Game role control method and device, program product and electronic equipment

Through the graphical user interface of the terminal device, players can control auxiliary virtual objects to follow or detach from the game character in the game and perform game behaviors that match the target object. This solves the problem that auxiliary virtual objects cannot perform tasks independently and enhances the game interaction dimension and player experience.

CN121891781APending Publication Date: 2026-04-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-02-12
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

In existing technologies, auxiliary virtual objects cannot perform game tasks independently of game characters, making it difficult to meet players' needs for cross-scene adaptive interaction, limiting the dimensions of game interaction, and affecting the player experience.

Method used

Through a graphical user interface provided by the terminal device, players can control auxiliary virtual objects to follow or detach from the game character and perform game behaviors that match the target object, including pathfinding, following, and skill triggering.

Benefits of technology

It enables flexible assignment of auxiliary virtual objects, meets players' needs for adaptive interaction across scenarios, and enhances the game's interaction dimensions and player experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game role control method and device, a program product and electronic equipment, and the game role control method comprises the steps: responding to a moving operation for a first virtual role, and controlling an auxiliary virtual object to follow the first virtual role to move in a game scene; in response to a target operation for the auxiliary virtual object, determining a target object; the target object is an interactive object or a second virtual character in the game scene; and controlling the auxiliary virtual object to be separated from the first virtual character, and executing a game behavior matched with the target object. According to the method, the target object is determined for the auxiliary virtual object, and the auxiliary virtual object is controlled to be separated from the first virtual character to execute the game behavior matched with the target object, so that some cross-scene adaptive interaction requirements of players can be flexibly met, the game interaction dimension can be effectively improved, and the game experience of the players is enriched.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a game character control method, a game character control device, a computer program product, and an electronic device. Background Technology

[0002] In some games, to assist players in competitive gameplay, a game character with auxiliary virtual objects is provided for players to control.

[0003] In related technologies, auxiliary virtual objects configured for game characters usually follow the game character and cannot perform some game tasks independently of the game character itself. This makes it difficult to meet some of the player's cross-scene adaptive interaction needs, which limits the dimensions of game interaction and thus affects the player's game experience.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This disclosure provides a game character control method, a game character control device, a computer program product, and an electronic device, to at least partially solve the problem that auxiliary virtual objects in related technologies are unable to meet some of the players' cross-scene adaptive interaction needs.

[0006] According to a first aspect of this disclosure, a game character control method is provided, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene, a first virtual character, and an auxiliary virtual object configured for the first virtual character. The method includes: in response to a movement operation on the first virtual character, controlling the auxiliary virtual object to follow the first virtual character in moving within the game scene; in response to a target operation on the auxiliary virtual object, determining a target object; the target object being an interactive object or a second virtual character in the game scene; and controlling the auxiliary virtual object to detach from the first virtual character and perform game behavior matching the target object.

[0007] According to a second aspect of this disclosure, a game character control device is provided, which provides a graphical user interface via a terminal device. The graphical user interface displays at least a game scene, a first virtual character, and an auxiliary virtual object configured for the first virtual character. The device includes: a first movement following module, configured to control the auxiliary virtual object to follow the first virtual character in the game scene in response to a movement operation on the first virtual character; a target object determination module, configured to determine a target object in response to a target operation on the auxiliary virtual object; the target object being an interactive object or a second virtual character in the game scene; and a game behavior execution module, configured to control the auxiliary virtual object to detach from the first virtual character and execute game behaviors matching the target object.

[0008] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the game character control method of the first aspect described above and its possible implementations.

[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game character control method of the first aspect and possible implementations thereof by executing the executable instructions.

[0010] The technical solution disclosed herein has the following beneficial effects: In the aforementioned game character control process, in response to a movement operation targeting the first virtual character, the auxiliary virtual object is controlled to move alongside the first virtual character within the game scene; in response to a target operation targeting the auxiliary virtual object, the target object is determined; the target object is either an interactive object or a second virtual character within the game scene; the auxiliary virtual object is then controlled to detach from the first virtual character and execute game behaviors matching the target object. On one hand, by performing target operations on the auxiliary virtual object, players can determine the target object within the game scene, enabling flexible assignment of the auxiliary virtual object, allowing it to perform certain game tasks independently of the first virtual character. On the other hand, by assigning the auxiliary virtual object configured for the first virtual character to interactive objects or a second virtual character within the game scene and executing corresponding game behaviors, some cross-scene adaptive interaction needs of players can be met, effectively enhancing the game interaction dimension and enriching the player's gaming experience. Attached Figure Description

[0011] Figure 1 A flowchart illustrating a game character control method in this exemplary embodiment is shown; Figure 2 This illustration shows a flowchart of controlling an auxiliary virtual object to perform pathfinding behavior in this exemplary embodiment; Figure 3 This illustration shows a flowchart of controlling an auxiliary virtual object to perform follow behavior in this exemplary embodiment; Figure 4 This example illustrates a flowchart of a second skill triggering process in this exemplary embodiment; Figure 5 This example illustrates a flowchart of a third skill triggering process in this exemplary embodiment; Figure 6 This diagram illustrates a structural block diagram of a game character control device according to this exemplary embodiment; Figure 7 An electronic device for implementing the above-described game character control method is shown in this exemplary embodiment. Detailed Implementation

[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0014] In related technologies, auxiliary virtual objects configured for game characters usually follow the game character and cannot perform some game tasks independently of the game character itself. This makes it difficult to meet some of the player's cross-scene adaptive interaction needs, which limits the dimensions of game interaction and thus affects the player's game experience.

