object to participate in a multiplayer game, with the first virtual object as a teammate.
[0150] Step 420: In the event of a headwind event occurring in the second virtual object, receive feedback information sent by the client of the first virtual object through the server. The feedback information is used to trigger the client of the second virtual object to display encouragement information.
[0151] In some embodiments, the encouragement information includes: identification information of the first virtual object and encouragement content, wherein the encouragement content expresses, in text or voice form, that the first virtual object provides positive support to the second virtual object.
[0152] The identification information of the first virtual object is used to indicate the first virtual object. Optionally, the identification information of the first virtual object can be presented in any one or more of the following ways: the role name of the first virtual object, the account name of the first user, the image title of the first virtual object, etc., and can also be presented in other ways, which are not limited in this embodiment.
[0153] In some embodiments, the encouragement content includes identification information of the second virtual object and encouragement statements. Encouragement statements refer to statements that are motivating.
[0154] The identification information of the second virtual object is used to indicate the second virtual object. Optionally, the identification information of the second virtual object can be presented in any one or more of the following ways: the role name of the second virtual object, the account name of the second user, the image title of the second virtual object, etc., and can also be presented in other ways, which are not limited in this embodiment.
[0155] In some embodiments, the determination criteria for a headwind event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to a first threshold; the number of times the second virtual object is continuously preemptively acquired of virtual resources is greater than or equal to a second threshold; the second virtual object cannot obtain any benefit or its benefit is reduced after attacking at least one auxiliary virtual object; the second virtual object is attacked or defeated by bypassing the first virtual building; the second virtual object is ambushed or defeated; and the second virtual object cannot defeat the fourth virtual object. Wherein, continuous defeat means that the interval between the time of the current defeat and the time of resurrection after the previous defeat is less than or equal to a third threshold; being continuously preemptively acquired of virtual resources means that the time interval between the time of the current preemptive acquisition of virtual resources and the time of the previous preemptive acquisition of virtual resources is less than or equal to a fourth threshold; auxiliary virtual object refers to a virtual object controlled by the server to assist the third virtual object in combat; the third virtual object is a virtual object that prevents the second virtual object from attacking or defeating at least one auxiliary virtual object; the first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs; and the fourth virtual object is a virtual object attacked by the second virtual object.
[0156] Step 430: Display encouragement information, which indicates that the first virtual object is providing positive support to the second virtual object.
[0157] In some embodiments, positive support includes a first type of positive support and a second type of positive support, wherein the first type and the second type are different.
[0158] In some embodiments, when the feedback information indicates a first type of positive support, a first encouragement message is displayed, which instructs the first virtual object to provide the first type of positive support to the second virtual object; when the feedback information indicates a second type of positive support, a second encouragement message is displayed, which instructs the first virtual object to provide the second virtual object to provide the second type of positive support.
[0159] Because of the different types of positive support, the content of the first encouragement message and the content of the second encouragement message are different.
[0160] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to control the first virtual object to provide assistance to the second virtual object in a multiplayer game.
[0161] For example, please refer to Figure 5 This illustration shows a schematic diagram of displaying first encouragement information according to an embodiment of this application. The first encouragement information is displayed in the multiplayer game interface 30, and includes encouragement content 51 and identification information 52 of a first virtual object. The encouragement content 51 includes the identification information "XXX" of a second virtual object, and the encouragement phrase "Go for it!".
[0162] For example, please refer to Figure 6 This illustration shows a schematic diagram of displaying second encouragement information according to an embodiment of this application. The second encouragement information is displayed in a multiplayer game interface 30. The displayed second encouragement information includes encouragement content 61 and identification information 62 of a first virtual object. Among them, the encouragement content 61 includes the identification information "XXX" of the second virtual object and the encouragement statement "I'll help you".
[0163] In summary, the method provided in this application embodiment, in the event of a headwind event, displays corresponding encouraging information by receiving feedback information sent from virtual objects in the same team, thereby boosting the morale of the user controlling the terminal device.
[0164] The following describes the interaction process between the first terminal device, the second terminal device, and the server.
[0165] Please refer to Figure 7 The diagram illustrates a flowchart of an information interaction method provided in another embodiment of this application.
[0166] Taking the "reverse wind" event as an example of being defeated consecutively, Figure 7The demonstration shows the interaction between the first terminal device, the second terminal device, and the server when the second virtual object is repeatedly defeated. The first terminal device runs a client for the first virtual object, the second terminal device runs a client for the second virtual object, and the server provides background services for both the clients of the first and second virtual objects.
[0167] Step 710: In the event that the second virtual object is defeated, the client of the second virtual object reports a defeat event to the server. The defeat event is used to describe the situation when the second virtual object is defeated.
