Information processing method in game, electronic equipment and readable storage medium

By displaying the transparency or opacity of virtual objects based on the virtual character's position in the game, the problem of virtual character skill release in asymmetrical games is solved, improving game interaction and player experience.

CN121731752APending Publication Date: 2026-03-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511891728.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-15
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In asymmetrical games, how virtual characters on both sides unleash their skills affects the game's interactive effects and user experience.

Method used

The graphical user interface displays the view of the virtual character, creates virtual objects with different perspective effects, and displays the transparency or opacity of the objects according to the changes in the character's position to achieve a one-way view effect.

Benefits of technology

It enhances the game's interactive effects and the player's gaming experience, and increases the richness of game operations through changes in the perspective effect of virtual objects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information processing method in a game, electronic equipment and a readable storage medium. The method comprises the following steps: displaying a view picture of a first virtual character through a graphical user interface; in response to the first skill release instruction, creating a first virtual object; when it is detected that the first virtual character is located outside the first space range of the first virtual object, a first view image is displayed, and the first view image comprises the first virtual object processed according to the first display parameter; when it is detected that the first virtual character is located in a first space range of a first virtual object, a second view image is displayed, and the second view image comprises the first virtual object processed according to a second display parameter and a game scene located outside the first space range, the perspective effect of the first virtual object processed by the first display parameter is weaker than that of the first virtual object processed by the second display parameter. The game interaction effect and the game experience of players can be improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method for information processing in games, an electronic device, and a readable storage medium. Background Technology

[0002] In the gaming world, some games offer asymmetrical gameplay, which typically involves two factions with differences in numbers and resources. For example, the two factions might be survivors and hunters, with the hunters having fewer hunters than survivors.

[0003] In the asymmetrical gameplay, how each character on both sides releases their skills is a crucial factor in enhancing the game's interactive effects and user experience. Summary of the Invention

[0004] The purpose of this application is to address the shortcomings of the prior art by providing an information processing method, electronic device, and readable storage medium for games, thereby improving game interaction and user experience.

[0005] Firstly, this application provides an information processing method for games, including: The view of the first virtual character is displayed through a graphical user interface, and the view includes the game scene. In response to a first skill release command for a first virtual character, a first virtual object is created in the game scene, the first virtual object being configured with a first spatial range; When the first virtual character is detected to be outside the first spatial range of the first virtual object, the first view screen of the first virtual character is displayed through the graphical user interface. The first view screen includes the first virtual object processed according to the first display parameters. When the first virtual character is detected to be within the first spatial range of the first virtual object, a second field of view of the first virtual character is displayed through a graphical user interface. The second field of view includes the first virtual object processed according to the second display parameters, and a game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

[0006] Secondly, this application provides an information processing device for games, the device comprising: The display module is used to display the field of view of the first virtual character through a graphical user interface, the field of view including the game scene; A creation module is configured to create a first virtual object in the game scene in response to a first skill release command for a first virtual character, the first virtual object being configured with a first spatial range; The display module is further configured to display a first view of the first virtual character through a graphical user interface when the first virtual character is detected to be outside the first spatial range of the first virtual object. The first view includes the first virtual object processed according to the first display parameters. The display module is further configured to display a second view of the first virtual character through a graphical user interface when the first virtual character is detected to be within a first spatial range of the first virtual object. The second view includes the first virtual object processed according to the second display parameters and a game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

[0007] Thirdly, this application provides an electronic device, including: a processor and a memory, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as described in the first aspect above.

[0008] Fourthly, this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of the information processing method in the game as described in the first aspect above.

[0009] The information processing method, electronic device, and readable storage medium provided in this application create a first virtual object in response to a first skill release command. When the first virtual character is outside the first spatial range of the first virtual object, the first virtual character's field of vision includes the first virtual object processed according to first display parameters. When the first virtual character is within the first spatial range of the first virtual object, the first virtual character's field of vision includes the first virtual object processed according to second display parameters. Since the perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters, the virtual character cannot see the scene inside the first virtual object when outside the first spatial range, but can see the game scene outside the first virtual object when within the first spatial range. This gives the first virtual object a one-way field of vision effect, allowing players to perform richer game operations using the first virtual object, thereby greatly improving the game interaction effect and the player's game experience. Attached Figure Description

[0010] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 A flowchart illustrating the information processing method in the game provided in this application; Figure 2 This is a schematic diagram of the view when the viewer is outside the first virtual object. Figure 3 This is a schematic diagram of the view inside the first virtual object; Figure 4 A schematic diagram of the second skill release process in the information processing method provided in this application; Figure 5 A diagram illustrating how to control a virtual character to move along a preset trajectory; Figure 6 A schematic diagram illustrating the effect of the information processing method in the game provided in this application; Figure 7 A schematic diagram of the third skill release process in the information processing method provided in this application; Figure 8 A modular structure diagram of the information processing device in the game provided in this application; Figure 9 This is a schematic diagram of the structure of the electronic device 90 provided in an embodiment of this application. Detailed Implementation

[0012] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0013] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0014] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0015] In one embodiment of this application, the information processing method in the game can run on a local terminal device or a server. When the information processing method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

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

[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0018] In one possible implementation, this application provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0019] Figure 1 A flowchart illustrating the information processing method in the game provided in this application, as shown below. Figure 1 As shown, the method includes: S101. Display the view of the first virtual character through a graphical user interface, which includes the game scene.

[0020] For example, this application can be applied to asymmetrical games that may include two or more game factions. For instance, an asymmetrical game may include a hunter faction and a survivor faction. Each of the hunter and survivor factions may include one or more virtual characters. As an example, the number of virtual characters in the hunter faction may differ from the number of virtual characters in the survivor faction.

[0021] For example, the aforementioned first virtual character can be a virtual character within a game faction. For instance, the first virtual character might be a survivor character within the survivor faction. Once the first virtual character participates in the game, its field of view is displayed in the graphical user interface, and this field of view includes the game scene. For example, if the current game is a chase between the hunter and the survivor, the game scene displayed in the first virtual character's field of view includes the hunter character, the survivor character, and the virtual environment in which both are located.

[0022] S102. In response to a first skill release command for a first virtual character, a first virtual object is created in the game scene, the first virtual object being configured with a first spatial range.

[0023] Optionally, the player corresponding to the first virtual character can issue the aforementioned first skill release command by performing a specific operation, thereby triggering the release of the first skill. For example, the aforementioned specific operation could be, for instance, clicking the skill release control on the graphical user interface, or a long press operation, etc.

[0024] Optionally, after recognizing the aforementioned first skill release command, the system creates the aforementioned first virtual object in the game scene. This first virtual object is configured with a first spatial range. Specifically, the first virtual object occupies space within this first spatial range in the game scene. As an example, the first virtual object can be a virtual geocentric field. The shape of this geocentric field could be, for example, a semi-circular black hole-shaped sphere. The bottom surface of the semi-circular sphere lies flat on the ground of the game scene, and the top of the semi-circular sphere faces the sky in the game scene. The geocentric field is located within the game scene and is visible to virtual characters of each game faction within the game scene. Virtual characters can enter the geocentric field from outside and leave from within it.

[0025] For ease of description, the examples in the following embodiments of this application all use the Earth's core field as an example to illustrate the first virtual object. However, it should be understood that this is not a limitation of this application.

[0026] S103. When it is detected that the first virtual character is outside the first spatial range of the first virtual object, the first view screen of the first virtual character is displayed through the graphical user interface. The first view screen includes the first virtual object processed according to the first display parameters.

[0027] S104. When the first virtual character is detected to be within the first spatial range of the first virtual object, a second view of the first virtual character is displayed through a graphical user interface. The second view includes the first virtual object processed according to the second display parameters and the game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

[0028] Optionally, after the first virtual object is created according to the player's instructions, the specific location of the first virtual object's first spatial range within the game scene can be determined. Simultaneously, by monitoring the movement of the first virtual character in real time, the position of the first virtual character can be determined. Therefore, it can be determined whether the first virtual character is located inside or outside the first spatial range of the first virtual object.

[0029] Optionally, the field of view displayed when the first virtual character is inside the first virtual object and when it is outside the first virtual object are different, thus giving the first virtual object a one-way field of view effect. Specifically, when the first virtual character is outside the first spatial range of the first virtual object, the system displays the aforementioned first field of view; when the first virtual character is inside the first spatial range of the first virtual object, the system displays the aforementioned second field of view. The first field of view includes the first virtual object processed according to the first display parameters, and the second field of view includes the first virtual object processed according to the second display parameters. The second field of view also includes the game scene located outside the first spatial range. For example, the aforementioned first and second display parameters can refer to transparency parameters with different values. The transparency parameter in the first display parameters is less than the transparency parameter in the second display parameters, thus making the perspective effect of the first virtual object processed by the first display parameters weaker than that processed by the second display parameters. In other embodiments, the first display parameter and the second display parameter may also refer to the rendering parameters corresponding to the first virtual object when rendering it, or the display parameters corresponding to the first virtual object obtained according to different rendering methods. Different display parameters result in different images seen by the player inside or outside the first virtual object, thus forming different field-of-view images.

[0030] It should be noted that different special effects can be included when presenting the first virtual object, such as the effect of twinkling stars, so that when players see the first virtual object, although they cannot see the scene content inside the first virtual object, they can see the star effects rendered on the model of the first virtual object.