[0015] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a game character control method, a game character control device, a computer program product, and an electronic device.

[0016] In one embodiment of this disclosure, the game character control method can run on a local terminal device or a server. When the game character control method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0017] In one alternative 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's execution and the game screen presentation are separated. The storage and execution of the game character control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user; however, the game processing is handled by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0018] In one alternative 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 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 alternative implementation, refer to Figure 1 The flowchart illustrates a method for controlling a game character, which provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a game scene, a first virtual character, and auxiliary virtual objects configured for the first virtual character. Specifically, it includes the following steps S110 to S130: Step S110: In response to a movement operation on the first virtual character, control the auxiliary virtual object to follow the first virtual character and move within the game scene; Step S120: In response to a target operation on an auxiliary virtual object, determine the target object; the target object is an interactive object or a second virtual character in the game scene. Step S130: Control the auxiliary virtual object to detach from the first virtual character and execute game behaviors that match the target object.

[0020] Figure 1In the method shown, players determine the target object in the game scene by performing target operations on the auxiliary virtual object. This allows for flexible assignment of the auxiliary virtual object, enabling it to perform some game tasks independently of the first virtual character. By assigning the auxiliary virtual object configured by the first virtual character to interactive objects or a second virtual character in the game scene and executing corresponding game behaviors, some cross-scene adaptive interaction needs of players can be met, effectively enhancing the game interaction dimension and enriching the player's game experience.

[0021] The game scene is a virtual scene displayed (or provided) by the application when it runs on a terminal or server. Optionally, the virtual scene may be a simulation of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment; this disclosure does not specifically limit this.

[0022] In this embodiment of the disclosure, the game scene may include one or more interactive objects and multiple virtual characters participating in the game (e.g., a first game character, a second game character, and a third game character).

[0023] Interactive objects can be one or more pre-defined virtual objects in the game scene. For example, interactive objects can be popcorn machines, steam ovens, etc. It should be noted that in actual applications, interactive objects can be static objects distributed in the game scene or dynamic objects distributed in the game scene, and can be pre-defined by the developers. This disclosure does not impose specific limitations on them.

[0024] The first virtual character refers to a dynamic object in the game scene that can be controlled by a terminal device and is equipped with auxiliary virtual objects. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc., and this disclosure does not specifically limit it.

[0025] Among them, auxiliary virtual objects refer to the attached objects that are pre-configured for the first virtual character and can assist the first virtual character in game competition, such as dolls, pets, pendants, etc. This disclosure does not make specific limitations on them.

[0026] Optionally, the auxiliary virtual object can be a visual virtual object that does not have collision attributes, that is, it does not trigger the collision determination mechanism with other objects in the game scene and can directly pass through other objects in the game scene.

[0027] The following is about Figure 1 Each step in the process will be explained in detail.

[0028] In step S110, in response to a movement operation on the first virtual character, the auxiliary virtual object is controlled to follow the first virtual character and move within the game scene.

[0029] The movement operation for the first virtual character refers to the interactive command operation executed in response to the change of the first virtual character's spatial position in the game scene. Specifically, it may include displacement-related control command input behaviors such as walking, running, jumping, and turning, which are not specifically limited in this disclosure. In the default state, that is, when the auxiliary virtual object is not assigned, the auxiliary virtual object can float at a specific associated position of the first virtual character and move with the first virtual character in the game scene.

[0030] Optionally, the first virtual character may be configured with a corresponding third detection range, which may be located in front of the first virtual character. Its size and shape may be fixed or variable, and this disclosure does not impose specific limitations on this. For example, as the first virtual character grows (e.g., as experience points increase, or after the player selects a growth branch related to expanding the third detection range), the third detection range will expand accordingly, for example, changing from a fan shape to a circle.

[0031] Optionally, the auxiliary virtual object may be configured with a corresponding first detection range, which may be located in front of the auxiliary virtual object. Its size and shape may be fixed or variable, and this disclosure does not impose specific limitations on this. For example, as the auxiliary virtual object or the first virtual character grows (e.g., as experience points increase, or after the player selects a growth branch related to expanding the first detection range), the first detection range will expand accordingly, for example, from a fan shape to a circle.

