Interaction control method and device in game and electronic equipment
By providing a graphical user interface in the game, players can select and release game skill options, and control the game character to perform different game behaviors depending on whether a target command is detected. This solves the problem of monotonous game skills and improves the game's playability and experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-02-04
- Publication Date
- 2026-04-21
AI Technical Summary
The game characters' skills have limited functionality, which reduces the difficulty of skill-based gameplay, makes the game time-consuming and resource-intensive, and results in a poor gaming experience.
Through a graphical user interface provided by the terminal device, players can select and release game skill options, and control the game character to perform different game behaviors depending on whether a target command is detected, including activating or deactivating additional effects of the target game object.
It increases the selectivity of game actions, improving the game's playability and overall experience.
Smart Images

Figure CN121891779A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game interaction design technology, and in particular to an interactive control method, device and electronic device in a game. Background Technology
[0002] In related technologies, game characters are usually equipped with multiple game skills, but the effects of these skills are relatively simple, which reduces the difficulty of skill-based gameplay, resulting in longer game sessions, higher resource consumption, and a poorer gaming experience. Summary of the Invention
[0003] The purpose of this disclosure is to provide an interactive control method, device, and electronic device for games to improve game playability and gaming experience.
[0004] In a first aspect, this disclosure provides an interactive control method for a game, providing a graphical user interface via a terminal device, the graphical user interface including at least a portion of the game screen of a game match; the game match includes a controlled game character controlled via the terminal device, the method comprising: determining a first game skill option, wherein the first game skill option includes a first skill and a target game object; upon detecting a first target instruction for the first game skill option, in response to a release instruction, controlling the controlled game character to perform a first target game behavior, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object; and upon not detecting a first target instruction for the first game skill option, in response to a release instruction, controlling the controlled game character to perform a second target game behavior, wherein the second target game behavior is a game behavior determined based on the first skill.
[0005] Secondly, this disclosure provides an interactive control device for a game, providing a graphical user interface via a terminal device. The graphical user interface includes at least a portion of the game screen of a game match. The game match includes a controlled game character controlled by the terminal device. The device includes: an option determination module for determining a first game skill option, wherein the first game skill option includes a first skill and a target game object; a first behavior execution module for controlling the controlled game character to perform a first target game behavior in response to a release command when a first target instruction for the first game skill option is detected, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object; and a second behavior execution module for controlling the controlled game character to perform a second target game behavior in response to a release command when no first target instruction for the first game skill option is detected, wherein the second target game behavior is a game behavior determined based on the first skill.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the above-mentioned game.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the interactive control method in the aforementioned game.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides an interactive control method, device, and electronic device for games. First, a first game skill option is determined, comprising a first skill and a target game object. Upon detecting a first target instruction for the first game skill option, in response to a release instruction, a controlled game character is controlled to perform a first target game behavior, which is a game behavior determined based on the first target instruction, the first skill, and the target game object. If no first target instruction for the first game skill option is detected, in response to a release instruction, the controlled game character is controlled to perform a second target game behavior, which is a game behavior determined based on the first skill. In this method, triggering a release instruction when the player executes or does not execute the first target instruction for the first game skill option will control the controlled game character to perform different target game behaviors, thereby increasing the selectivity of game behaviors and improving game playability and experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1A flowchart of an interactive control method in a game provided as an embodiment of this disclosure; Figure 2 A schematic diagram illustrating the display of a target identifier provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram illustrating the state adjustment of a target identifier provided in an embodiment of the present disclosure; Figure 4 This is a schematic diagram of a configuration area provided in an embodiment of the present disclosure; Figure 5 This is a schematic diagram illustrating the display of multiple preset game objects provided in an embodiment of the present disclosure; Figure 6 This is a schematic diagram illustrating the selection of a target game object according to an embodiment of the present disclosure; Figure 7 A schematic diagram of an object assembly provided in an embodiment of this disclosure; Figure 8 A schematic diagram of the structure of an interactive control device in a game provided in an embodiment of this disclosure; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0015] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0016] In one embodiment of this disclosure, the interactive control method in a game can run on a local terminal device or a server. When the interactive control method in a game runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0017] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive control methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0018] 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.
[0019] In one possible implementation, this disclosure provides an interactive control method for games, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device (as mentioned above) or a client device in a cloud interactive system (as mentioned above). The terminal device provides the GUI for the target game by running the game program corresponding to the target game, which can be a mobile game, a PC game, or a console game, etc.
[0020] The aforementioned graphical user interface includes at least a portion of the game screen; the game includes a controlled game character controlled via a terminal device, such as... Figure 1 As shown, the method includes the following specific steps: Step S102: Determine the first game skill option, wherein the first game skill option includes the first skill and the target game object.
[0021] In its implementation, the graphical user interface displays at least one game skill option. Different game skill options correspond to different game skills configured for the controlled game character, and each game skill option includes at least one game skill configured for the controlled game character. The game skill option may or may not include a target game object. The target game object is configured with additional effects, which may include, but are not limited to, adding extra game behaviors, improving game skill parameters, or changing game skill animations.
[0022] In response to a selection operation on at least one game skill option in the graphical user interface, the selected game skill option is defined as the first game skill option; wherein, the first game skill option can be any game skill option among the at least one game skill options configured with the target game object. The selection operation can be a click or long press operation on the first game skill option, or an operation of clicking a specified key on the keyboard, etc.
[0023] Specifically, the first game skill option includes a first skill and a target game object. The corresponding game behavior and skill effect of the first skill are pre-configured. For example, the first skill could be freezing an attacking character, knocking an attacking character into the air, or healing a game character.
[0024] Step S104: Upon detecting a first target instruction for the first game skill option, in response to a release instruction, control the controlled game character to perform a first target game behavior, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object.
[0025] In practice, the first target instruction for the first game skill option can be generated by triggering a specified control or target identifier displayed in the graphical user interface when the first game skill option is selected, or it can be generated by triggering a specific key on the keyboard when the first game skill option is selected.
[0026] When executing the first objective instruction for the first game skill option, the target game object contained in the first game skill option is activated to determine the first objective game action based on the first objective instruction, the first skill contained in the first game skill option, and the target game object. After determining the first objective game action, in response to the release instruction, the controlled game character is controlled to execute the first objective game action during the game.
[0027] In one specific embodiment, the aforementioned first target instruction is generated by consuming target resources of the controlled game character, and the amount of target resources consumed is associated with the first target game behavior. The target resources can be game currency, game items, level-up attempts, or other game resources. Typically, different amounts of target resources consumed will correspond to different first target game behaviors; for example, higher amounts of target resources consumed will result in stronger damage or attack power for the first target game behavior.
[0028] In step S106, if no first target instruction for the first game skill option is detected, in response to the release instruction, the controlled game character is controlled to perform a second target game behavior, wherein the second target game behavior is a game behavior determined according to the first skill.
[0029] When the player does not execute the first target command for the first game skill option, the target game object contained in the first game skill option will not be activated. At this time, the release command for the first game skill option is executed, controlling the controlled game character to perform the second target game behavior determined only by the first skill contained in the first game skill option during the game.
[0030] Because the release operation is performed when the target game object included in the first game skill option is not activated, the second target game action performed by the controlled game character in the game will not be determined based on the target game object, but only on the first skill. In this method, even if the first game skill option includes a target game object, but the target game object is not activated, the additional effects of the target game object will not be stacked when the skill is released.
[0031] This disclosure provides an interactive control method in a game. When a player executes or fails to execute the first target instruction for the first game skill option, triggering a release instruction will control the controlled game character to perform different target game behaviors, thereby increasing the selectivity of game behaviors and improving the game's playability and experience.
[0032] The following examples describe a method for determining the first target game behavior.
[0033] Specifically, after determining the first game skill option, in response to the first target instruction for the first game skill option, the first target game behavior is determined based on the first target instruction, the first skill, and the target game object; wherein, different target game objects are configured with different additional effects, and the additional effects include at least one of the following effects: changing the skill animation of the first skill, updating the skill parameters of the first skill, or adding additional game behaviors independent of the first skill.