[0031] As an example, the transparency parameter of the first display parameter can be 0 or a value close to 0. When the first virtual character is outside the first spatial range of the first virtual object, the transparency parameter value is assigned to the first virtual object, making the first virtual object appear opaque and invisible. Therefore, when the first virtual character is outside the first spatial range of the first virtual object, the interior of the first virtual object cannot be seen. Figure 2 This is a schematic diagram of the view when outside the first virtual object, such as... Figure 2 As shown, when the first virtual character is outside the first virtual object, the first virtual object appears opaque, making it impossible to see inside from the outside. Simultaneously, multiple star-shaped markers can be displayed on the spherical surface of the first virtual object to enhance visual appeal and scene realism.

[0032] As an example, the transparency parameter of the second display parameter mentioned above can be a value greater than 50%. When the first virtual character is within the first spatial range of the first virtual object, this transparency parameter value is assigned to the first virtual object, thereby making the first virtual object appear semi-transparent or transparent. Therefore, when the first virtual character is within the first spatial range of the first virtual object, the first virtual object displayed in the graphical user interface presents a transparent or semi-transparent perspective effect. At the same time, the first virtual character can use the semi-transparent or transparent perspective effect of the first virtual object to see the game scene outside the first virtual object. Figure 3 This is a schematic diagram of the view inside the first virtual object, as shown below. Figure 3 As shown, when the first virtual character is outside the first virtual object, the first virtual object presents a semi-transparent visual effect, so the first virtual character can see objects such as buildings and trees in the game scene outside the first virtual object.

[0033] It is worth noting that steps S103-S104 above can also be applied to other virtual characters in the game scene. For example, a virtual character A, who is in the same faction as the first virtual character, will have its field of view including the first virtual object processed according to the first display parameters when it is outside the first spatial range of the first virtual object, and its field of view including the first virtual object processed according to the second display parameters when it is within the first spatial range of the first virtual object. Similarly, a virtual character B, who is in a different faction from the first virtual character, will have its field of view including the first virtual object processed according to the first display parameters when it is outside the first spatial range of the first virtual object, and its field of view including the first virtual object processed according to the second display parameters when it is within the first spatial range of the first virtual object.

[0034] In this embodiment, in response to the first skill release command, a first virtual object is created. When the first virtual character is outside the first spatial range of the first virtual object, the first virtual character's field of vision includes the first virtual object processed according to the first display parameters. When the first virtual character is within the first spatial range of the first virtual object, the first virtual character's field of vision includes the first virtual object processed according to the second display parameters. Since the perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters, the virtual character cannot see the scene inside the first virtual object when it is outside the first spatial range, but can see the game scene outside the first virtual object when it is within the first spatial range. This gives the first virtual object a one-way field of vision effect, allowing players to perform richer game operations using the first virtual object, thereby greatly improving the game interaction effect and the player's game experience.

[0035] As an optional implementation, the above method further includes: When the first virtual character leaves the first spatial range of the first virtual object, and the duration of the first virtual character leaving the first spatial range is less than a preset duration, the first virtual object processed according to the second display parameters and the game scene located within the first spatial range are displayed in the field of view of the first virtual character.

[0036] Optionally, the preset duration can be a shorter duration. For example, the preset duration can be 10 seconds.

[0037] Optionally, for a first virtual character located within the first spatial range, when it leaves the first spatial range of the first virtual object, the first virtual object is not immediately rendered opaque. Instead, the time it takes for the first virtual character to leave the first spatial range is counted in real time. Specifically, when the position of the first virtual character is detected to exceed the edge of the first spatial range, it is determined that the first virtual character has left the first spatial range of the first virtual object, and a timer is started. Simultaneously, the first virtual object processed according to the second display parameters and the game scene within the first spatial range are displayed in the first virtual character's field of view. If the first virtual character is still outside the first spatial range after 10 seconds of timing, the first virtual object is rendered opaque. If the first virtual character re-enters the first spatial range of the first virtual object within 10 seconds of timing, the first virtual object continues to be displayed according to the second field of view, and the timer stops. When the first virtual character leaves the first spatial range of the first virtual object again, the timer restarts and the above-described post-timing processing is executed.

[0038] Optionally, the above process can also be applied to other virtual characters in the game scene.

[0039] During gameplay, the first virtual character may frequently enter and exit the first virtual object's first spatial range. In some cases, the first virtual character may leave the first spatial range simply because of fighting or movement, rather than because it is consciously leaving the first spatial range. If the view of the first virtual character is frequently switched according to its entry and exit actions, it may lead to a poor visual experience for the player. Therefore, in this embodiment, by reserving a buffer time of the aforementioned preset duration, the frequent switching of the view can be avoided, further enhancing the player's gaming experience.

[0040] As an optional implementation, step S102 above may include: In response to the trigger operation for the first skill, determine the selection location in the game scene based on the trigger operation; in response to the end of the trigger operation, create the first virtual object at the selection location.

[0041] For example, the triggering operation described above can be a long press and a control movement operation. The player can select a specific control, long press the control, and move the control. The movement range of the control can be within a preset distance around the current position of the first virtual character. This preset distance could be, for example, 30 meters. The system can monitor the position the control has moved to in real time, and when the control stops moving, the position where the control stopped moving is used as the selected position.

[0042] Once the control stops moving, it indicates that the player has determined the creation location of the first virtual object, and the player can release the control at this point. After the system detects that the player has released the control, it determines that the player's trigger action for the first skill has ended and creates the first virtual object at the selected location accordingly.

[0043] Optionally, the first virtual object can be created using the selected location as its center. For example, if the first virtual object is the aforementioned semi-circular black hole-shaped sphere, then the selected location can be used as the center of the black hole-shaped sphere to create it. It is worth noting that when the selected location is not a point on the ground of the game scene, the projection point of the selected location on the ground can be determined, and this projection point can be used as the center of the first virtual object to create it.

[0044] As an optional implementation, step S102 above includes: In response to the first skill release command for the first virtual character, display the coverage information of each other virtual object that has been created; determine whether the coverage of the first virtual object indicated by the first skill release command meets the preset conditions with the coverage of each other virtual object that has been created; if so, create the first virtual object.

[0045] Optionally, the other virtual objects that have been created may include virtual objects created by the first virtual character and virtual objects created by other virtual characters.

[0046] Optionally, the aforementioned preset conditions may include: the distance between the center of the first virtual object to be created and the center of each other created virtual object is greater than or equal to a preset distance value; or, the distance between the edge of the first virtual object to be created and the edge of each other created virtual object is greater than or equal to a preset distance value. For example, the preset distance value may be, for instance, 60 meters.

[0047] Optionally, the coverage information of other virtual objects may refer to the spatial range or coverage area corresponding to other virtual objects. The coverage area of ​​the first virtual object can be determined based on the selected location indicated by the first skill release command and the size of the first spatial range of the first virtual object. The size of the first spatial range can be predetermined.

[0048] For example, when a player triggers a long press on a specific control and moves it, the system displays the spatial range of each other created virtual object in real time, which can be displayed in the form of spherical markers, etc. Based on the displayed spatial range of other virtual objects, the player selects a position that meets the aforementioned preset conditions, stops moving the control, and then releases it. The system determines the coverage area of ​​the first virtual object based on the position where the control stops and the size of the first spatial range, and determines whether this coverage area and the coverage areas of each other virtual object all meet the aforementioned preset conditions. If they do, the first virtual object is created with the position where the control stops as the center; otherwise, the first virtual object cannot be created, and a prompt message indicating that the first virtual object cannot be created is output to the player.

[0049] In this embodiment, when creating the first virtual object, by judging the coverage area of ​​the first virtual object and the coverage area of ​​other virtual objects, it can be ensured that the coverage area of ​​the first virtual object is not too close to or conflicts with the coverage areas of other virtual objects.

[0050] As an optional implementation, the first spatial range configured for the first virtual object is a dynamically changing spatial range, and the first spatial range has a maximum first spatial range, wherein the aforementioned coverage range is the maximum first spatial range of the first virtual object.

[0051] Optionally, the dynamically changing first spatial extent gradually increases over time.

[0052] Optionally, when creating the first virtual object, the first spatial extent of the first virtual object can change dynamically, and the first spatial extent has a maximum first spatial extent. Specifically, when the first virtual object is initially created, the first spatial extent has a small size, and as time increases, the first spatial extent gradually increases, eventually potentially reaching the aforementioned maximum first spatial extent. After reaching the aforementioned maximum first spatial extent, the first spatial extent remains at the maximum first spatial extent and no longer continues to increase.

[0053] In the aforementioned embodiments, the coverage information specifically refers to the maximum first spatial range of the first virtual object. Specifically, when determining whether the coverage range of the first virtual object satisfies a preset condition with the coverage ranges of other virtual objects, the coverage ranges of the first virtual object and the other virtual objects are the aforementioned maximum first spatial range, and not any spatial ranges smaller than this maximum first spatial range during dynamic changes. Optionally, the coverage information being the first spatial range of the first virtual object can specifically refer to the size of the coverage range of other virtual objects being the size of the maximum first spatial range.

[0054] In this embodiment, the coverage area of ​​the first virtual object changes dynamically and has a maximum first spatial range, which can present a better visual effect.