[0168] Step 720: The server processes the defeated event from the second terminal device.
[0169] In some embodiments, the server obtains game data when the second virtual object is defeated. The game data is used to indicate the events and behaviors that occur when the second virtual object is defeated. Based on the game data, the server determines whether the second virtual object is defeated consecutively. If the second virtual object is defeated consecutively and the number of consecutive defeats is greater than or equal to a first threshold, the server sends an indication message to the first terminal device. The indication message is used to trigger the client of the first virtual object to display a prompt message and at least one strategy option.
[0170] In some embodiments, the server sends defeat information to the first terminal device and the second terminal device respectively, and the defeat information is used to indicate the situation when the second virtual object is defeated.
[0171] In some embodiments, the defeat information includes at least one of the following: the identification information of the second virtual object, the identification information of the fifth virtual object, and the identification information of the sixth virtual object, wherein the fifth virtual object is the virtual object that defeats the second virtual object, and the sixth virtual object is the virtual object that helps the fifth virtual object defeat the second virtual object.
[0172] For example, please refer to Figure 8 This illustration shows a schematic diagram of the display of defeat information provided in an embodiment of this application. In the multiplayer game interface 30 displayed on the client of the first virtual object or the client of the second virtual object, the identification information 81 of the fifth virtual object that defeated the second virtual object, the identification information 82 of the defeated second virtual object, the defeat content 83, and the identification information 84 of the sixth virtual object that helped the fifth virtual object defeat the second virtual object are displayed.
[0173] Step 730: In the client of the first virtual object, a prompt message and at least one strategy option are displayed. The prompt message is used to indicate that a headwind event has occurred in the second virtual object, and the strategy option is used to trigger positive support to the second virtual object.
[0174] Step 740: In response to the operation on the strategy option, the client of the first virtual object sends feedback information to the client of the second virtual object through the server. The feedback information is used to trigger the client of the second virtual object to display encouragement information, which is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0175] Step 750: When the client of the second virtual object receives feedback information sent by the client of the first virtual object through the server, an encouraging message is displayed. The encouraging message is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0176] In some embodiments, the client of the second virtual object generates corresponding encouragement information based on the received feedback information; the encouragement information is then displayed in the client of the second virtual object.
[0177] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0178] Please refer to Figure 9 This diagram illustrates a block diagram of an information interaction device according to an embodiment of this application. The device has the functions described above, which can be implemented in hardware or by hardware executing corresponding software. The device can be the first terminal device 11 described above, or it can be integrated within the first terminal device 11. Figure 9 As shown, the device 900 may include an object control module 910, a strategy display module 920, and a feedback sending module 930.
[0179] The object control module 910 is used to control the first virtual object to participate in a multiplayer game, and the first virtual object has a second virtual object as a teammate.
[0180] The strategy display module 920 is used to display a prompt message and at least one strategy option when the second virtual object experiences a headwind event. The prompt message is used to indicate that the second virtual object has experienced the headwind event, and the strategy option is used to trigger the provision of positive support to the second virtual object.
[0181] The feedback sending module 930 is used to send feedback information to the client of the second virtual object via the server in response to the operation of the strategy option. The feedback information is used to trigger the client of the second virtual object to display encouragement information, which is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0182] In some embodiments, the at least one strategy option includes: a first strategy option and a second strategy option; the first strategy option is used to trigger the provision of a first type of positive support to the second virtual object; the second strategy option is used to trigger the provision of a second type of positive support to the second virtual object; wherein the first type and the second type are different.
[0183] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to control the first virtual object to provide assistance to the second virtual object in the multiplayer game.
[0184] In some embodiments, the strategy display module 920 is used to display a virtual character image and a conversation bubble in the form of a pop-up window, wherein the conversation bubble includes the prompt information and the at least one strategy option.
[0185] In some embodiments, different strategy options correspond to different encouragement messages.
[0186] In some embodiments, the device 900 further includes a directional display module (in Figure 9 (Not shown in the image) is used to display a pointing indicator in the virtual environment of the multiplayer game or in the map display control of the multiplayer game in response to an operation on the strategy option. The pointing indicator is used to indicate the location where the headwind event occurred.
[0187] In some embodiments, the device 900 further includes an automatic navigation module (in Figure 9 (Not shown in the image) is used to display an automatic navigation control, which triggers the first virtual object to automatically move to the location where the headwind event occurs; in response to an operation on the automatic navigation control, the first virtual object is controlled to move to the location where the headwind event occurs.