[0034] In a specific implementation, the first game skill option includes a target game object, which is configured with additional effects. These additional effects include one or more of the following: changing the skill animation of the first skill, updating the skill parameters of the first skill, and adding additional game behaviors independent of the first skill.
[0035] The aforementioned change to the first skill animation can be understood as switching the first skill animation displayed in the graphical user interface when the first skill is released to the second skill animation. The first skill animation and the second skill animation are different; among them, the second skill animation has a stronger animation effect and a stronger visual impact than the first skill animation.
[0036] The aforementioned update to the first skill's parameters can be an enhancement of the first skill's parameters, such as increasing the attack power from level 1 to level 2, or increasing the defense power from level 2 to level 3; or it can be a change to certain parameters of the first skill, such as changing the freezing effect indicated by the first skill's parameters to a lightning effect, that is, changing the type of skill indicated by the skill parameters.
[0037] The aforementioned additional gameplay behaviors independent of the primary skill can be determined based on development needs. For example, additional gameplay behaviors could be behaviors that cause fixed damage to the target, defensive behaviors, or healing behaviors.
[0038] Based on the above description, when the additional effect corresponding to the target game object includes adding extra game behaviors independent of the first skill, the specific process of determining the first target game behavior based on the first target instruction, the first skill, and the target game object may include: determining a first enhancement parameter for the first skill based on the first target instruction; activating the target game object based on the first target instruction and determining the extra game behavior corresponding to the target game object, or activating the target game object based on the first target instruction and determining a second enhancement parameter for the extra game behavior corresponding to the target game object based on the first target instruction; and determining the first target game behavior based on the first enhancement parameter of the first skill and the extra game behavior corresponding to the target game object or the second enhancement parameter of the extra game behavior corresponding to the target game object.
[0039] In practical implementation, the first enhancement parameter for the first skill can be determined based on the number of times the first target command is triggered and / or the amount of target resources consumed. For example, the more times the first target command is triggered, the higher the enhancement level of the first enhancement parameter for the first skill; the more target resources are consumed to generate the first target command, the higher the enhancement level of the first enhancement parameter for the first skill, and so on.
[0040] In practical implementation, a target game object can be activated according to the first target instruction. Simultaneously, additional game behaviors corresponding to the target game object can be determined based on the first target instruction, or a second enhancement parameter for the additional game behaviors corresponding to the target game object can be determined based on the first target instruction. Specifically, different target game objects may have different additional game behaviors; the additional game behaviors corresponding to the target game object also differ depending on the random points generated based on the first target instruction. For example, when the random points are 1, the additional game behavior of the target game object is to deal an additional 1 point of damage to the attacking target; when the random points are 6, the additional game behavior of the target game object is to deal 10 points of damage to the attacking target.
[0041] The number of times the first target instruction is triggered or the amount of target resources consumed will affect the second enhancement parameters for the additional game behavior corresponding to the target game object. For example, the more times the first target instruction is triggered, the higher the enhancement level of the second enhancement parameters for the additional game behavior corresponding to the target game object; the more target resources are consumed to generate the first target instruction, the higher the enhancement level of the second enhancement parameters for the additional game behavior corresponding to the target game object, and so on.
[0042] Based on the above description, the specific process of controlling the controlled game character to perform the first target game behavior may include: controlling the controlled game character to perform the game behavior corresponding to the first skill determined according to the first enhancement parameter in the game; controlling the controlled game character to perform additional game behavior corresponding to the target game object or additional game behavior corresponding to the target game object determined according to the second enhancement parameter in the game.
[0043] In practice, you can first control the controlled game character to perform the game behavior corresponding to the first skill in the game, and then control the controlled game character to perform additional game behavior corresponding to the target game object; or you can first control the controlled game character to perform additional game behavior corresponding to the target game object in the game, and then control the controlled game character to perform the game behavior corresponding to the first skill.
[0044] In an optional embodiment, when the additional effect corresponding to the target game object includes updating the skill parameters of the first skill, the specific process of determining the first target game behavior based on the first target instruction, the first skill, and the target game object may include: determining a first enhancement parameter for the first skill based on the first target instruction; determining a third enhancement parameter for the first skill based on the game parameters corresponding to the target game object, or determining a fourth enhancement parameter for the first skill based on the first target instruction and the game parameters corresponding to the target game object; and determining the first target game behavior based on the first enhancement parameter, the third enhancement parameter, and the fourth enhancement parameter.
[0045] In practical implementation, when the additional effect corresponding to the target game object is to update the skill parameters of the first skill, the game parameters corresponding to the target game object can make the first skill add new skill effects (for example, when the first skill hits an enemy character, a freezing effect is added), or can increase the parameter value of the original skill parameters of the first skill (for example, the skill damage value of the first skill is increased by 40%).
[0046] When the additional effect corresponding to the target game object includes updating the skill parameters of the first skill, the specific process of controlling the controlled game character to perform the first target game behavior may include: controlling the controlled game character to perform the game behavior corresponding to the first skill determined by the first enhancement parameter and the third enhancement parameter in the game; or, controlling the controlled game character to perform the game behavior corresponding to the first game skill determined by the first enhancement parameter and the fourth enhancement parameter in the game.
[0047] In practice, the game behavior corresponding to the first game skill executed by the controlled game character in a game will vary depending on the previously determined enhancement parameters.
[0048] Furthermore, the first enhancement parameter includes the skill enhancement level (i.e., the aforementioned enhancement degree); based on this, the specific process of determining the first enhancement parameter for the first skill according to the first target instruction may include: determining the skill enhancement level of the first skill according to the amount of target resources consumed corresponding to triggering the first target instruction or according to the number of times the first target instruction is triggered; wherein, the skill enhancement level is positively correlated with the amount of target resources consumed, and the skill enhancement level is positively correlated with the number of times it is triggered.
[0049] In practice, the higher the amount of target resources consumed to trigger the first target command, the higher the skill enhancement level of the first skill; the more times the first target command is triggered, the higher the skill enhancement level of the first skill.
[0050] Optionally, the skill enhancement level cannot exceed the target level. That is, when the skill enhancement level of the first skill reaches the target level, the skill enhancement level cannot be increased by consuming target resources, nor can the skill enhancement level be increased by increasing the number of times the first target command is triggered.
[0051] In an optional embodiment, the target resource of the controlled game character is obtained by: providing the target resource to the controlled game character in response to the controlled game character entering a game; and / or, strengthening the resource to the controlled game character in response to the game entering the controlled game character's action turn.
[0052] The aforementioned target resources can be game currency, game items, level-up attempts, etc. When the controlled game character enters a game, the target resource is provided to the controlled game character. For example, when the controlled game character enters a game, 5 game coins are provided to the controlled game character. Each time a game coin is consumed, a first target command is triggered, and the first skill is upgraded by one level. Or, when the controlled game character enters a game, 3 level-up attempts are provided to the controlled game character. Each time a level-up attempt is consumed, a first target command is triggered, and the first skill is upgraded by one level.
[0053] Similarly, for other game characters participating in the game, such as the first character, when the first character enters the game, the game system also provides the first character with a certain amount of target resources. The amount of target resources obtained by different characters can be the same or different.
[0054] Additionally, in turn-based games, once the turn of a controlled game character begins, target resources can be provided to that character. For example, after the turn of a controlled game character begins, providing 5 game coins to that character will trigger a first target command and increase the first skill's enhancement level by one for each game coin consumed during that turn. Alternatively, after the turn of a controlled game character begins, providing 3 level-up attempts will trigger a first target command and increase the first skill's enhancement level by one for each level-up attempt consumed during that turn.
[0055] Similarly, for other game characters participating in the game, such as the first character, when it is the first character's turn, the game system also provides the first character with a certain amount of target resources. The amount of target resources obtained by different characters can be the same or different.
[0056] In practice, the target resource can be provided only when entering a game, only when entering an action turn, or both when entering a game and when entering an action turn.
[0057] In an optional embodiment, the consumption of the target resource is positively correlated with the number of times the first target instruction is triggered. That is, the higher the consumption of the target resource, the more times the first target instruction is triggered.