[0055] The dynamic change process of the first spatial range is explained below.

[0056] Optionally, the first spatial extent of the first virtual object is configured with at least two creation phases, and different creation phases are configured with corresponding target sizes.

[0057] Accordingly, the first virtual object in the game scene in step S102 above may include: In the first creation phase, control is used to create a first virtual object with a first target size spatial range; in the second creation phase, control is used to create the first spatial range of the first virtual object from the first target size to the second target size, wherein the second creation phase is sequentially located after the first creation phase.

[0058] For example, the first target size and the second target size mentioned above can specifically refer to the diameter of the first virtual object.

[0059] Optionally, the dynamic change process of the first spatial range may involve at least the two creation stages described above. In the first creation stage, control is used to create a first virtual object with a first target size spatial range. That is, in the first creation stage, the first spatial range of the created first virtual object has a first target size. In the second creation stage, control is used to create the first spatial range from the first target size to a second target size. Specifically, in the first creation stage, a first virtual object with the aforementioned first target size spatial range is first created; in the second creation stage, the spatial range of the first virtual object is expanded, causing the spatial range to expand to the second target size.

[0060] Optionally, within both the first and second creation stages described above, the first virtual object can be dynamically and gradually generated. This dynamic and gradual generation process can be a direct generation process, rather than a transitional generation process.

[0061] Optionally, the dynamic changes in the first spatial extent of the first virtual object may also involve more creation stages. For example, it may involve a first creation stage, a second creation stage, and a third creation stage.

[0062] In one example, if both the first creation stage and the second creation stage are involved, a first virtual object with a size half the size corresponding to the aforementioned maximum first spatial range can be created in the first creation stage. In the second creation stage, the first spatial range of the first virtual object can be expanded from this half size to the size corresponding to the maximum first spatial range. For example, assuming the size corresponding to the maximum first spatial range is 60 meters, a hemispherical sphere with a diameter of 30 meters can be created in the first creation stage, and in the second creation stage, the hemispherical sphere can be directly expanded to 60 meters.

[0063] In another example, if the creation involves three stages—the first, second, and third creation stages—then a first virtual object with a size one-quarter the size corresponding to the maximum first spatial range can be created in the first creation stage. In the second creation stage, the first spatial range of the first virtual object is expanded from this one-quarter size to half the size corresponding to the maximum first spatial range. In the third creation stage, the first spatial range of the first virtual object is expanded from this half size to the size corresponding to the maximum first spatial range. For example, assuming the maximum first spatial range corresponds to a size of 60 meters, a hemispherical sphere with a diameter of 15 meters is created in the first creation stage. In the second creation stage, the hemispherical sphere is directly expanded to 30 meters. In the third creation stage, the diameter of the hemispherical sphere is expanded to 60 meters.

[0064] In this embodiment, the first virtual object is dynamically created in a multi-stage manner, which makes the visual effect of the creation process of the first virtual object better.

[0065] As an optional implementation, the above method further includes: Obtain the number of virtual characters participating in the game who have the same character attributes as the first virtual character; based on this number, determine the target size of the first spatial range of the first virtual object created by the first virtual character and each virtual character with the same character attributes as the first virtual character through the first skill.

[0066] Optionally, the above process can be performed at the start of the game. At the start of the game, the number of virtual characters participating in the game who have the same character attributes as the first virtual character can be obtained first. These virtual characters with the same character attributes as the first virtual character can be, for example, virtual characters belonging to the same faction as the first virtual character. For example, if the first virtual character is a survivor, the number of survivor characters belonging to the survivor faction can be obtained at the start of the game.

[0067] Optionally, based on the aforementioned quantity, the target size of the first spatial range of the first virtual object created by the first virtual character and other virtual characters with the same attributes as the first virtual character through the first skill can be determined. Specifically, the sum of the first virtual character and the aforementioned quantity is calculated, and the preset maximum size corresponding to the first spatial range is divided by the sum to obtain the aforementioned target size. This target size can be used as the range size of the aforementioned maximum first spatial range. That is, whether it is the first virtual character or other virtual characters in the same faction as the first virtual character, the maximum size of the first spatial range of the first virtual object when it is created is this target size.

[0068] For example, assuming the preset maximum size corresponding to the first spatial range is 60 meters, if there is one survivor in the game, the target size of the first spatial range of the first virtual object created by that survivor using their first skill is 60 meters. If there are two survivors in the game, the target sizes of the first spatial ranges of the first virtual objects created by these two survivors using their first skills are 30 meters each. If there are three survivors in the game, the target sizes of the first spatial ranges of the first virtual objects created by these three survivors using their first skills are 20 meters each. And so on, without further explanation.

[0069] In this embodiment, the size of the first spatial range of the first virtual object is determined according to the number of virtual characters with the same role attributes, which can realize the energy field conjugation of the first virtual object and make the game effect more realistic.

[0070] The creation and rendering process of the first virtual object has been explained in detail above. For the first virtual object that has already been created or is in the process of being created, additional game effects can be achieved by releasing a second skill. This will be explained in detail below.

[0071] Figure 4 The diagram illustrating the second skill release process of the information processing method in the game provided in this application is as follows: Figure 4 As shown, the above method also includes: S401, In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute a preset animation respectively.

[0072] Optionally, the aforementioned second skill release command can be executed during the creation of the first virtual object or after the creation of the second virtual object. For example, a player can issue a second skill release command by clicking a control on the graphical user interface.

[0073] Optionally, the second skill is triggered by operating a second skill control on the graphical user interface. The second skill control is obtained by switching the control that triggered the first skill. For example, when the player clicks the first skill control corresponding to the first skill and releases the first skill, the control switches the first skill control to the second skill control. In other embodiments, the second skill control can also be a control that is displayed simultaneously with the first skill control. It should be noted that since the skill effect of the second skill is based on the first virtual object created by the first skill, the skill control of the second skill is unusable when the first skill is not released.

[0074] Optionally, after the second skill is released, the system controls virtual characters of the first faction and / or the second faction within the first spatial range to execute preset animations. The parameters of the animations executed by virtual characters of different factions are different, while the parameters of the animations executed by virtual characters within the same faction are the same. For example, the animation parameters may include: movement trajectory, movement height, and movement speed. The execution of preset animations with different parameters by the virtual characters of the two factions results in different animation effects for the virtual characters of different factions.

[0075] S402. Control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger a target event, wherein the target event is configured with a debuff effect.

[0076] Optionally, after the virtual characters of the first faction and / or the virtual characters of the second faction execute preset animations, the virtual characters of the first faction and / or the virtual characters of the second faction can trigger target events with debuff effects.

[0077] For example, the preset animation is to drag the virtual character to a high place and then control the virtual character to fall. Correspondingly, the target event mentioned above can be to control the virtual character to trigger a heavy fall, thereby triggering the virtual character to experience a dizzy effect.

[0078] Optionally, after receiving the aforementioned second skill release command, i.e., after the player releases the second skill, a preset duration will be waited before executing the preset animations in steps S401-S402 and triggering the target event. That is, the preset animation will be delayed before execution. Continuing with the example of the Earth's core field as the first virtual object, after the player releases the second skill, the Earth's core field enters a 2-second annihilation process (e.g., a 2-second preset animation). During the annihilation process, the gravity within the first area of ​​the Earth's core field increases dramatically, triggering the Earth's core field to rotate rapidly and detonate. This, in turn, triggers the virtual characters of each faction located within the Earth's core field to execute the preset animations and target events.

[0079] In this embodiment, after the second skill is released, the system controls the virtual characters of each faction within the first spatial range of the first virtual object to execute preset animations, and controls each virtual character to trigger target events with debuff effects, thereby presenting rich game effects.

[0080] As an optional implementation, step S401 above may include: In the target creation stage among the multiple creation stages corresponding to the first spatial range of the first virtual object, in response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute preset animations respectively.

[0081] Optionally, the second skill release command can be limited to a target creation stage among multiple creation stages corresponding to the first spatial range. During this target creation stage, if a player issues a second skill release command, the virtual characters within the first spatial range are controlled to execute a preset animation. It's worth noting that the first spatial range is dynamically variable. Upon receiving the second skill release command, the virtual characters of each faction within the currently created first spatial range are controlled to execute the preset animation, rather than executing the preset animation for virtual characters within the uncreated first spatial range with the largest possible first spatial range.

[0082] Optionally, the aforementioned target creation stage may be the first or more creation stages among multiple creation stages corresponding to the first spatial range. For example, if the multiple creation stages include the aforementioned first creation stage, second creation stage, and third creation stage, then the target creation stage may be the first creation stage or the second creation stage.

[0083] Optionally, if the player does not issue a second skill release command during the target creation phase, the second skill release command cannot be executed during subsequent creation phases and after the first virtual object is created. In this embodiment, if the second skill is not released during the target creation phase, the control corresponding to the second skill is switched back to the skill control corresponding to the first skill, and the first skill enters its cooldown state.

[0084] As an optional implementation, the preset animation mentioned in step S401 above is at least one of the following: Control each virtual character belonging to the first camp and each virtual character belonging to the second camp to move along a preset trajectory; apply force to each virtual character belonging to the first camp and each virtual character belonging to the second camp respectively, and control the movement of each virtual character belonging to the first camp and each virtual character belonging to the second camp according to the force.