[0188] In some embodiments, the determination criteria for the adverse event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to a first threshold; the number of times the second virtual object is continuously preemptively acquired by virtual resources is greater than or equal to a second threshold; the second virtual object cannot obtain any benefit or its benefit is reduced after attacking at least one auxiliary virtual object; the second virtual object is attacked or defeated by bypassing a first virtual building; the second virtual object is ambushed or defeated; and the second virtual object cannot defeat a fourth virtual object. Wherein, "continuous defeat" refers to the interval between the time of the current defeat and the time of resurrection after the previous defeat being less than or equal to a third threshold; "continuous preemptive acquisition of virtual resources" refers to the time interval between the time of the current preemptive acquisition of virtual resources and the time of the previous preemptive acquisition of virtual resources being less than or equal to a fourth threshold; "auxiliary virtual object" refers to a virtual object controlled by the server to assist the third virtual object in combat; the third virtual object is a virtual object that prevents the second virtual object from attacking or defeating the at least one auxiliary virtual object; the first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs; and the fourth virtual object is a virtual object attacked by the second virtual object.
[0189] In some embodiments, the strategy display module 920 is configured to display the prompt information and the at least one strategy option when the headwind event occurs in the second virtual object and the first virtual object meets the conditions.
[0190] In some embodiments, the conditions include at least one of the following: the first virtual object and the second virtual object are in the same team or faction; the first virtual object is the virtual object closest to the second virtual object; the role type of the first virtual object matches the role type of the second virtual object; the role type of the first virtual object matches the role type of a fifth virtual object, the fifth virtual object being the virtual object that attacked or defeated the second virtual object.
[0191] In some embodiments, the prompt information includes at least one of the following: the location where the headwind event occurred, and the behavior of the second virtual object when the headwind event occurred.
[0192] In some embodiments, the device 900 further includes a display cancellation module (in Figure 9 (Not shown in the image) is used to cancel the display of the prompt message and the at least one strategy option if no action is received for the strategy option within a set time period.
[0193] In summary, the device provided in this application embodiment, when a virtual object in the same team experiences a disadvantageous event, displays a prompt message about the disadvantageous event and at least one strategy option, allowing users to provide positive support to the virtual object experiencing a disadvantageous event by selecting a strategy option. Correspondingly, encouraging information will be displayed on the client of the virtual object experiencing a disadvantageous event, enriching the display methods of prompt messages in multiplayer game matches.
[0194] Please refer to Figure 10 This diagram illustrates a block diagram of an information interaction device according to another embodiment of this application. The device has the functions described above, which can be implemented in hardware or by hardware executing corresponding software. The device can be the second terminal device 12 described above, or it can be integrated into the first terminal device 12. Figure 10 As shown, the device 1000 may include an object control module 1010, a feedback receiving module 1020, and an information display module 1030.
[0195] The object control module 1010 is used to control the first virtual object to participate in a multiplayer game, and the first virtual object has a second virtual object as a teammate.
[0196] The feedback receiving module 1020 is used to receive feedback information sent by the client of the first virtual object through the server when a headwind event occurs in the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouragement information.
[0197] The information display module 1030 is used to display the encouragement information, which indicates that the first virtual object is providing positive support to the second virtual object.
[0198] In some embodiments, the encouragement information includes: identification information of the first virtual object and encouragement content, wherein the encouragement content expresses, in text or voice form, that the first virtual object provides positive support to the second virtual object.
[0199] In some embodiments, the positive support includes a first type of positive support and a second type of positive support, wherein the first type and the second type are different; the information display module 1030 is configured to display first encouragement information when the feedback information indicates the first type of positive support, the first encouragement information being used to instruct the first virtual object to provide the first type of positive support to the second virtual object; and to display second encouragement information when the feedback information indicates the second type of positive support, the second encouragement information being used to instruct the first virtual object to provide the second type of positive support to the second virtual object.
[0200] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to assist the second virtual object in the multiplayer game through the first virtual object.
[0201] In some embodiments, the determination criteria for the adverse event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to a first threshold; the number of times the second virtual object is continuously preemptively acquired by virtual resources is greater than or equal to a second threshold; the second virtual object cannot obtain any benefit or its benefit is reduced after attacking at least one auxiliary virtual object; the second virtual object is attacked or defeated by bypassing a first virtual building; the second virtual object is ambushed or defeated; and the second virtual object cannot defeat a fourth virtual object. Wherein, "continuous defeat" refers to the interval between the time of the current defeat and the time of resurrection after the previous defeat being less than or equal to a third threshold; "continuous preemptive acquisition of virtual resources" refers to the time interval between the time of the current preemptive acquisition of virtual resources and the time of the previous preemptive acquisition of virtual resources being less than or equal to a fourth threshold; "auxiliary virtual object" refers to a virtual object controlled by the server to assist the third virtual object in combat; the third virtual object is a virtual object that prevents the second virtual object from attacking or defeating the at least one auxiliary virtual object; the first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs; and the fourth virtual object is a virtual object attacked by the second virtual object.