[0058] Furthermore, the specific process of determining the second enhancement parameter for the additional game behavior corresponding to the target game object based on the first target instruction may include: determining the second enhancement parameter for the additional game behavior corresponding to the target game object based on the amount of target resources consumed in generating the first target instruction or based on the number of times the first target instruction is triggered, and / or based on the enhancement points generated by the first target instruction.
[0059] In practical implementation, the second enhancement parameter for the additional game behavior corresponding to the target game object can be determined based solely on the amount of target resources consumed to generate the first target instruction or solely on the number of times the first target instruction is triggered. In this case, the higher the amount of target resources consumed, the higher the enhancement level corresponding to the second enhancement parameter; the more times the first target instruction is triggered, the higher the enhancement level corresponding to the second enhancement parameter.
[0060] The aforementioned enhancement points are randomly generated based on the first target instruction. These enhancement points can be a random number, such as 1 point or 6 points. Specifically, the second enhancement parameter for the external game behavior corresponding to the target game object can be determined solely based on the enhancement points generated by the first target instruction. A higher enhancement point count corresponds to a higher enhancement level for the second enhancement parameter. Alternatively, the enhancement level for the second enhancement parameter can be determined based on the number of specified points in the enhancement points; these specified points can be 6 points or the maximum number of points, etc. For example, the more specified points included in the enhancement points, the higher the enhancement level for the second enhancement parameter.
[0061] Furthermore, the second enhancement parameter for the external game behavior corresponding to the target game object can be determined based on both the amount of target resources consumed in generating the first target instruction or only the number of times the first target instruction is triggered, and the enhancement points generated by the first target instruction.
[0062] The following examples describe how to determine the first game skill option.
[0063] Specifically, the process of determining the first game skill option described above may include: displaying multiple game skill options in a graphical user interface; in response to a trigger operation on the first game skill option among the multiple game skill options, selecting the first game skill option, and displaying the skill information of the first skill contained in the first game skill option in the graphical user interface, as well as at least one of the following information: object information of the target game object, and target identifier of the associated skill information display.
[0064] In its implementation, the graphical user interface displays multiple game skill options configured for the controlled game character. These different game skill options include different game skills, and at least some of these options include the target game object. The aforementioned first game skill option is a game skill option among the multiple game skill options that includes the target game object.
[0065] In mobile games, the aforementioned triggering operation for the first game skill option can be clicking or long-pressing the first game skill option displayed in the graphical user interface; in PC games, the aforementioned triggering operation for the first game skill option can be selecting the first game skill option displayed in the graphical user interface using a mouse or keyboard, or clicking a specific key on the keyboard or mouse; in console games, the aforementioned triggering operation for the first game skill option can be clicking or long-pressing the first game skill option displayed in the graphical user interface using a game controller, or sliding the joystick on the game controller to trigger the first game skill option, etc.
[0066] When the first game skill option is selected, the skill information of the first skill included in the first game skill option will be displayed in the graphical user interface, as well as at least one of the following: object information of the target game object, and target identifier displayed in the associated skill information.
[0067] The skill information for the first skill described above is used to describe the skill name, skill effect, skill parameters, etc. The object information for the target game object includes the object name and description of additional effects of the target game object. The target identifier is displayed in the associated position of the skill information, which can be above, below, to the left, or to the right of the skill information.
[0068] The target identifiers mentioned above can be two-dimensional icons or three-dimensional identifiers, etc. Optionally, a first number of target identifiers are displayed in the graphical user interface, which can be one or three, etc.
[0069] like Figure 2 The image shown is a schematic diagram illustrating the display of a target identifier according to an embodiment of this disclosure. Figure 2 The interface displays three game skill options: Game Skill Option 1 for the first skill, Game Skill Option 2 for the second skill, and Game Skill Option 3 for the third skill. Players can select a game skill option by clicking on it. Figure 2Currently, game skill option 1 is selected. At this time, the graphical user interface displays the skill information corresponding to the first skill and the object information of the target game object included in game skill option 1. This skill information includes the skill description information 1 and the skill name 1 corresponding to the first skill. Three target icons are displayed above the skill information; these target icons are dice models, that is... Figure 2 The three cube models in the image represent three target identifiers.
[0070] Furthermore, the target identifier is a three-dimensional identifier, which includes a static state and a moving state. The initial state of the three-dimensional identifier is a static state. Specifically, in the initial state, the target identifier is in a static state. When the player triggers the first target command, at least part of the target identifier is in a moving state. This moving state can be a state in which the target identifier continuously rotates or moves in a certain direction.
[0071] Based on the above description, in response to a first target instruction for a first game skill option, a second number of target identifiers whose state has changed is determined based on the number of times the first target instruction is triggered; the second number of target identifiers is controlled to change from a static state to a moving state; wherein the second number is not greater than the first number, and the second number matches the number of triggers.
[0072] In practical implementation, the number of times the first target instruction is triggered matches the number of target identifiers whose states have changed. For example, if the first target instruction is triggered once, the state of one target identifier changes, that is, one target identifier is adjusted from a static state to a moving state; if the first target instruction is triggered twice, the states of two target identifiers change, that is, two target identifiers are adjusted from a static state to a moving state.
[0073] The aforementioned adjustment of the second number of target markers from a static state to a moving state allows players to understand the skill enhancement level of the first skill by the number of moving target markers. Generally, the more moving target markers there are, the higher the skill enhancement level of the first skill. For example, if there are 3 moving target markers, the skill enhancement level of the first skill is level 3; if there are 2 moving target markers, the skill enhancement level of the first skill is level 2.
[0074] Optionally, each time the first target command is triggered, one target resource will be consumed and the skill enhancement level will be increased by one level.
[0075] like Figure 3 The diagram shown is a schematic representation of a target identifier state adjustment according to an embodiment of this disclosure. Figure 3The system displays three stationary target markers, which is the first quantity mentioned above. When the skill enhancement level reaches level 2, two of the target markers in the graphical user interface are changed from a stationary state to a moving state. Figure 3 The first two of the three target identifiers are adjusted to be in motion.
[0076] In practice, the parameter values of the skill information for the first skill displayed in the graphical user interface change with the skill's enhancement level; the higher the enhancement level, the higher the parameter values. For example, if the skill parameter in the first skill's information represents the amount of damage dealt to the enemy, at skill enhancement level 0, the graphical user interface displays: 96% of attack power as damage; at skill enhancement level 1, 120% of attack power as damage; at skill enhancement level 2, 144% of attack power as damage; and at skill enhancement level 3, 168% of attack power as damage.
[0077] Because the first game skill option includes a target game object, the graphical user interface will display the target game object's information. This information changes with the enhancement level of the first skill, that is, it changes with the number of times the first target command is triggered. For example, the object information includes the number of target game objects. When the first target command is triggered twice, two target icons change from a static state to a moving state, and the number of objects displayed in the graphical user interface is adjusted to two. When the first target command is triggered three times, three target icons change from a static state to a moving state, and the number of objects displayed in the graphical user interface is adjusted to three.
[0078] In an alternative embodiment, in response to a release command, the display of enhancement points on a moving target identifier in the graphical user interface is controlled, and the moving target identifier is adjusted to a stationary state.
[0079] In practice, when the first objective command is triggered, the enhancement points are not displayed in real time in the graphical user interface. They are only displayed when the controlled game character performs the first objective action during a match. This method avoids players spending time adjusting their enhancement points to their desired value if they know the points in advance, thus reducing the game's randomness and enjoyment.
[0080] In another alternative embodiment, when the first target command is triggered, the enhancement points can be displayed in real time in the graphical user interface, so that players can understand the degree of enhancement of the target game object by the enhancement points.
[0081] In an optional embodiment, the multiple game skill options displayed in the graphical user interface include a second game skill option that contains only the second skill; based on this, in response to a skill release command for the second game skill option, the controlled game character is controlled to perform game behavior determined according to the second skill.
[0082] In practice, the above-mentioned skill release command can be a long press operation on the second game skill option or a click operation on a specified button on the keyboard.