[0085] Optionally, the movement trajectories of virtual characters in the first camp and virtual characters in the second camp can be different. At the same time, the movement trajectories of virtual characters within the first camp can also be different, and the movement trajectories of virtual characters within the second camp can also be different.

[0086] As an example, the first and second factions each correspond to a highest movement point. When a virtual character in the first faction moves, it first moves from its current position on the ground to the highest movement point corresponding to the first faction, and then moves from the highest movement point to a first target position on the ground. This first target position is symmetrical to the virtual character's current position on the ground relative to the vertical line where the highest movement point is located. Similarly, when a virtual character in the second faction moves, it first moves from its current position on the ground to the highest movement point corresponding to the second faction, and then moves from the highest movement point to a second target position on the ground. This second target position is also symmetrical to the virtual character's current position on the ground relative to the vertical line where the highest movement point is located. As an example, both the highest movement points of the first and second factions are located on the central vertical axis of the first virtual object.

[0087] Furthermore, when controlling the movement of each virtual character, forces can be applied to each virtual character to make them move under the control of those forces. Specifically, taking a virtual character in the first faction as an example, when the virtual character moves from its position on the ground to its highest point, an upward drag force is applied to the virtual character, causing it to move to the highest point by dragging. When the virtual character moves from the highest point to the first target position on the ground, a downward pull force is applied to the virtual character, causing it to fall to the second target position.

[0088] For example, assuming the first faction is the survivor faction and the second faction is the hunter faction, the height of the highest movement point corresponding to the first faction can be less than the height of the highest movement point corresponding to the second faction, so that the virtual characters of the two factions will not collide in the air.

[0089] Figure 5 A diagram illustrating how to control a virtual character to move along a preset trajectory, such as... Figure 5 As shown, the virtual characters in the two camps move to the highest point of their respective camps according to their own trajectories, and then move from the highest point of their camps to a symmetrical position on the ground.

[0090] In this embodiment, controlling virtual characters from different factions to move according to their respective preset trajectories can prevent virtual characters from different factions from colliding within the first spatial range of the first virtual object.

[0091] The above provides a detailed explanation of the execution process triggered by the second skill release command. For the first virtual character, the skills can be further enriched using the first virtual object. This will be explained in detail below.

[0092] Figure 6 The diagram illustrating the effect of the information processing method in the game provided in this application is as follows: Figure 6 As shown, the above method also includes: S601. Determine the spatial range of the first virtual character with a target spatial size, wherein the spatial range with the target spatial size is configured with a preset game effect, which is configured to affect the virtual character located in the second space.

[0093] Optionally, when the first virtual character is a virtual character with a special identity, the first virtual character may have the ability to influence other virtual characters. Specifically, the first virtual character corresponds to a spatial range with a target spatial size. For example, this spatial range may be a circular area with a radius of a preset length centered on the first virtual character. When other virtual characters are located within this spatial range, operations corresponding to the aforementioned preset game effects will be triggered on those other virtual characters, such as increasing the gravitational acceleration of those other virtual characters.

[0094] For example, the current location of the first virtual character can be obtained in real time, and the spatial range of the first virtual character with the target spatial size can be determined based on the location and the aforementioned preset length.

[0095] S602, In response to the first virtual character and the first virtual object satisfying a preset positional relationship, control the virtual character located within the first spatial range of the first virtual object according to the preset game effect.

[0096] Optionally, when the first virtual character and the first virtual object satisfy a preset positional relationship, the preset game effect, which originally only applied to the first virtual character within its target spatial size, can be applied to the entire first spatial range of the first virtual object. Specifically, for the virtual character located within the first spatial range of the first virtual object, the operation corresponding to the aforementioned preset game effect can be performed on it.

[0097] For example, the first virtual character and the first virtual object satisfy a preset positional relationship, specifically: the first virtual character is located within the first spatial range of the first virtual object.

[0098] For example, suppose the target space size corresponding to the first virtual character is 15 meters, and the diameter of the first spatial range of the first virtual object is 60 meters. When the first virtual character is outside the first spatial range of the first virtual object, the preset game effect of the first virtual character can only affect other virtual characters within a 15-meter radius of the first virtual character. However, when the first virtual character is within the first spatial range of the first virtual object, the preset game effect of the first virtual character can affect all other virtual characters within the first spatial range of the first virtual object, that is, affect all other virtual characters within a hemispherical sphere with a diameter of 60 meters. This allows the preset game effect of the first virtual character to be used in an expanded manner.

[0099] In this embodiment, the first virtual object enables the preset game effects of the first virtual character to affect a wider range of virtual characters, thereby further enhancing the richness of the game.

[0100] Optionally, the aforementioned preset game effects include: increasing the gravity parameters that affect the virtual character.

[0101] For example, the gravitational acceleration of a virtual character could be changed to five times its original value.

[0102] As an optional implementation, step S602 above may include: Configure the above-mentioned preset game effects within the first spatial range of the first virtual object.

[0103] Specifically, the aforementioned preset game effects can be configured within the first spatial range of the first virtual object. For example, by adding a specific marker to the first spatial range of the first virtual object, operations corresponding to the aforementioned preset game effects can be applied to each virtual character located within the first spatial range based on the specific marker. For instance, when the character is in the air, its gravitational acceleration can be changed to five times its original value, resulting in significant restrictions on its movement and inertial motion in the air.

[0104] As an optional implementation, the above method further includes: The system detects the vertical displacement change of a second virtual character within a spatial range of a target size affected by a preset game effect and / or within a first spatial range of a first virtual object affected by the preset game effect. When the detected height difference of the vertical displacement change meets a first height difference threshold, the system controls the second virtual character to enter a negative game state, wherein the first height difference threshold is less than a preset height difference threshold that triggers the negative game state.

[0105] Optionally, the second virtual character can be any virtual character belonging to the first faction and / or any virtual character belonging to the second faction.

[0106] The preset height difference threshold refers to the default threshold for triggering a negative game state in the game. In this embodiment, if a virtual character in the game scene is not within the control range of the target space size or the first space range of the first virtual object affected by the preset game effect, and if a player is detected falling from a height and the height difference is less than the preset height difference threshold, the second virtual character will not be controlled to enter a negative game state. However, when the character is within the control range of the target space size or the first space range of the first virtual object affected by the preset game effect, the height difference threshold for triggering a negative game state becomes smaller.

[0107] For example, the second virtual character can be a virtual character other than the first virtual character; for instance, the second virtual character can be a virtual character belonging to a different faction than the first virtual character. When the second virtual character is located within a spatial range of a target size affected by a preset game effect, or within a first spatial range of a first virtual object affected by a preset game effect, the second virtual character becomes a virtual character to which the preset game effect can be applied. In this case, in addition to having the aforementioned gravity parameters increased, the second virtual character will also be affected by the result of falling from the air.

[0108] Specifically, the vertical displacement change of the second virtual character is detected. When the detected height difference of the vertical displacement change meets a first height difference threshold, the second virtual character is controlled to enter a negative game state. This first height difference threshold is less than a preset height difference threshold that triggers the negative game state. The height difference of the vertical displacement change can specifically refer to the height difference between the original position in the vertical direction and the position after being affected by the first virtual character. The aforementioned negative game state can be, for example, a frozen state. The aforementioned first height difference threshold can, for example, include 2.25 meters and 4.5 meters. Specifically, a frozen state can be triggered when the height difference of the second virtual character's vertical displacement is between 2.25 meters and 4.5 meters. That is, under the influence of the first virtual character, the vertical displacement height difference required for the second virtual character to enter a frozen state is reduced to half of its original value, making it easier for the second virtual character to enter a frozen state.

[0109] As another optional implementation, when the detected height difference of vertical displacement change meets the second height difference threshold, the second virtual character is controlled to trigger a target event, wherein the target event is configured with a debuff effect.

[0110] Optionally, the target event could be controlling the second virtual character to perform a heavy fall. The aforementioned second height difference threshold could be 4.5 meters. Specifically, a heavy fall could be triggered when the height difference of the second virtual character's vertical displacement is greater than 4.5 meters, thereby causing the second virtual character to experience a dizzying effect.

[0111] It is worth noting that the second virtual character may simultaneously satisfy both the conditions of being located within a spatial range with the target spatial size and being located within a first spatial range of the first virtual object. Specifically, when the second virtual character is located within the first spatial range of the first virtual object, and the distance between the second virtual character and the first virtual character is less than the aforementioned target spatial size, then the second virtual character simultaneously satisfies both conditions. When both conditions are satisfied, or when either condition is satisfied, the detection of vertical displacement changes and subsequent processing are triggered.

[0112] The above provides a detailed explanation of the preset game effects for the first virtual character with a specific identity. The following explains the execution process of another skill of the first virtual character.

[0113] Figure 7 The diagram illustrating the third skill release process of the information processing method in the game provided in this application is as follows: Figure 7 As shown, the above method also includes: S701, In response to the third skill release command of the first virtual character, create a second virtual object in the game scene, which is configured with a corresponding spatial range.

[0114] Optionally, when the number of times the target event is triggered meets a preset threshold, the third game skill of the first virtual character is activated. Specifically, taking the target event as performing a heavy slam as an example, when the number of times the first virtual character triggers the target event against a second virtual character who is not in the same faction reaches the preset threshold, such as four times, the third game skill of the first virtual character can be activated. After the third game skill is activated, the first virtual character can issue the aforementioned third skill release command.