[0202] In summary, the device provided in this application embodiment, in the event of a headwind event, displays corresponding encouragement information by receiving feedback information sent from virtual objects in the same team, thereby boosting the morale of the user controlling the terminal device.
[0203] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0204] Please refer to Figure 11 This diagram illustrates a structural block diagram of a terminal device 1100 provided in one embodiment of this application. The terminal device 1100 may be... Figure 1The first terminal device 11 or the second terminal device 12 in the implementation environment shown is used to implement the information interaction method provided in the above embodiments. Specifically:
[0205] Typically, terminal device 1100 includes a processor 1110 and a memory 1120.
[0206] Processor 1110 may include one or more processing cores, such as a quad-core processor or an octa-core processor. Processor 1110 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1110 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1110 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1110 may also include an AI processor for handling computational operations related to machine learning.
[0207] The memory 1120 may include one or more computer-readable storage media, which may be non-transitory. The memory 1120 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1120 are used to store a computer program configured to be executed by one or more processors to implement the aforementioned information interaction method.
[0208] In some embodiments, the terminal device 1100 may also optionally include a peripheral device interface 1130 and at least one peripheral device. The processor 1110, memory 1120, and peripheral device interface 1130 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1130 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1140, a display screen 1150, an audio circuit 1160, and a power supply 1170.
[0209] Those skilled in the art will understand thatFigure 11 The structure shown does not constitute a limitation on the terminal device 1100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0210] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor, implements the aforementioned information interaction method. Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).
[0211] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned information interaction method.
[0212] It should be noted that the collection and processing of relevant data (such as game data) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0213] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0214] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. An information interaction method, characterized in that, The method comprises: controlling a first virtual object to participate in a multi-player game match, the first virtual object having a second virtual object as a teammate; in the case that the second virtual object has an adverse event, displaying prompt information and at least one strategy option, the prompt information being used to indicate that the second virtual object has the adverse event, and the strategy option being used to trigger positive support provided to the second virtual object; in response to an operation on the strategy option, sending feedback information to a client of the second virtual object through a server, the feedback information being used to trigger the client of the second virtual object to display encouragement information, the encouragement information being used to indicate that the first virtual object is providing positive support to the second virtual object.
2. The method of claim 1, wherein, The at least one strategy option comprises a first strategy option and a second strategy option; the first strategy option is used to trigger the first virtual object to provide the second virtual object with first-type positive support; the second strategy option is used to trigger the first virtual object to provide the second virtual object with second-type positive support; wherein the first type and the second type are different.
3. The method of claim 2, wherein: the first-type positive support is used to provide the user of the second virtual object with psychological encouragement; and the second-type positive support is used to control the first virtual object to provide the second virtual object with help in the multi-player game match.
4. The method according to any one of claims 1 to 3, characterized in that, The displaying of the prompt information and the at least one strategy option comprises: displaying a virtual character image and a conversation bubble in a pop-up window, the conversation bubble comprising the prompt information and the at least one strategy option.
5. The method according to any one of claims 1 to 4, characterized in that, Different strategy options correspond to different encouragement information.
6. The method according to any one of claims 1 to 5, characterized in that, The method further comprises: in response to the operation on the strategy option, displaying a pointing prompt mark in a virtual environment of the multi-player game match or in a map display control of the multi-player game match, the pointing prompt mark being used to indicate a location of the adverse event.
7. The method of claim 6, wherein, The method further comprises: displaying an automatic navigation control, the automatic navigation control being used to trigger the first virtual object to automatically move to the location of the adverse event; in response to an operation on the automatic navigation control, controlling the first virtual object to move to the location of the adverse event.