[0083] Optionally, when a player selects the second game skill option, the skill information of the second skill and the target identifier of the first quantity can also be displayed in the graphical user interface. When the second game skill is selected, the first target instruction is triggered, and the skill enhancement level of the second skill is determined according to the first target instruction. The method for determining the skill enhancement level can refer to the above embodiment, and will not be repeated here.
[0084] The following examples illustrate how game skill options can be configured.
[0085] Specifically, the aforementioned target game object is a preset game object determined from a plurality of preset game objects provided by the system in response to a configuration operation for the first game skill option.
[0086] In practice, the first game skill option allows you to configure any one of multiple preset game objects as the target game object. Different preset game objects correspond to different additional effects.
[0087] In an optional embodiment, the aforementioned preset game object is obtained by: in response to a controlled game character completing a specified game task, providing the controlled game character with a preset game object that matches the specified game task. Different specified game tasks may correspond to the same or different preset game objects.
[0088] In practical applications, the controlled game character configuration has at least one configuration scheme, which is used to generate game skill options. Each configuration scheme includes at least two equipment slots, wherein one of the at least two equipment slots is associated with a game skill, and the other of the at least two equipment slots is associated with a preset game object. That is, one of the at least two equipment slots is used to equip a game skill, and the other equipment slot is used to equip a preset game object.
[0089] Based on the above description, a configuration scheme corresponding to the first game skill option is determined from at least one configuration scheme; a target game object is determined from multiple preset game objects; and in response to the association operation, an association relationship is established between the target game object and the assembly position in the configuration scheme.
[0090] In practice, the first skill is equipped in one of the assembly slots of the configuration scheme corresponding to the first game skill option. When equipping the target game object in another assembly slot, the target game object is first determined from multiple preset game objects. Then, the association between the target game object and the assembly slot in the configuration scheme is established, so that the target game object is equipped in another assembly slot in the configuration scheme.
[0091] Furthermore, the configuration scheme corresponding to the first game skill option is generated in the following manner: a configuration area of the controlled game character is displayed in the graphical user interface; wherein the configuration area includes skill configuration items and at least one configuration scheme, and the skill configuration items include skill identifiers of multiple game skills; in response to a selection operation of a target configuration scheme among at least one configuration scheme, the target configuration scheme is selected; in response to a selection operation of a first skill identifier, the first skill corresponding to the first skill identifier is selected, and the skill icon corresponding to the first skill is displayed on the assembly slot in the target configuration scheme, so as to generate the configuration scheme for the first game skill option corresponding to the first skill.
[0092] The aforementioned target configuration scheme can be any one of at least one configuration scheme; the selection operation for the target configuration scheme can be a click or a long press; the aforementioned first skill identifier is the skill identifier corresponding to the first skill; the selection operation for the first skill identifier can be a click or a long press, etc. Specifically, when the player selects the target configuration scheme and the first skill identifier, the skill icon of the first skill corresponding to the first skill identifier will be displayed in the equipment slot of the target configuration scheme, so as to intuitively show that the first skill is equipped in the equipment slot. Here, the target configuration scheme equipped with the first skill is also the configuration scheme corresponding to the first game skill option.
[0093] like Figure 4 The diagram shown is a schematic representation of a configuration area provided in an embodiment of this disclosure. Figure 4 The configuration area includes two configuration schemes 10, each containing two assembly slots 11; the configuration area also displays four skill identifiers (including the first skill identifier, the second skill identifier, the third skill identifier, and the fourth skill identifier), which correspond to the four game skills that the controlled game character can configure.
[0094] Based on the above description, the specific process of determining the target game object from multiple preset game objects may include: displaying multiple preset game objects in a graphical user interface; in response to a selection operation on the target game object among the multiple preset game objects, selecting the target game object and displaying the target control in the graphical user interface.
[0095] The target game object can be any one of multiple preset game objects. The selection operation for the target game object can be a click operation or a long press operation. After the target game object is selected, the target game object is in a selected state, and a target control is displayed at the associated position of the target game object. The target control is used to assemble the target game object. The associated position can be above or below the target game object, etc.
[0096] like Figure 5 The diagram shown is a display illustration of multiple preset game objects provided in an embodiment of this disclosure. Figure 5 The graphical user interface displays four preset game objects, which are unselected. In the lower right corner of the graphical user interface, there are two configuration options: the first game skill option and the second game skill option.
[0097] like Figure 6 The diagram shown is a schematic representation of selecting a target game object according to an embodiment of this disclosure. Figure 6 The selected object is preset game object 3, which is now selected and designated as the target game object. Simultaneously, Figure 6 The currently selected option is the configuration scheme corresponding to the first skill, which is... Figure 6 The configuration scheme is displayed in dark gray. When the player selects preset game object 3, the target control is displayed below preset game object 3.
[0098] Furthermore, the specific process of establishing the association between the target game object and the assembly position in the configuration scheme in response to the association operation may include: displaying the object identifier of the target game object on the assembly position in the configuration scheme in response to the trigger operation on the target control, so as to establish the association between the target game object and the assembly position in the configuration scheme.
[0099] In practice, the triggering operation for the target control can be a click operation or a long press operation for the target control.
[0100] like Figure 7 The diagram shown is a schematic representation of an object assembly according to an embodiment of this disclosure. Figure 7This is a display illustration shown below the target control that triggers the preset game object 3. When the player triggers the target control, the object identifier of the preset game object 3 will be displayed on the assembly slot of the configuration scheme corresponding to the first skill.
[0101] Furthermore, in response to a selection operation on a target game object among multiple preset game objects, after selecting the target game object and displaying the target control in the graphical user interface, and in response to a scheme switching operation, the scheme to be configured corresponding to the first game skill option is adjusted to the target scheme to be configured determined from at least one configuration scheme based on the scheme switching operation; in response to a trigger operation on the target control, the object identifier of the target game object is displayed on the assembly position of the target scheme to be configured, thereby establishing an association between the target game object and the assembly position in the target scheme to be configured. This method allows for arbitrary configuration of the association between the target game object and the game skills in the scheme to be configured.
[0102] In practice, the aforementioned scheme switching operation can be a click operation on the switching control displayed in the graphical user interface, or a click or long-press operation on other schemes to be configured in the schemes corresponding to the currently selected first game skill option in the graphical user interface. The target scheme to be configured can be any scheme other than the scheme corresponding to the currently selected first game skill option in at least one configuration scheme.
[0103] In an optional embodiment, a specified game object is included among multiple preset game objects. The specified game object is equipped on a certain configuration scheme. After the game skill option is generated, during the game phase, when the player selects the game skill option, regardless of whether the player triggers the first target command for the game skill option or executes the release command, the controlled game character will execute the game behavior determined by the game skill included in the game skill option and the specified game object in the game object.
[0104] In one alternative implementation, a first game skill option is determined from game skill options displayed in a graphical user interface, wherein the first game skill option includes at least a first skill; in response to a first target instruction for the first game skill option, when the first game skill option includes a target game object, a first target game behavior of the controlled game character is determined based on the first target instruction, the target game object, and the first skill; in response to a release instruction, the controlled game character is controlled to perform the first target game behavior in a game match, wherein the first target game behavior includes game behavior corresponding to the first skill and / or game behavior corresponding to the target game object.
[0105] In the specific implementation, after determining the first game skill option, it is first necessary to determine whether the first game skill option includes the target game object; if it does, the skill information of the first skill and the object information of the target game object are displayed in the graphical user interface; if it does not, only the skill information of the first skill is displayed in the graphical user interface.
[0106] Corresponding to the above method embodiments, this disclosure also provides an interactive control device for games, which provides a graphical user interface through a terminal device. This graphical user interface includes at least a portion of the game screen; the game includes a controlled game character controlled by the terminal device, such as... Figure 8 As shown, the device includes: Option determination module 70 is used to determine the first game skill option, wherein the first game skill option includes the first skill and the target game object.