[0115] Optionally, players can issue a command to release a third skill by long-pressing a specific control.

[0116] Optionally, after the first virtual character issues the command to release the third skill, the system can create a second virtual object in the game scene. This second virtual object can be, for example, an Earth's core field, and it has a corresponding spatial range.

[0117] S702. In response to the end of the release of the third skill, control restores the character attribute values ​​of the target character located within the spatial range of the second virtual object, wherein the target character and the first virtual character are in the same faction.

[0118] Optionally, after the player issues the command to release the third skill, the creation of the aforementioned second virtual object is triggered. As an example, the second virtual object can be created through the aforementioned multiple creation stages. After creation, after a preset delay, the second virtual object enters an annihilation process. During this annihilation process, the second virtual object is detonated, triggering the aforementioned preset animations and target events for each virtual character within the space of the second virtual object. After this, the release of the third skill ends. After the release of the third skill ends, the target character within the space of the second virtual object can be controlled to restore their character attribute values. This target character is a virtual character belonging to the same faction as the first virtual character. It is worth noting that restoring the character attribute values ​​of the target character within the space of the second virtual object after its detonation refers to restoring the character attribute values ​​of the target character who was already within the space of the second virtual object before its detonation.

[0119] In this embodiment, after the third skill of the first virtual character is released, the virtual characters of the same faction within the spatial range of the second virtual object are controlled to restore their character attribute values, so that the influence of the second virtual object on the virtual characters of the same faction can be alleviated.

[0120] As an optional implementation, step S702 above may include: Control the restoration of character attribute values ​​for target characters located within the spatial range of the second virtual object and meeting the target conditions.

[0121] Optionally, the above target condition may include: the target character has not left the space of the second virtual object after entering the space of the second virtual object.

[0122] For example, suppose there are two characters, C and D, both of whom are in the same faction as the first virtual character. After the third skill is released, both characters C and D are within the spatial range of the second virtual object. Character C has never left the spatial range of the second virtual object since entering it. Character D, after initially entering the spatial range of the second virtual object, left the spatial range once and then re-entered it. In this embodiment, it is possible to control the restoration of character attribute values ​​for character C, but not for character D.

[0123] As an optional implementation, step S702 above may include: Restore the target character's health attribute value to the preset health value.

[0124] Optionally, the target character's health attribute value may drop to zero during the creation and annihilation of the second virtual object. After the third skill is released, the target character's health attribute value can be restored to a preset health value, which may be, for example, the minimum health value required to maintain survival.

[0125] As an optional implementation, the above method further includes: During the release of the third skill, if a target character within the spatial range of the second virtual object and in the first action state receives a target interaction event, the target character's attribute value is updated to the first attribute value according to the target interaction event control, and when the first attribute value meets the first attribute threshold, the target character continues to be in the first action state.

[0126] Optionally, the aforementioned period for releasing the third skill can specifically refer to the time range from the initial creation of the second virtual object to the point where it begins to control the virtual character within it to execute a preset animation (e.g., rotating and moving along a preset path within the Earth's core field). It can also refer to the period during which the virtual character within the Earth's core field can move freely when the third skill is released, etc.

[0127] Optionally, the aforementioned target interaction event could be, for example, being attacked, or falling heavily due to the annihilation of a second virtual object. When the target character is subjected to a target interaction event, the target character's attribute values ​​may change. These attribute values ​​could be, for example, health attributes. For instance, the target character's health attribute value might drop to 0 due to the target interaction event, and the aforementioned first attribute threshold could be, for example, 0. When the first attribute value drops to 0, i.e., the first attribute threshold is met, in a normal scenario, the target character's action state would change, for example, from a standing state to a fallen state. However, in this embodiment, although the target character's attribute value meets the first attribute threshold, the target character can still maintain its first action state. For example, even though the target character's health attribute value has become 0, the target character can remain standing and will not fall.

[0128] It is worth noting that in a typical game scenario, if a virtual character's health attribute value reaches the aforementioned first attribute threshold, it will enter a knocked-down state. In the knocked-down state, the target character can crawl. Therefore, the knocked-down state is not a death state.

[0129] As an optional implementation, the above method further includes: Control adds a target identifier to the target character located within the spatial range of the second virtual object.

[0130] Optionally, after step S701 above, a target identifier can be added to the target character located within the spatial range of the second virtual object.

[0131] For example, after the second virtual object has been created, the system detects virtual characters that have entered the space of the second virtual object. If a virtual character enters the space of the second virtual object and belongs to the target character, that is, is in the same camp as the first virtual character, then a target identifier is added to the target character.

[0132] For example, the target identifier could be a immunity identifier. This immunity identifier can be represented by specific numbers and / or letters; it can also be a status identifier, used by the program to identify the status of an object whose attribute value needs to be restored.

[0133] Accordingly, the step S702 above, which involves controlling the restoration of character attribute values ​​for the target character located within the spatial range of the second virtual object in response to the end of the third skill release, may include: In response to the end of the third skill release, control restores the character attribute values ​​of the target character with the above target identifier.

[0134] Optionally, after the target character is marked with the aforementioned target identifier, this identifier serves as an immunity tag for the target character. After the third skill is released, the system can determine whether to restore the attribute values ​​of a virtual character by recognizing this target identifier. Specifically, the system can iterate through all virtual characters within the spatial range of the second virtual object. If a virtual character has already been marked with the target identifier, the system can control the restoration of its attribute values. Therefore, by using the target identifier, the target character whose attribute values ​​need to be restored can be quickly and accurately identified, improving processing efficiency.

[0135] As an optional implementation, the step of adding a target identifier to a target character located within the spatial range of the second virtual object includes: Control adds target identifiers to target roles that are located within the spatial range of the second virtual object and whose target identifiers have not been removed.

[0136] Optionally, if a target character has not had its target identifier removed, it indicates that the target character is entering the space of the second virtual object for the first time. In this case, a target identifier can be added to the target character. If a target character has had its target identifier removed, it indicates that the target character has entered the space of the second virtual object, left the space, and then re-entered the space. In this case, a target identifier is not added to the target character. That is, in this embodiment, attribute values ​​are only restored for target characters who have entered the space of the second virtual object and have not left the space.

[0137] As an optional implementation, the above method further includes: During the release of the third skill, if the target character with the target identifier moves outside the spatial range of the second virtual object, the target identifier is removed.

[0138] Specifically, the system monitors the target character's location in real time. When it detects that the target character has left the space of the second virtual object and a target identifier has been added to the target character, the target identifier is removed, and this removal operation is recorded. When the target character re-enters the space of the second virtual object, the system can determine that the target character has already had its target identifier removed based on the recorded removal operation information, and therefore, no further target identifier will be added to the target character.

[0139] As an optional implementation, the above method further includes: If the third skill is successfully released, when the first virtual character is eliminated, the target virtual item of the first virtual character is displayed, wherein the target virtual item is configured to trigger the creation of the third virtual object.

[0140] Optionally, successfully releasing the third skill may include any of the following: the second virtual object goes through part of the creation stages of multiple creation stages, the second virtual object goes through all the creation stages, or the second virtual object is created and undergoes an annihilation process.

[0141] If the third skill is successfully activated and the first virtual character is eliminated, the first virtual character's target virtual item is displayed. Specifically, if the first virtual character has a specific identity, its target virtual item is left behind in the virtual scene after the first virtual character is eliminated. This target virtual item has the effect of triggering the creation of a third virtual object. For example, when this target virtual item is picked up by a virtual character on the same side as the first virtual character, that virtual character can use the target virtual item to create a third virtual object.

[0142] For example, the third virtual object can be the Earth's core field. This third virtual object can be created through the aforementioned multiple creation stages. After creation, the third virtual object enters an annihilation process within one second. During the annihilation process, virtual characters within the spatial range of the third virtual object can be triggered to execute preset animations and target events. The specific process will not be elaborated further.

[0143] As an optional implementation, before step S401 above, the method further includes: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger the target event.

[0144] Optionally, this step can be performed when the attributes of the first virtual character meet preset conditions. For example, the level of the first virtual character reaches a preset level.

[0145] When the first virtual character reaches a preset level, upon recognizing the second skill release command, firstly, all virtual characters belonging to the first and / or second factions within the first spatial range of the first virtual object are controlled to trigger a target event. For example, each virtual character is first controlled to perform a heavy fall. After this, the process of steps S401-S402 described above can be continued to control each virtual character to execute preset animations and target events. The specific process will not be elaborated further.

[0146] Based on the same inventive concept, this application also provides an information processing device in the game corresponding to the information processing method in the game. Since the principle of the device in this application is similar to the information processing method in the game described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0147] Figure 8 The module structure diagram of the information processing device in the game provided in this application is as follows: Figure 8 As shown, the device includes: Display module 801 is used to display the field of view of the first virtual character through a graphical user interface, the field of view including the game scene; A creation module 802 is configured to create a first virtual object in the game scene in response to a first skill release command for a first virtual character, the first virtual object being configured with a first spatial range; The display module 801 is further configured to display a first view of the first virtual character through a graphical user interface when the first virtual character is detected to be outside the first spatial range of the first virtual object. The first view includes the first virtual object processed according to the first display parameters. The display module 801 is further configured to display a second view of the first virtual character through a graphical user interface when the first virtual character is detected to be located within a first spatial range of the first virtual object. The second view includes the first virtual object processed according to the second display parameters and a game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

[0148] As an optional implementation, the display module 801 is further configured to: In response to the first virtual character leaving the first spatial range of the first virtual object, and the duration of the first virtual character leaving the first spatial range being less than a preset duration, the first virtual object processed according to the second display parameters and the game scene located within the first spatial range are displayed in the field of view of the first virtual character.