8. The method according to any one of claims 1 to 7, characterized in that, The determination condition of the adverse event comprises at least one of the following: a number of times that the second virtual object is continuously defeated is greater than or equal to a first threshold value, a number of times that the second virtual object is continuously preemptively obtains virtual resources is greater than or equal to a second threshold value, the second virtual object attacks at least one auxiliary virtual object without obtaining a benefit or with a reduced benefit, the second virtual object is attacked or defeated by being passed through a first virtual building, the second virtual object is attacked or defeated by an ambush, and the second virtual object is unable to defeat a fourth virtual object. The continuous defeat refers to an interval between a time point of the current defeat and a time point of revival after the last defeat being less than or equal to a third threshold value, the continuously preemptively acquired virtual resource refers to a time interval between a time point of the current preemptively acquired virtual resource and a time point of the last preemptively acquired virtual resource being less than or equal to a fourth threshold value, the auxiliary virtual object refers to a virtual object controlled by the server and used for assisting the third virtual object in battle, the third virtual object refers to a virtual object that hinders the second virtual object from attacking or defeating the at least one auxiliary virtual object, the first virtual building refers to a virtual building with a defense function of a team or camp to which the second virtual object belongs, and the fourth virtual object refers to a virtual object attacked by the second virtual object.
9. The method according to any one of claims 1 to 8, characterized in that, The display of the prompt information and the at least one strategy option in the case that the second virtual object among the at least one other virtual object has an adverse wind event, comprises: The display of the prompt information and the at least one strategy option in the case that the second virtual object has the adverse wind event and the first virtual object meets a condition.
10. The method of claim 9, wherein, The condition comprises at least one of the following: The first virtual object and the second virtual object are in the same team or camp; The first virtual object is the closest virtual object to the second virtual object; A role type of the first virtual object matches a role type of the second virtual object; A role type of the first virtual object matches a role type of a fifth virtual object, and the third virtual object is a virtual object that attacks or defeats the second virtual object.
11. The method according to any one of claims 1 to 10, characterized in that, The prompt information comprises at least one of the following information: a location of the occurrence of the adverse wind event, and a behavior of the second virtual object when the adverse wind event occurs.
12. An information interaction method, characterized in that, The method comprises: Controlling a second virtual object to participate in a multi-player game session, the second virtual object having a first virtual object as a teammate; In the case that the second virtual object has an adverse wind event, receiving feedback information sent by a client of the first virtual object through a server, the feedback information being used to trigger a client of the second virtual object to display encouragement information; Displaying the encouragement information, the encouragement information being used to indicate that the first virtual object is providing positive support to the second virtual object.
13. The method of claim 12, wherein, The encouragement information comprises identification information of the first virtual object and encouragement content, the encouragement content expressing the first virtual object providing positive support to the second virtual object in a form of text or voice.
14. The method according to claim 12 or 13, characterized in that, The positive support comprises a first type of positive support and a second type of positive support, the first type and the second type being different; The display of the encouragement information comprises: In the case that the feedback information indicates the first type of positive support, displaying first encouragement information, the first encouragement information being used to indicate that the first virtual object provides the first type of positive support to the second virtual object; In a case where the feedback information indicates that the second type of positive support is provided, second encouraging information is displayed, the second encouraging information being used to indicate that the first virtual object provides the second type of positive support to the second virtual object.
15. The method of claim 14, wherein, the first type of positive support is used to provide psychological encouragement to a user of the second virtual object; and the second type of positive support is used to provide assistance to the second virtual object in the multiplayer game session by the first virtual object.
16. An information interaction device, characterized in that, The apparatus comprises: an object control module configured to control a first virtual object to participate in a multiplayer game session, the first virtual object having a second virtual object as a teammate; a strategy display module configured to, in a case where the second virtual object experiences an adverse event, display prompt information and at least one strategy option, the prompt information being used to indicate that the second virtual object experiences the adverse event, the strategy option being used to trigger provision of positive support to the second virtual object; a feedback sending module configured to, in response to an operation on the strategy option, send, through a server, feedback information to a client of the second virtual object, the feedback information being used to trigger the client of the second virtual object to display encouraging information, the encouraging information being used to indicate that the first virtual object is providing positive support to the second virtual object.
17. An information interaction device, characterized in that, The apparatus comprises: an object control module configured to control a first virtual object to participate in a multiplayer game session, the first virtual object having a second virtual object as a teammate; a feedback receiving module configured to, in a case where the second virtual object experiences an adverse event, receive feedback information sent by a client of the first virtual object through a server, the feedback information being used to trigger the client of the second virtual object to display encouraging information; an information display module configured to display the encouraging information, the encouraging information being used to indicate that the first virtual object is providing positive support to the second virtual object.
18. A terminal device, comprising: The terminal device comprises a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the method of any one of claims 1 to 11 or to implement the method of any one of claims 12 to 15.
19. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, the computer program being used to be executed by a processor to implement the method of any one of claims 1 to 11 or to implement the method of any one of claims 12 to 15.
20. A computer program product, characterised in that, The computer program product comprises a computer program, the computer program being loaded and executed by a processor to implement the method of any one of claims 1 to 11 or to implement the method of any one of claims 12 to 15.