[0107] The first behavior execution module 71 is used to control the controlled game character to perform a first target game behavior in response to a release command when a first target instruction for a first game skill option is detected, wherein the first target game behavior is a game behavior determined according to the first target instruction, the first skill and the target game object; The second behavior execution module 72 is used to control the controlled game character to perform a second target game behavior in response to a release command when no first target instruction for the first game skill option is detected, wherein the second target game behavior is a game behavior determined according to the first skill.
[0108] The interactive control device in the aforementioned game triggers a release command when the player executes or fails to execute the first target command for the first game skill option. This command controls the controlled game character to perform different target game behaviors, thereby increasing the selectivity of game behaviors and improving the game's playability and experience.
[0109] Furthermore, the aforementioned first objective instruction is generated by consuming the target resources of the controlled game character, and the amount of target resources consumed is related to the first objective game behavior.
[0110] Furthermore, the aforementioned device also includes a first behavior determination module, configured to: after determining the first game skill option, in response to a first target instruction for the first game skill option, determine a first target game behavior based on the first target instruction, the first skill, and the target game object; wherein different target game objects are configured with different additional effects, the additional effects including at least one of the following effects: changing the skill animation of the first skill, updating the skill parameters of the first skill, or adding additional game behaviors independent of the first skill.
[0111] Furthermore, when the additional effect corresponding to the target game object includes adding additional game behaviors independent of the first skill, the aforementioned first behavior determination module is used to: determine a first enhancement parameter for the first skill according to the first target instruction; activate the target game object according to the first target instruction and determine the additional game behaviors corresponding to the target game object, or activate the target game object according to the first target instruction and determine a second enhancement parameter for the additional game behaviors corresponding to the target game object according to the first target instruction; and determine the first target game behavior according to the first enhancement parameter of the first skill and the additional game behaviors corresponding to the target game object or the second enhancement parameter of the additional game behaviors corresponding to the target game object.
[0112] Furthermore, the aforementioned first behavior execution module 71 is used to: control the controlled game character to perform game behavior corresponding to the first skill determined according to the first enhancement parameter in the game; control the controlled game character to perform additional game behavior corresponding to the target game object or additional game behavior corresponding to the target game object determined according to the second enhancement parameter in the game.
[0113] Furthermore, when the additional effect corresponding to the target game object includes updating the skill parameters of the first skill, the aforementioned first action is a determining module, used to: determine the first enhancement parameter for the first skill according to the first target instruction; determine the third enhancement parameter of the first skill according to the game parameters corresponding to the target game object, or determine the fourth enhancement parameter of the first skill according to the first target instruction and the game parameters corresponding to the target game object; and determine the first target game action based on the first enhancement parameter, the third enhancement parameter, and the fourth enhancement parameter.
[0114] Furthermore, the aforementioned first behavior execution module 71 is used to: control the controlled game character to perform game behavior corresponding to the first skill determined according to the first enhancement parameter and the third enhancement parameter in the game; or, control the controlled game character to perform game behavior corresponding to the first game skill determined according to the first enhancement parameter and the fourth enhancement parameter in the game.
[0115] Furthermore, the aforementioned first enhancement parameter includes the skill enhancement level; based on this, the aforementioned first line is a determining module, which is also used to: determine the skill enhancement level of the first skill according to the amount of target resources consumed corresponding to triggering the first target instruction or according to the number of times the first target instruction is triggered; wherein, the skill enhancement level is positively correlated with the amount of target resources consumed, and the skill enhancement level is positively correlated with the number of times it is triggered.
[0116] Furthermore, the aforementioned first line of the determining module is also used to: determine the second enhancement parameter of the additional game behavior corresponding to the target game object based on the amount of target resources consumed in generating the first target instruction or based on the number of times the first target instruction is triggered, and / or based on the enhancement points generated by the first target instruction.
[0117] Furthermore, the consumption of the aforementioned target resources is positively correlated with the number of times the first target instruction is triggered.
[0118] Furthermore, the aforementioned option determination module 70 is configured to: display multiple game skill options in a graphical user interface; in response to a trigger operation on a first game skill option among the multiple game skill options, select the first game skill option, and display in the graphical user interface the skill information of the first skill contained in the first game skill option, as well as at least one of the following: object information of the target game object, and target identifier of the associated skill information display.
[0119] Furthermore, the aforementioned target identifier is a three-dimensional identifier, which includes a static state and a moving state, and the initial state of the three-dimensional identifier is a static state; a first number of target identifiers are displayed in the graphical user interface; based on this, the aforementioned device further includes a state adjustment module, used to: in response to a first target instruction for a first game skill option, determine a second number of target identifiers whose state has changed based on the number of times the first target instruction is triggered; control the second number of target identifiers to adjust from a static state to a moving state; wherein the second number is not greater than the first number, and the second number matches the number of triggers.
[0120] Furthermore, the above-mentioned device also includes a point display module, which is used to: in response to a release command, control the display of enhanced points on a target marker in motion in the graphical user interface, and adjust the target marker in motion to a stationary state.
[0121] Furthermore, among the multiple game skill options is a second game skill option that includes only the second skill; based on this, the device further includes a third behavior determination module, used to: control the controlled game character to perform game behavior determined according to the second skill in response to a skill release command for the second game skill option.
[0122] Furthermore, the aforementioned target game object is a preset game object determined from a plurality of preset game objects provided by the system in response to a configuration operation for the first game skill option.
[0123] Furthermore, the controlled game character configuration has at least one configuration scheme, which is used to generate game skill options; the configuration scheme includes at least two equipment slots, wherein one of the at least two equipment slots is associated with a game skill, and the other of the at least two equipment slots is associated with a preset game object.
[0124] Furthermore, the above-mentioned device also includes a scheme configuration module, used for: determining a scheme to be configured corresponding to the first game skill option from at least one configuration scheme; determining a target game object from multiple preset game objects; and establishing an association relationship between the target game object and the assembly position in the scheme to be configured in response to an association operation.
[0125] Furthermore, the aforementioned device also includes a scheme generation module, configured to: display a configuration area of a controlled game character in a graphical user interface; wherein the configuration area includes skill configuration items and at least one scheme to be configured, the skill configuration items including skill identifiers of multiple game skills; in response to a selection operation of a target scheme to be configured among at least one scheme to be configured, select the target scheme to be configured; in response to a selection operation of a first skill identifier, select the first skill corresponding to the first skill identifier, and display the skill icon corresponding to the first skill on the assembly position in the target scheme to be configured, so as to generate a scheme to be configured for the first game skill option corresponding to the first skill.
[0126] Furthermore, the above-mentioned scheme generation module is also used to: display multiple preset game objects in the graphical user interface; in response to a selection operation on a target game object among the multiple preset game objects, select the target game object and display the target control in the graphical user interface; in response to a trigger operation on the target control, display the object identifier of the target game object on the assembly position of the scheme to be configured, so as to establish the association between the target game object and the assembly position in the scheme to be configured.
[0127] Furthermore, the aforementioned device also includes a scheme switching module, configured to: in response to a selection operation of a target game object among multiple preset game objects, after selecting the target game object and displaying the target control in the graphical user interface, adjust the configuration scheme corresponding to the first game skill option to the target configuration scheme determined from at least one configuration scheme based on the scheme switching operation; and in response to a trigger operation of the target control, display the object identifier of the target game object on the assembly position of the target configuration scheme to establish an association between the target game object and the assembly position in the target configuration scheme.
[0128] Furthermore, the aforementioned preset game object is obtained in the following manner: in response to the controlled game character completing a specified game task, a preset game object matching the specified game task is provided to the controlled game character.
[0129] The interactive control device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0130] This disclosure also provides an electronic device, such as... Figure 9 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the interactive control method in the game described above.
[0131] Specifically, a graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game screen; the game includes a controlled game character controlled by the terminal device, and the interactive control method in the game includes: determining a first game skill option, wherein the first game skill option includes a first skill and a target game object; if a first target instruction for the first game skill option is detected, in response to a release instruction, controlling the controlled game character to perform a first target game behavior, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object; if no first target instruction for the first game skill option is detected, in response to a release instruction, controlling the controlled game character to perform a second target game behavior, wherein the second target game behavior is a game behavior determined based on the first skill.