[0149] As an optional implementation, the creation module 802 is specifically used for: In response to a trigger operation for the first skill, determine the selection position in the game scene based on the trigger operation; In response to the end of the triggering operation, the first virtual object is created at the selected location.

[0150] As an optional implementation, the creation module 802 is specifically used for: In response to the first skill release command for the first virtual character, display the coverage information of each other virtual object currently created; Determine whether the coverage area of ​​the first virtual object indicated by the first skill release command meets the preset conditions with the coverage areas of all other virtual objects currently created. If so, create the first virtual object.

[0151] As an optional implementation, the first spatial range configured for the first virtual object is a dynamically changing spatial range, and the first spatial range has a maximum first spatial range, wherein the coverage area is the maximum first spatial range of the first virtual object.

[0152] As an optional implementation, the dynamically changing first spatial range gradually increases over time.

[0153] As an optional implementation, the first spatial range of the first virtual object is configured with at least two creation stages, and different creation stages are configured with corresponding target sizes; The creation module 802 is specifically used for: In the first creation phase, control the creation of a first virtual object with a first target size spatial range; In the second creation phase, the control extends the first spatial extent of the first virtual object from a first target size to a second target size, wherein the second creation phase is sequentially located after the first creation phase.

[0154] As an optional implementation, the creation module 802 is further configured to: Obtain the number of virtual characters participating in the game who have the same character attributes as the first virtual character; The target size of the first spatial range of the first virtual object created by the first virtual character and each virtual character with the same character attributes as the first virtual character through the first skill is determined based on the quantity.

[0155] As an optional implementation, the creation module 802 is further configured to: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first space of the first virtual object to execute a preset animation respectively; Control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger a target event, wherein the target event is configured with a debuff effect.

[0156] As an optional implementation, the creation module 802 is specifically used for: In the target creation stage of multiple creation stages corresponding to the first spatial range of the first virtual object, in response to the second skill release command for the first virtual character, control each virtual character belonging to the first camp and / or each virtual character belonging to the second camp located within the first spatial range of the first virtual object to execute a preset animation respectively.

[0157] As an optional implementation, the preset animation is at least one of the following: Control each virtual character belonging to the first faction and each virtual character belonging to the second faction to move along a preset trajectory; Apply forces to each virtual character belonging to the first faction and each virtual character belonging to the second faction respectively, and control the movement of each virtual character belonging to the first faction and each virtual character belonging to the second faction according to the applied forces.

[0158] As an optional implementation, the display module 801 is further configured to: Determine the spatial range of the first virtual character with a target spatial size, wherein the spatial range with the target spatial size is configured with preset game effects, and the preset game effects are configured to affect the virtual character located in the second space; In response to the first virtual character and the first virtual object satisfying a preset positional relationship, the system controls the virtual character located within a first spatial range of the first virtual object according to the preset game effect.

[0159] As an optional implementation, the display module 801 is specifically used for: Configure the preset game effects within the first spatial range of the first virtual object.

[0160] As an optional implementation, the display module 801 is further configured to: Detect the vertical displacement change of the second virtual character within a spatial range with a target spatial size affected by a preset game effect and / or within a first spatial range of the first virtual object affected by the preset game effect, wherein the second virtual character is each virtual character belonging to the first camp and / or each virtual character belonging to the second camp. When the detected height difference of the vertical displacement change meets the first height difference threshold, the second virtual character is controlled to enter a negative game state, wherein the first height difference threshold is less than the preset height difference threshold that triggers the negative game state.

[0161] As an optional implementation, the display module 801 is further configured to: When the detected height difference of the vertical displacement change meets the second height difference threshold, the second virtual character is controlled to trigger a target event, wherein the target event is configured with a debuff effect.

[0162] As an optional implementation, the preset game effect includes increasing the gravity parameters that affect the virtual character.

[0163] As an optional implementation, the creation module 802 is further configured to: In response to a third skill release command for the first virtual character, a second virtual object is created in the game scene, the second virtual object being configured with a corresponding spatial range; In response to the end of the release of the third skill, the control restores the character attribute values ​​of the target character located within the spatial range of the second virtual object, wherein the target character and the first virtual character are in the same faction.

[0164] As an optional implementation, the creation module 802 is specifically used for: Control the restoration of character attribute values ​​for the target character located within the spatial range of the second virtual object and meeting the target conditions.

[0165] As an optional implementation, the display module 801 is further configured to: During the release of the third skill, if a target character within the spatial range of the second virtual object and in the first action state receives a target interaction event, the target character's attribute value is updated to the first attribute value according to the target interaction event control, and when the first attribute value meets the first attribute threshold, the target character continues to be in the first action state.

[0166] As an optional implementation, the creation module 802 is specifically used for: Restore the target character's health attribute value to the preset health value.

[0167] As an optional implementation, the display module 801 is further configured to: The control adds a target identifier to the target character located within the spatial range of the second virtual object; The creation module 802 is specifically used for: In response to the end of the third skill release, control restores the character attribute values ​​of the target character with the target identifier.

[0168] As an optional implementation, the display module 801 is specifically used for: The control adds a target identifier to the target role that is located within the spatial range of the second virtual object and whose target identifier has not been removed.

[0169] As an optional implementation, the display module 801 is further configured to: During the release of the third skill, if the target character with the target identifier moves outside the spatial range of the second virtual object, the target identifier is removed.

[0170] As an optional implementation, the display module 801 is further configured to: If the third skill is successfully released, when the first virtual character is eliminated, the target virtual item of the first virtual character is displayed, wherein the target virtual item is configured to trigger the creation of a third virtual object.

[0171] As an optional implementation, the display module 801 is further configured to: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or the virtual character belonging to the second faction to trigger the target event.

[0172] The processing flow of each module in the device and the interaction flow between each module can be referred to the relevant descriptions in the above method embodiments, and will not be detailed here.

[0173] This application also provides an electronic device 90, such as... Figure 9 The diagram shown is a schematic representation of the structure of an electronic device 90 provided in this application embodiment, including: a processor 91, a memory 92, and optionally, a bus 93. The memory 92 stores machine-readable instructions executable by the processor 91. When the electronic device 90 is running, the processor 91 communicates with the memory 92 via the bus 93, and the processor 91 executes the machine-readable instructions to perform the following steps: The view of the first virtual character is displayed through a graphical user interface, and the view includes the game scene. In response to a first skill release command for a first virtual character, a first virtual object is created in the game scene, the first virtual object being configured with a first spatial range; When the first virtual character is detected to be outside the first spatial range of the first virtual object, the first view screen of the first virtual character is displayed through the graphical user interface. The first view screen includes the first virtual object processed according to the first display parameters. When the first virtual character is detected to be within the first spatial range of the first virtual object, a second field of view of the first virtual character is displayed through a graphical user interface. The second field of view includes the first virtual object processed according to the second display parameters, and a game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

[0174] In one feasible implementation, the processor 91 is further configured to: In response to the first virtual character leaving the first spatial range of the first virtual object, and the duration of the first virtual character leaving the first spatial range being less than a preset duration, the first virtual object processed according to the second display parameters and the game scene located within the first spatial range are displayed in the field of view of the first virtual character.

[0175] In one feasible implementation, when the processor 91 creates a first virtual object in the game scene in response to a first skill release command for a first virtual character, it is specifically configured to: In response to a trigger operation for the first skill, determine the selection position in the game scene based on the trigger operation; In response to the end of the triggering operation, the first virtual object is created at the selected location.

[0176] In one feasible implementation, when the processor 91 creates a first virtual object in the game scene in response to a first skill release command for a first virtual character, it is specifically configured to: In response to the first skill release command for the first virtual character, display the coverage information of each other virtual object currently created; Determine whether the coverage area of ​​the first virtual object indicated by the first skill release command meets the preset conditions with the coverage areas of all other virtual objects currently created. If so, create the first virtual object.

[0177] In one feasible implementation, the first spatial range configured in the first virtual object is a dynamically changing spatial range, and the first spatial range has a maximum first spatial range, wherein the coverage area is the maximum first spatial range of the first virtual object.

[0178] In one feasible implementation, the first spatial range of the dynamic change gradually increases over time.

[0179] In one feasible implementation, the first spatial range of the first virtual object is configured with at least two creation phases, and different creation phases are configured with corresponding target sizes; When the processor 91 creates the first virtual object in the game scene, it is specifically used for: In the first creation phase, control the creation of a first virtual object with a first target size spatial range; In the second creation phase, the control extends the first spatial extent of the first virtual object from a first target size to a second target size, wherein the second creation phase is sequentially located after the first creation phase.

[0180] In one feasible implementation, the processor 91 is further configured to: Obtain the number of virtual characters participating in the game who have the same character attributes as the first virtual character; The target size of the first spatial range of the first virtual object created by the first virtual character and each virtual character with the same character attributes as the first virtual character through the first skill is determined based on the quantity.