[0132] The interactive control method in the above game allows the player to execute or not execute the first target command when the first game skill option is selected. Triggering the release command will control the controlled game character to perform different target game behaviors, thereby increasing the selectivity of game behaviors and improving the game's playability and experience.
[0133] In an optional embodiment, the aforementioned first target instruction is generated by consuming the target resources of the controlled game character, and the amount of target resources consumed is associated with the first target game behavior.
[0134] In an optional embodiment, after determining the first game skill option, the method further includes: in response to a first target instruction for the first game skill option, determining a first target game behavior based on the first target instruction, the first skill, and the target game object; wherein different target game objects are configured with different additional effects, and the additional effects include at least one of the following effects: changing the skill animation of the first skill, updating the skill parameters of the first skill, or adding additional game behaviors independent of the first skill.
[0135] In an optional embodiment, when the additional effect corresponding to the target game object includes adding additional game behaviors independent of the first skill, the step of determining the first target game behavior based on the first target instruction, the first skill, and the target game object includes: determining a first enhancement parameter for the first skill based on the first target instruction; activating the target game object based on the first target instruction and determining the additional game behavior corresponding to the target game object, or activating the target game object based on the first target instruction and determining a second enhancement parameter for the additional game behavior corresponding to the target game object based on the first target instruction; and determining the first target game behavior based on the first enhancement parameter of the first skill and the additional game behavior corresponding to the target game object or the second enhancement parameter of the additional game behavior corresponding to the target game object.
[0136] In an optional embodiment, the step of controlling the controlled game character to perform the first target game behavior includes: controlling the controlled game character to perform game behavior corresponding to the first skill determined according to the first enhancement parameter in the game; controlling the controlled game character to perform additional game behavior corresponding to the target game object or additional game behavior corresponding to the target game object determined according to the second enhancement parameter in the game.
[0137] In an optional embodiment, when the additional effect corresponding to the target game object includes updating the skill parameters of the first skill, the step of determining the first target game behavior based on the first target instruction, the first skill, and the target game object includes: determining a first enhancement parameter for the first skill based on the first target instruction; determining a third enhancement parameter for the first skill based on the game parameters corresponding to the target game object, or determining a fourth enhancement parameter for the first skill based on the first target instruction and the game parameters corresponding to the target game object; and determining the first target game behavior based on the first enhancement parameter, the third enhancement parameter, and the fourth enhancement parameter.
[0138] In an optional embodiment, the step of controlling the controlled game character to perform the first target game behavior includes: controlling the controlled game character to perform game behavior corresponding to the first skill determined according to the first enhancement parameter and the third enhancement parameter in a game match; or, controlling the controlled game character to perform game behavior corresponding to the first game skill determined according to the first enhancement parameter and the fourth enhancement parameter in a game match.
[0139] In an optional embodiment, the first enhancement parameter includes a skill enhancement level; based on this, the step of determining the first enhancement parameter for the first skill according to the first target instruction includes: determining the skill enhancement level of the first skill according to the amount of target resources consumed corresponding to triggering the first target instruction or according to the number of times the first target instruction is triggered; wherein, the skill enhancement level is positively correlated with the amount of target resources consumed and the skill enhancement level is positively correlated with the number of times it is triggered.
[0140] In an optional embodiment, the step of determining the second enhancement parameter of the additional game behavior corresponding to the target game object according to the first target instruction includes: determining the second enhancement parameter of the additional game behavior corresponding to the target game object according to the amount of target resources consumed in generating the first target instruction or according to the number of times the first target instruction is triggered, and / or, based on the enhancement points generated by the first target instruction.
[0141] In an optional embodiment, the consumption of the target resource is positively correlated with the number of times the first target instruction is triggered.
[0142] In an optional embodiment, the step of determining the first game skill option includes: displaying multiple game skill options in a graphical user interface; in response to a trigger operation on the first game skill option among the multiple game skill options, selecting the first game skill option, and displaying the skill information of the first skill contained in the first game skill option in the graphical user interface, as well as at least one of the following information: object information of the target game object, and target identifier of the associated skill information display.
[0143] In an optional embodiment, the target identifier is a three-dimensional identifier, which includes a static state and a moving state, and the initial state of the three-dimensional identifier is a static state; a first number of target identifiers are displayed in the graphical user interface; based on this, the method further includes: in response to a first target instruction for a first game skill option, determining a second number of target identifiers whose state has changed based on the number of times the first target instruction is triggered; controlling the second number of target identifiers to adjust from a static state to a moving state; wherein the second number is not greater than the first number, and the second number matches the number of triggers.
[0144] In an optional embodiment, the method further includes: in response to a release command, controlling the display of reinforcement points on a target identifier in motion in a graphical user interface, and adjusting the target identifier in motion to a stationary state.
[0145] In an optional embodiment, the plurality of game skill options includes a second game skill option that contains only the second skill; based on this, the method further includes: in response to a skill release command for the second game skill option, controlling the controlled game character to perform game behavior determined according to the second skill.
[0146] In an optional embodiment, the target game object is a preset game object determined from a plurality of preset game objects provided by the system in response to a configuration operation for the first game skill option.
[0147] In an optional embodiment, the controlled game character is configured with at least one configuration scheme, which is used to generate game skill options; the configuration scheme includes at least two assembly slots, wherein one of the at least two assembly slots is associated with a game skill, and the other of the at least two assembly slots is associated with a preset game object.
[0148] In an optional embodiment, the method further includes: determining a configuration scheme corresponding to the first game skill option from at least one configuration scheme; determining a target game object from a plurality of preset game objects; and establishing an association relationship between the target game object and the assembly position in the configuration scheme in response to an association operation.
[0149] In an optional embodiment, the configuration scheme corresponding to the first game skill option is generated in the following manner: a configuration area of the controlled game character is displayed in a graphical user interface; wherein the configuration area includes skill configuration items and at least one configuration scheme, and the skill configuration items include skill identifiers of multiple game skills; in response to a selection operation of a target configuration scheme among at least one configuration scheme, the target configuration scheme is selected; in response to a selection operation of a first skill identifier, the first skill corresponding to the first skill identifier is selected, and the skill icon corresponding to the first skill is displayed on the assembly position in the target configuration scheme, so as to generate the configuration scheme of the first game skill option corresponding to the first skill.
[0150] In an optional embodiment, the step of determining the target game object from a plurality of preset game objects includes: displaying a plurality of preset game objects in a graphical user interface; in response to a selection operation on the target game object among the plurality of preset game objects, selecting the target game object and displaying the target control in the graphical user interface. Based on this, the step of establishing an association between the target game object and the assembly position in the configuration scheme in response to an association operation includes: in response to a trigger operation on the target control, displaying the object identifier of the target game object on the assembly position in the configuration scheme to establish an association between the target game object and the assembly position in the configuration scheme.
[0151] In an optional embodiment, after selecting the target game object and displaying the target control in the graphical user interface in response to a selection operation of the target game object among multiple preset game objects, the method further includes: adjusting the configuration scheme corresponding to the first game skill option to the target configuration scheme determined from at least one configuration scheme based on the configuration switching operation in response to a scheme switching operation; and displaying the object identifier of the target game object on the assembly position of the target configuration scheme in response to a trigger operation of the target control, so as to establish an association between the target game object and the assembly position in the target configuration scheme.
[0152] In an optional embodiment, the aforementioned preset game object is obtained in the following manner: in response to the controlled game character completing a specified game task, a preset game object matching the specified game task is provided to the controlled game character.
[0153] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0154] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0155] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0156] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the interactive control method in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0157] Specifically, a graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game screen; the game includes a controlled game character controlled by the terminal device, and the interactive control method in the game includes: determining a first game skill option, wherein the first game skill option includes a first skill and a target game object; if a first target instruction for the first game skill option is detected, in response to a release instruction, controlling the controlled game character to perform a first target game behavior, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object; if no first target instruction for the first game skill option is detected, in response to a release instruction, controlling the controlled game character to perform a second target game behavior, wherein the second target game behavior is a game behavior determined based on the first skill.
[0158] The interactive control method in the above game allows the player to execute or not execute the first target command when the first game skill option is selected. Triggering the release command will control the controlled game character to perform different target game behaviors, thereby increasing the selectivity of game behaviors and improving the game's playability and experience.
[0159] In an optional embodiment, the aforementioned first target instruction is generated by consuming the target resources of the controlled game character, and the amount of target resources consumed is associated with the first target game behavior.
[0160] In an optional embodiment, after determining the first game skill option, the method further includes: in response to a first target instruction for the first game skill option, determining a first target game behavior based on the first target instruction, the first skill, and the target game object; wherein different target game objects are configured with different additional effects, and the additional effects include at least one of the following effects: changing the skill animation of the first skill, updating the skill parameters of the first skill, or adding additional game behaviors independent of the first skill.
[0161] In an optional embodiment, when the additional effect corresponding to the target game object includes adding additional game behaviors independent of the first skill, the step of determining the first target game behavior based on the first target instruction, the first skill, and the target game object includes: determining a first enhancement parameter for the first skill based on the first target instruction; activating the target game object based on the first target instruction and determining the additional game behavior corresponding to the target game object, or activating the target game object based on the first target instruction and determining a second enhancement parameter for the additional game behavior corresponding to the target game object based on the first target instruction; and determining the first target game behavior based on the first enhancement parameter of the first skill and the additional game behavior corresponding to the target game object or the second enhancement parameter of the additional game behavior corresponding to the target game object.
[0162] In an optional embodiment, the step of controlling the controlled game character to perform the first target game behavior includes: controlling the controlled game character to perform game behavior corresponding to the first skill determined according to the first enhancement parameter in the game; controlling the controlled game character to perform additional game behavior corresponding to the target game object or additional game behavior corresponding to the target game object determined according to the second enhancement parameter in the game.
[0163] In an optional embodiment, when the additional effect corresponding to the target game object includes updating the skill parameters of the first skill, the step of determining the first target game behavior based on the first target instruction, the first skill, and the target game object includes: determining a first enhancement parameter for the first skill based on the first target instruction; determining a third enhancement parameter for the first skill based on the game parameters corresponding to the target game object, or determining a fourth enhancement parameter for the first skill based on the first target instruction and the game parameters corresponding to the target game object; and determining the first target game behavior based on the first enhancement parameter, the third enhancement parameter, and the fourth enhancement parameter.
[0164] In an optional embodiment, the step of controlling the controlled game character to perform the first target game behavior includes: controlling the controlled game character to perform game behavior corresponding to the first skill determined according to the first enhancement parameter and the third enhancement parameter in a game match; or, controlling the controlled game character to perform game behavior corresponding to the first game skill determined according to the first enhancement parameter and the fourth enhancement parameter in a game match.
[0165] In an optional embodiment, the first enhancement parameter includes a skill enhancement level; based on this, the step of determining the first enhancement parameter for the first skill according to the first target instruction includes: determining the skill enhancement level of the first skill according to the amount of target resources consumed corresponding to triggering the first target instruction or according to the number of times the first target instruction is triggered; wherein, the skill enhancement level is positively correlated with the amount of target resources consumed and the skill enhancement level is positively correlated with the number of times it is triggered.
[0166] In an optional embodiment, the step of determining the second enhancement parameter of the additional game behavior corresponding to the target game object according to the first target instruction includes: determining the second enhancement parameter of the additional game behavior corresponding to the target game object according to the amount of target resources consumed in generating the first target instruction or according to the number of times the first target instruction is triggered, and / or, based on the enhancement points generated by the first target instruction.
[0167] In an optional embodiment, the consumption of the target resource is positively correlated with the number of times the first target instruction is triggered.
[0168] In an optional embodiment, the step of determining the first game skill option includes: displaying multiple game skill options in a graphical user interface; in response to a trigger operation on the first game skill option among the multiple game skill options, selecting the first game skill option, and displaying the skill information of the first skill contained in the first game skill option in the graphical user interface, as well as at least one of the following information: object information of the target game object, and target identifier of the associated skill information display.
[0169] In an optional embodiment, the target identifier is a three-dimensional identifier, which includes a static state and a moving state, and the initial state of the three-dimensional identifier is a static state; a first number of target identifiers are displayed in the graphical user interface; based on this, the method further includes: in response to a first target instruction for a first game skill option, determining a second number of target identifiers whose state has changed based on the number of times the first target instruction is triggered; controlling the second number of target identifiers to adjust from a static state to a moving state; wherein the second number is not greater than the first number, and the second number matches the number of triggers.
[0170] In an optional embodiment, the method further includes: in response to a release command, controlling the display of reinforcement points on a target identifier in motion in a graphical user interface, and adjusting the target identifier in motion to a stationary state.
[0171] In an optional embodiment, the plurality of game skill options includes a second game skill option that contains only the second skill; based on this, the method further includes: in response to a skill release command for the second game skill option, controlling the controlled game character to perform game behavior determined according to the second skill.
[0172] In an optional embodiment, the target game object is a preset game object determined from a plurality of preset game objects provided by the system in response to a configuration operation for the first game skill option.
[0173] In an optional embodiment, the controlled game character is configured with at least one configuration scheme, which is used to generate game skill options; the configuration scheme includes at least two assembly slots, wherein one of the at least two assembly slots is associated with a game skill, and the other of the at least two assembly slots is associated with a preset game object.
[0174] In an optional embodiment, the method further includes: determining a configuration scheme corresponding to the first game skill option from at least one configuration scheme; determining a target game object from a plurality of preset game objects; and establishing an association relationship between the target game object and the assembly position in the configuration scheme in response to an association operation.
[0175] In an optional embodiment, the configuration scheme corresponding to the first game skill option is generated in the following manner: a configuration area of the controlled game character is displayed in a graphical user interface; wherein the configuration area includes skill configuration items and at least one configuration scheme, and the skill configuration items include skill identifiers of multiple game skills; in response to a selection operation of a target configuration scheme among at least one configuration scheme, the target configuration scheme is selected; in response to a selection operation of a first skill identifier, the first skill corresponding to the first skill identifier is selected, and the skill icon corresponding to the first skill is displayed on the assembly position in the target configuration scheme, so as to generate the configuration scheme of the first game skill option corresponding to the first skill.
[0176] In an optional embodiment, the step of determining the target game object from a plurality of preset game objects includes: displaying a plurality of preset game objects in a graphical user interface; in response to a selection operation on the target game object among the plurality of preset game objects, selecting the target game object and displaying the target control in the graphical user interface. Based on this, the step of establishing an association between the target game object and the assembly position in the configuration scheme in response to an association operation includes: in response to a trigger operation on the target control, displaying the object identifier of the target game object on the assembly position in the configuration scheme to establish an association between the target game object and the assembly position in the configuration scheme.
[0177] In an optional embodiment, after selecting the target game object and displaying the target control in the graphical user interface in response to a selection operation of the target game object among multiple preset game objects, the method further includes: adjusting the configuration scheme corresponding to the first game skill option to the target configuration scheme determined from at least one configuration scheme based on the configuration switching operation in response to a scheme switching operation; and displaying the object identifier of the target game object on the assembly position of the target configuration scheme in response to a trigger operation of the target control, so as to establish an association between the target game object and the assembly position in the target configuration scheme.
[0178] In an optional embodiment, the aforementioned preset game object is obtained in the following manner: in response to the controlled game character completing a specified game task, a preset game object matching the specified game task is provided to the controlled game character.
[0179] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0180] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0181] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0182] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0183] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including at least a portion of the game screen; the game including a controlled game character controlled by the terminal device; the method comprising: Determine the first game skill option, wherein the first game skill option includes a first skill and a target game object; Upon detecting a first target instruction for the first game skill option, in response to a release instruction, the controlled game character is controlled to perform a first target game behavior, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object; In the absence of a first target instruction for the first game skill option, in response to a release instruction, the controlled game character is controlled to perform a second target game behavior, wherein the second target game behavior is a game behavior determined based on the first skill.
2. The method according to claim 1, characterized in that, The first target instruction is generated by consuming the target resources of the controlled game character, and the amount of target resources consumed is associated with the first target game behavior.