[0181] In one feasible implementation, the processor 91 is further configured to: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first space of the first virtual object to execute a preset animation respectively; Control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger a target event, wherein the target event is configured with a debuff effect.

[0182] In one feasible implementation, when the processor 91 responds to a second skill release command for the first virtual character and controls each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute a preset animation, it is specifically used for: In the target creation stage of multiple creation stages corresponding to the first spatial range of the first virtual object, in response to the second skill release command for the first virtual character, control each virtual character belonging to the first camp and / or each virtual character belonging to the second camp located within the first spatial range of the first virtual object to execute a preset animation respectively.

[0183] In one feasible implementation, the preset animation is at least one of the following: Control each virtual character belonging to the first faction and each virtual character belonging to the second faction to move along a preset trajectory; Apply forces to each virtual character belonging to the first faction and each virtual character belonging to the second faction respectively, and control the movement of each virtual character belonging to the first faction and each virtual character belonging to the second faction according to the applied forces.

[0184] In one feasible implementation, the processor 91 is further configured to: Determine the spatial range of the first virtual character with a target spatial size, wherein the spatial range with the target spatial size is configured with preset game effects, and the preset game effects are configured to affect the virtual character located in the second space; In response to the first virtual character and the first virtual object satisfying a preset positional relationship, the system controls the virtual character located within a first spatial range of the first virtual object according to the preset game effect.

[0185] In one feasible implementation, when the processor 91 controls the virtual character located within a first spatial range of the first virtual object according to the preset game effect, it is specifically used for: Configure the preset game effects within the first spatial range of the first virtual object.

[0186] In one feasible implementation, the processor 91 is further configured to: Detect the vertical displacement change of the second virtual character within a spatial range with a target spatial size affected by a preset game effect and / or within a first spatial range of the first virtual object affected by the preset game effect, wherein the second virtual character is each virtual character belonging to the first camp and / or each virtual character belonging to the second camp. When the detected height difference of the vertical displacement change meets the first height difference threshold, the second virtual character is controlled to enter a negative game state, wherein the first height difference threshold is less than the preset height difference threshold that triggers the negative game state.

[0187] In one feasible implementation, the processor 91 is further configured to: When the detected height difference of the vertical displacement change meets the second height difference threshold, the second virtual character is controlled to trigger a target event, wherein the target event is configured with a debuff effect.

[0188] In one feasible implementation, the preset game effect includes increasing the gravity parameters that affect the virtual character.

[0189] In one feasible implementation, the processor 91 is further configured to: In response to a third skill release command for the first virtual character, a second virtual object is created in the game scene, the second virtual object being configured with a corresponding spatial range; In response to the end of the release of the third skill, the control restores the character attribute values ​​of the target character located within the spatial range of the second virtual object, wherein the target character and the first virtual character are in the same faction.

[0190] In one feasible implementation, when controlling the restoration of character attribute values ​​for a target character located within the spatial range of the second virtual object, the processor 91 is specifically used for: Control the restoration of character attribute values ​​for the target character located within the spatial range of the second virtual object and meeting the target conditions.

[0191] In one feasible implementation, the processor 91 is further configured to: During the release of the third skill, if a target character within the spatial range of the second virtual object and in the first action state receives a target interaction event, the target character's attribute value is updated to the first attribute value according to the target interaction event control, and when the first attribute value meets the first attribute threshold, the target character continues to be in the first action state.

[0192] In one feasible implementation, when controlling the restoration of character attribute values ​​for a target character located within the spatial range of the second virtual object, the processor 91 is specifically used for: Restore the target character's health attribute value to the preset health value.

[0193] In one feasible implementation, the processor 91 is further configured to: The control adds a target identifier to the target character located within the spatial range of the second virtual object; The step of restoring the character attribute values ​​of the target character located within the spatial range of the second virtual object in response to the end of the third skill release is as follows: In response to the end of the third skill release, control restores the character attribute values ​​of the target character with the target identifier.

[0194] In one feasible implementation, when the processor 91 controls the addition of target identifiers to target characters located within the spatial range of the second virtual object, it is specifically used for: The control adds a target identifier to the target role that is located within the spatial range of the second virtual object and whose target identifier has not been removed.

[0195] In one feasible implementation, the processor 91 is further configured to: During the release of the third skill, if the target character with the target identifier moves outside the spatial range of the second virtual object, the target identifier is removed.

[0196] In one feasible implementation, the processor 91 is further configured to: If the third skill is successfully released, when the first virtual character is eliminated, the target virtual item of the first virtual character is displayed, wherein the target virtual item is configured to trigger the creation of a third virtual object.

[0197] In a feasible implementation, before controlling each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute a preset animation, the processor 91 is further configured to: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger the target event.

[0198] This application embodiment also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor performs the following steps: The view of the first virtual character is displayed through a graphical user interface, and the view includes the game scene. In response to a first skill release command for a first virtual character, a first virtual object is created in the game scene, the first virtual object being configured with a first spatial range; When the first virtual character is detected to be outside the first spatial range of the first virtual object, the first view screen of the first virtual character is displayed through the graphical user interface. The first view screen includes the first virtual object processed according to the first display parameters. When the first virtual character is detected to be within the first spatial range of the first virtual object, a second field of view of the first virtual character is displayed through a graphical user interface. The second field of view includes the first virtual object processed according to the second display parameters, and a game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

[0199] In one feasible implementation, the processor is further configured to: In response to the first virtual character leaving the first spatial range of the first virtual object, and the duration of the first virtual character leaving the first spatial range being less than a preset duration, the first virtual object processed according to the second display parameters and the game scene located within the first spatial range are displayed in the field of view of the first virtual character.

[0200] In one feasible implementation, when the processor creates a first virtual object in the game scene in response to a first skill release command for a first virtual character, it specifically performs the following: In response to a trigger operation for the first skill, determine the selection position in the game scene based on the trigger operation; In response to the end of the triggering operation, the first virtual object is created at the selected location.

[0201] In one feasible implementation, when the processor creates a first virtual object in the game scene in response to a first skill release command for a first virtual character, it specifically performs the following: In response to the first skill release command for the first virtual character, display the coverage information of each other virtual object currently created; Determine whether the coverage area of ​​the first virtual object indicated by the first skill release command meets the preset conditions with the coverage areas of all other virtual objects currently created. If so, create the first virtual object.

[0202] In one feasible implementation, the first spatial range configured in the first virtual object is a dynamically changing spatial range, and the first spatial range has a maximum first spatial range, wherein the coverage area is the maximum first spatial range of the first virtual object.

[0203] In one feasible implementation, the first spatial range of the dynamic change gradually increases over time.

[0204] In one feasible implementation, the first spatial range of the first virtual object is configured with at least two creation phases, and different creation phases are configured with corresponding target sizes; When the processor creates the first virtual object in the game scene, it is specifically used for: In the first creation phase, control the creation of a first virtual object with a first target size spatial range; In the second creation phase, the control extends the first spatial extent of the first virtual object from a first target size to a second target size, wherein the second creation phase is sequentially located after the first creation phase.

[0205] In one feasible implementation, the processor is further configured to: Obtain the number of virtual characters participating in the game who have the same character attributes as the first virtual character; The target size of the first spatial range of the first virtual object created by the first virtual character and each virtual character with the same character attributes as the first virtual character through the first skill is determined based on the quantity.

[0206] In one feasible implementation, the processor is further configured to: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first space of the first virtual object to execute a preset animation respectively; Control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger a target event, wherein the target event is configured with a debuff effect.

[0207] In one feasible implementation, when the processor responds to a second skill release command for the first virtual character and controls each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute a preset animation, it is specifically used to: In the target creation stage of multiple creation stages corresponding to the first spatial range of the first virtual object, in response to the second skill release command for the first virtual character, control each virtual character belonging to the first camp and / or each virtual character belonging to the second camp located within the first spatial range of the first virtual object to execute a preset animation respectively.

[0208] In one feasible implementation, the preset animation is at least one of the following: Control each virtual character belonging to the first faction and each virtual character belonging to the second faction to move along a preset trajectory; Apply forces to each virtual character belonging to the first faction and each virtual character belonging to the second faction respectively, and control the movement of each virtual character belonging to the first faction and each virtual character belonging to the second faction according to the applied forces.

[0209] In one feasible implementation, the processor is further configured to: A spatial range with a target spatial size is determined for the first virtual character, wherein the spatial range with the target spatial size is configured with a preset game effect, and the preset game effect is configured to affect the virtual character located in the second space; in response to the first virtual character and the first virtual object satisfying a preset positional relationship, the virtual character located in the first spatial range of the first virtual object is controlled to be affected according to the preset game effect.

[0210] In one feasible implementation, when the processor controls the virtual character located within a first spatial range of the first virtual object to influence the game effect according to the preset game effect, it is specifically used for: Configure the preset game effects within the first spatial range of the first virtual object.

[0211] In one feasible implementation, the processor is further configured to: Detect the vertical displacement change of the second virtual character within a spatial range with a target spatial size affected by a preset game effect and / or within a first spatial range of the first virtual object affected by the preset game effect, wherein the second virtual character is each virtual character belonging to the first camp and / or each virtual character belonging to the second camp. When the detected height difference of the vertical displacement change meets the first height difference threshold, the second virtual character is controlled to enter a negative game state, wherein the first height difference threshold is less than the preset height difference threshold that triggers the negative game state.