3. The method according to claim 1, characterized in that, After the step of determining the first game skill option, the method further includes: In response to a first target instruction for the first game skill option, a first target game behavior is determined based on the first target instruction, the first skill, and the target game object; wherein different target game objects are configured with different additional effects, the additional effects including at least one of the following effects: changing the skill animation of the first skill, updating the skill parameters of the first skill, or adding additional game behaviors independent of the first skill.
4. The method according to claim 3, characterized in that, When the additional effects corresponding to the target game object include adding extra game behaviors independent of the first skill, the step of determining the first target game behavior based on the first target instruction, the first skill, and the target game object includes: Determine the first enhancement parameter for the first skill based on the first target instruction; Activate the target game object according to the first target instruction, determine the additional game behavior corresponding to the target game object, or activate according to the first target instruction and determine the second enhancement parameter for the additional game behavior corresponding to the target game object according to the first target instruction; The first target game behavior is determined based on the first enhancement parameter of the first skill and the second enhancement parameter of the additional game behavior corresponding to the target game object or the additional game behavior corresponding to the target game object.
5. The method according to claim 4, characterized in that, The step of controlling the controlled game character to perform the first target game behavior includes: The controlled game character is controlled to perform game behaviors corresponding to the first skill determined according to the first enhancement parameter during the game. The controlled game character is controlled to perform additional game behaviors corresponding to the target game object or additional game behaviors corresponding to the target game object as determined by the second enhancement parameter during the game.
6. The method according to claim 3, characterized in that, When the additional effect corresponding to the target game object includes updating the skill parameters of the first skill, the step of determining the first target game behavior based on the first target instruction, the first skill, and the target game object includes: Determine the first enhancement parameter for the first skill based on the first target instruction; The third enhancement parameter of the first skill is determined based on the game parameters corresponding to the target game object, or the fourth enhancement parameter of the first skill is determined based on the first target instruction and the game parameters corresponding to the target game object; The first target game behavior is determined based on the first enhancement parameter, the third enhancement parameter, and the fourth enhancement parameter.
7. The method according to claim 6, characterized in that, The step of controlling the controlled game character to perform the first target game behavior includes: The controlled game character is controlled to perform game behaviors corresponding to the first skill determined according to the first enhancement parameter and the third enhancement parameter during the game. Alternatively, the controlled game character may be controlled to perform game behaviors corresponding to the first game skill determined according to the first enhancement parameter and the fourth enhancement parameter during the game.
8. The method according to claim 4 or 6, characterized in that, The first enhancement parameter includes the skill enhancement level; The step of determining the first enhancement parameter for the first skill based on the first target instruction includes: The skill enhancement level of the first skill is determined based on the amount of target resources consumed to trigger the first target instruction or based on the number of times the first target instruction is triggered; wherein, the skill enhancement level is positively correlated with the amount of target resources consumed and the skill enhancement level is positively correlated with the number of times it is triggered.
9. The method according to claim 4, characterized in that, The step of determining the second enhancement parameter for the additional game behavior corresponding to the target game object based on the first target instruction includes: Based on the amount of target resources consumed in generating the first target instruction or based on the number of times the first target instruction is triggered, and / or based on the number of enhancement points generated by the first target instruction, a second enhancement parameter for the additional game behavior corresponding to the target game object is determined.
10. The method according to claim 8 or 9, characterized in that, The consumption of the target resource is positively correlated with the number of times the first target instruction is triggered.
11. The method according to claim 10, characterized in that, The step of determining the first game skill option includes: The graphical user interface displays multiple game skill options; In response to a trigger operation on a first game skill option among the plurality of game skill options, the first game skill option is selected, and the skill information of the first skill contained in the first game skill option is displayed in the graphical user interface, as well as at least one of the following: object information of the target game object, and target identifier associated with the display of the skill information.
12. The method according to claim 11, characterized in that, The target identifier is a three-dimensional identifier, which includes a static state and a moving state, and the initial state of the three-dimensional identifier is a static state; the graphical user interface displays a first number of the target identifiers; the method further includes: In response to a first target instruction for the first game skill option, a second number of target identifiers whose state has changed is determined based on the number of times the first target instruction has been triggered; The second number of target identifiers is controlled to change from the static state to the moving state; wherein the second number is not greater than the first number, and the second number matches the number of triggers.
13. The method according to claim 12, characterized in that, The method further includes: In response to a release command, the system controls the display of reinforcement points on the target identifier in the moving state in the graphical user interface, and adjusts the target identifier in the moving state to the stationary state.
14. The method according to claim 11, characterized in that, The multiple game skill options include: a second game skill option that contains only the second skill; the method further includes: In response to a skill release command for the second game skill option, the controlled game character is controlled to perform game actions determined according to the second skill.
15. The method according to claim 1, characterized in that, The target game object is a preset game object determined from a plurality of preset game objects provided by the system in response to a configuration operation for the first game skill option.
16. The method according to claim 15, characterized in that, The controlled game character is configured with at least one configuration scheme, which is used to generate game skill options; the configuration scheme includes at least two equipment slots, wherein one of the at least two equipment slots is associated with a game skill, and the other of the at least two equipment slots is associated with the preset game object.
17. The method according to claim 16, characterized in that, The method further includes: Determine the configuration scheme to be configured corresponding to the first game skill option from the at least one configuration scheme; Determine the target game object from among the multiple preset game objects; In response to the association operation, an association relationship is established between the target game object and the assembly position in the configuration scheme.
18. The method according to claim 17, characterized in that, The configuration scheme corresponding to the first game skill option is generated in the following way: The configuration area of the controlled game character is displayed in the graphical user interface; wherein, the configuration area includes skill configuration items and at least one configuration scheme, and the skill configuration items include skill identifiers of multiple game skills; In response to a selection operation for a target configurable scheme among the at least one configurable schemes, the target configurable scheme is selected; In response to the selection operation for the first skill identifier, the first skill corresponding to the first skill identifier is selected, and the skill icon corresponding to the first skill is displayed on the assembly slot in the target configuration scheme to generate a configuration scheme for the first game skill option corresponding to the first skill.
19. The method according to claim 17, characterized in that, The step of determining the target game object from the plurality of preset game objects includes: The graphical user interface displays the plurality of preset game objects; In response to a selection operation on a target game object among the plurality of preset game objects, the target game object is selected, and a target control is displayed in the graphical user interface; The step of establishing the association between the target game object and the assembly slot in the configuration scheme in response to the association operation includes: In response to a trigger operation on the target control, the object identifier of the target game object is displayed on the assembly position of the configuration scheme to establish an association between the target game object and the assembly position in the configuration scheme.
20. The method according to claim 18, characterized in that, After the steps of selecting the target game object and displaying the target control in the graphical user interface in response to the selection operation of the target game object among the plurality of preset game objects, the method further includes: In response to the scheme switching operation, the scheme to be configured corresponding to the first game skill option is adjusted to the target scheme to be configured determined from the at least one configuration scheme based on the scheme switching operation; In response to a trigger operation on the target control, the object identifier of the target game object is displayed on the assembly position of the target configuration scheme to establish an association between the target game object and the assembly position in the target configuration scheme.
21. The method according to claim 15, characterized in that, The preset game object is obtained in the following way: In response to the controlled game character completing a specified game task, a preset game object matching the specified game task is provided to the controlled game character.
22. An interactive control device for a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game screen; The game includes a controlled game character controlled via the terminal device, and the device includes: The option determination module is used to determine the first game skill option, wherein the first game skill option includes a first skill and a target game object; The first behavior execution module is configured to, upon detecting a first target instruction for the first game skill option, control the controlled game character to perform a first target game behavior in response to a release instruction, wherein the first target game behavior is a game behavior determined based on the first target instruction, the first skill, and the target game object; The second behavior execution module is configured to, in response to a release command, control the controlled game character to perform a second target game behavior in the absence of a first target instruction for the first game skill option, wherein the second target game behavior is a game behavior determined based on the first skill.
23. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the game according to any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method in the game as described in any one of claims 1 to 21.