[0212] In one feasible implementation, the processor is further configured to: When the detected height difference of the vertical displacement change meets the second height difference threshold, the second virtual character is controlled to trigger a target event, wherein the target event is configured with a debuff effect.

[0213] In one feasible implementation, the preset game effect includes increasing the gravity parameters that affect the virtual character.

[0214] In one feasible implementation, the processor is further configured to: In response to a third skill release command for the first virtual character, a second virtual object is created in the game scene, the second virtual object being configured with a corresponding spatial range; In response to the end of the release of the third skill, the control restores the character attribute values ​​of the target character located within the spatial range of the second virtual object, wherein the target character and the first virtual character are in the same faction.

[0215] In one feasible implementation, when the processor controls the restoration of character attribute values ​​for a target character located within the spatial range of the second virtual object, it is specifically used for: Control the restoration of character attribute values ​​for the target character located within the spatial range of the second virtual object and meeting the target conditions.

[0216] In one feasible implementation, the processor is further configured to: During the release of the third skill, if a target character within the spatial range of the second virtual object and in the first action state receives a target interaction event, the target character's attribute value is updated to the first attribute value according to the target interaction event control, and when the first attribute value meets the first attribute threshold, the target character continues to be in the first action state.

[0217] In one feasible implementation, when the processor controls the restoration of the character attribute values ​​of the target character located within the spatial range of the second virtual object, it is specifically used to: restore the life attribute value of the target character to a preset life value.

[0218] In one feasible implementation, the processor is further configured to: The control adds a target identifier to the target character located within the spatial range of the second virtual object; The step of controlling the restoration of character attribute values ​​for the target character located within the spatial range of the second virtual object in response to the end of the release of the third skill is as follows: controlling the restoration of character attribute values ​​for the target character with the target identifier in response to the end of the release of the third skill.

[0219] In one feasible implementation, when the processor controls the addition of target identifiers to target roles located within the spatial range of the second virtual object, it is specifically used for: The control adds a target identifier to the target role that is located within the spatial range of the second virtual object and whose target identifier has not been removed.

[0220] In one feasible implementation, the processor is further configured to: During the release of the third skill, if the target character with the target identifier moves outside the spatial range of the second virtual object, the target identifier is removed.

[0221] In one feasible implementation, the processor is further configured to: If the third skill is successfully released, when the first virtual character is eliminated, the target virtual item of the first virtual character is displayed, wherein the target virtual item is configured to trigger the creation of a third virtual object.

[0222] In a feasible implementation, before controlling each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute a preset animation, the processor is further configured to: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger the target event.

[0223] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.

[0224] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. If the functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes: USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing program code.

[0225] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application.

Claims

1. An information processing method in a game, characterized in that, include: The view of the first virtual character is displayed through a graphical user interface, and the view includes the game scene. In response to a first skill release command for a first virtual character, a first virtual object is created in the game scene, the first virtual object being configured with a first spatial range; When the first virtual character is detected to be outside the first spatial range of the first virtual object, the first view screen of the first virtual character is displayed through the graphical user interface. The first view screen includes the first virtual object processed according to the first display parameters. When the first virtual character is detected to be within the first spatial range of the first virtual object, a second field of view of the first virtual character is displayed through a graphical user interface. The second field of view includes the first virtual object processed according to the second display parameters, and a game scene located outside the first spatial range. The perspective effect of the first virtual object processed by the first display parameters is weaker than that of the first virtual object processed by the second display parameters.

2. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual character leaving the first spatial range of the first virtual object, and the duration of the first virtual character leaving the first spatial range being less than a preset duration, the first virtual object processed according to the second display parameters and the game scene located within the first spatial range are displayed in the field of view of the first virtual character.

3. The method according to claim 1, characterized in that, The step of creating a first virtual object in the game scene in response to a first skill release command for a first virtual character includes: In response to the first skill release command for the first virtual character, display the coverage information of each other virtual object currently created; Determine whether the coverage area of ​​the first virtual object indicated by the first skill release command meets the preset conditions with the coverage areas of all other virtual objects currently created. If so, create the first virtual object.

4. The method according to claim 3, characterized in that, The first spatial range configured for the first virtual object is a dynamically changing spatial range, and the first spatial range has a maximum first spatial range, wherein the coverage area is the maximum first spatial range of the first virtual object.

5. The method according to claim 1, characterized in that, The first spatial range of the first virtual object is configured with at least two creation stages, and different creation stages are configured with corresponding target sizes; Creating the first virtual object in the game scene includes: In the first creation phase, control the creation of a first virtual object with a first target size spatial range; In the second creation phase, the control extends the first spatial extent of the first virtual object from a first target size to a second target size, wherein the second creation phase is sequentially located after the first creation phase.

6. The method according to claim 1, characterized in that, The method further includes: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first space of the first virtual object to execute a preset animation respectively; Control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger a target event, wherein the target event is configured with a debuff effect.

7. The method according to claim 6, characterized in that, The response to the second skill release command for the first virtual character controls each virtual character belonging to the first faction and / or each virtual character belonging to the second faction located within the first spatial range of the first virtual object to execute a preset animation, including: In the target creation stage of multiple creation stages corresponding to the first spatial range of the first virtual object, in response to the second skill release command for the first virtual character, control each virtual character belonging to the first camp and / or each virtual character belonging to the second camp located within the first spatial range of the first virtual object to execute a preset animation respectively.

8. The method according to claim 1, characterized in that, The method further includes: Determine the spatial range of the first virtual character with a target spatial size, wherein the spatial range with the target spatial size is configured with preset game effects, and the preset game effects are configured to affect the virtual character located in the second space; In response to the first virtual character and the first virtual object satisfying a preset positional relationship, the system controls the virtual character located within a first spatial range of the first virtual object according to the preset game effect.

9. The method according to claim 8, characterized in that, The step of controlling the virtual character located within the first spatial range of the first virtual object according to the preset game effect is as follows: Configure the preset game effects within the first spatial range of the first virtual object.

10. The method according to claim 8, characterized in that, The method further includes: Detect the vertical displacement change of the second virtual character within a spatial range with a target spatial size affected by a preset game effect and / or within a first spatial range of the first virtual object affected by the preset game effect, wherein the second virtual character is each virtual character belonging to the first camp and / or each virtual character belonging to the second camp. When the detected height difference of the vertical displacement change meets the first height difference threshold, the second virtual character is controlled to enter a negative game state, wherein the first height difference threshold is less than the preset height difference threshold that triggers the negative game state.

11. The method according to claim 10, characterized in that, The method further includes: When the detected height difference of the vertical displacement change meets the second height difference threshold, the second virtual character is controlled to trigger a target event, wherein the target event is configured with a debuff effect.

12. The method according to claim 1, characterized in that, The method further includes: In response to the third skill release command for the first virtual character, a second virtual object is created in the game scene, the second virtual object being configured with a corresponding spatial range; In response to the end of the release of the third skill, the control restores the character attribute values ​​of the target character located within the spatial range of the second virtual object, wherein the target character and the first virtual character are in the same faction.

13. The method according to claim 12, characterized in that, The control of restoring the character attribute values ​​of the target character located within the spatial range of the second virtual object includes: Control the restoration of character attribute values ​​for the target character located within the spatial range of the second virtual object and meeting the target conditions.

14. The method according to claim 12, characterized in that, The method further includes: During the release of the third skill, if a target character within the spatial range of the second virtual object and in the first action state receives a target interaction event, the target character's attribute value is updated to the first attribute value according to the target interaction event control, and when the first attribute value meets the first attribute threshold, the target character continues to be in the first action state.

15. The method according to claim 12, characterized in that, The method further includes: Control the addition of target identifiers to target characters located within the spatial range of the second virtual object; The step of restoring the character attribute values ​​of the target character located within the spatial range of the second virtual object in response to the end of the third skill release is as follows: In response to the end of the third skill release, control restores the character attribute values ​​of the target character with the target identifier.

16. The method according to claim 15, characterized in that, The step of adding a target identifier to a target character located within the spatial range of the second virtual object includes: The control adds a target identifier to the target role that is located within the spatial range of the second virtual object and whose target identifier has not been removed.

17. The method according to claim 16, characterized in that, The method further includes: During the release of the third skill, if the target character with the target identifier moves outside the spatial range of the second virtual object, the target identifier is removed.

18. The method according to claim 12, characterized in that, The method further includes: If the third skill is successfully released, when the first virtual character is eliminated, the target virtual item of the first virtual character is displayed, wherein the target virtual item is configured to trigger the creation of a third virtual object.

19. The method according to claim 6, characterized in that, Before the step of controlling each virtual character belonging to the first faction and / or each virtual character belonging to the second faction within the first spatial range of the first virtual object to execute a preset animation, the method further includes: In response to the second skill release command for the first virtual character, control each virtual character belonging to the first faction and / or each virtual character belonging to the second faction to trigger the target event.

20. An electronic device, characterized in that, include: A processor and a memory, the memory storing machine-readable instructions executable by the processor, which, when the electronic device is running, are executed by the processor to perform the steps of the information processing method in a game as described in any one of claims 1 to 19.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the information processing method in the game as described in any one of claims 1 to 19.