[0032] In one alternative implementation, when the auxiliary virtual object moves with the first virtual character in the game scene, in response to the detection of a third virtual character within a first detection range of the auxiliary virtual object and / or a third detection range of the first virtual character, a ninth game effect can be applied to the third virtual character.

[0033] Optionally, the third virtual character can be any virtual character in the game scene that is in a different game faction than the first virtual character. For example, if the first virtual character is the pursuer in the game scene, the third virtual character can be the escapee in the game scene. When the third virtual character and the first virtual character are in different game factions, the ninth game effect can be a detrimental game effect, such as creating a perspective effect, reducing interaction speed, reducing movement speed, etc., and this disclosure does not specifically limit this. Among them, creating a perspective effect can be, for example, by outlining the third virtual character hidden in the game scene, revealing its shape and position to the first virtual character's friendly players.

[0034] When the auxiliary virtual object normally follows the first virtual character as it moves in the game scene, by controlling the application of a ninth game effect to a third virtual character that enters the first detection range of the auxiliary virtual object and / or the third detection range of the first virtual character, the player can apply game effects to the third virtual character, thereby enhancing the depth of game interaction.

[0035] It should be noted that the various detection ranges involved in this disclosure can be visually marked in the game scene to prompt players, and this disclosure does not impose specific limitations on them.

[0036] In step S120, in response to a target operation on an auxiliary virtual object, a target object is determined; the target object is an interactive object or a second virtual character in the game scene.

[0037] Optionally, the second virtual character can be any virtual character in the game scene that is in the same game faction as the first virtual character.

[0038] The target operation can be a selection operation from an interactive object or a second virtual character.

[0039] Here, the target object refers to the object used to perform a specific game action, which is determined for the auxiliary virtual object. It can be an interactive object or a second virtual character in the game scene. For example, the target object can be determined by dragging and assigning a control to an interactive object or a second virtual character in the game scene. For instance, if you drag and assign a control to interactive object 'a', interactive object 'a' can be used as the target object; if you drag and assign a control to virtual character 'A', virtual character 'A' can be used as the target object.

[0040] In step S130, the auxiliary virtual object is controlled to detach from the first virtual character and perform game behaviors that match the target object.

[0041] The game behaviors performed by the auxiliary virtual object can be a set of operation instructions assigned to the auxiliary virtual object and executed upon meeting preset triggering conditions, which may include, but are not limited to, pathfinding and following behaviors. The game behaviors controlled by the auxiliary virtual object may differ depending on the type of the target object; this disclosure does not impose specific limitations on this.

[0042] In one optional implementation, if the target object is an interactive object in the game scene, the above-mentioned control auxiliary virtual object detaches from the first virtual character and performs game behavior matching the target object, which can be achieved through the following steps: control the auxiliary virtual object to detach from the first virtual character, and control the auxiliary virtual object to move towards the interactive object according to the scene position of the interactive object; control the auxiliary virtual object to perform pathfinding behavior based on the preset area range of the interactive object.

[0043] For example, the follow binding between the auxiliary virtual object and the first virtual character can be controlled to be released, so that the auxiliary virtual object is detached from the first virtual character.

[0044] For example, an auxiliary virtual object can be controlled to move in a hovering posture to the scene location of the assigned interactive object (i.e., the target object).

[0045] The preset area range refers to a pre-defined pathfinding area. For example, the preset area range can be a circular area centered on the interactive object, and this disclosure does not specifically limit it.

[0046] When the target object is an interactive object in the game scene, the auxiliary virtual object is controlled to perform adaptive pathfinding behavior based on the preset area of ​​the interactive object. This can improve the interaction depth between the auxiliary virtual object and the game scene, and eliminates the need for players to perform complex control operations.

[0047] In one optional implementation, the above-mentioned control of the auxiliary virtual object to perform pathfinding behavior based on the preset area range of the interactive object can be achieved through the following steps: determining the target pathfinding point based on the preset area range of the interactive object, and controlling the auxiliary virtual object to move to the target pathfinding point; in response to the pathfinding behavior for the target pathfinding point, updating the target pathfinding point based on the preset area range of the interactive object, and controlling the auxiliary virtual object to move to the updated target pathfinding point.

[0048] Here, the target wayfinding point refers to the location where navigation is currently required for the assigned interactive object. The target wayfinding point can be located within a preset area of ​​the interactive object, a position reachable by the virtual character. For example, the target wayfinding point can be obtained by randomly searching for a wayfinding point within the preset area of ​​the assigned interactive object.

[0049] After the auxiliary virtual object completes its pathfinding behavior at the target pathfinding point, it can continue to update the target pathfinding point based on the preset area of ​​the interactive object, and control the auxiliary virtual object to move to the updated target pathfinding point, thereby enabling the auxiliary virtual object to perform multi-point pathfinding within the preset area of ​​the assigned interactive object. For example, the target pathfinding point can be updated by randomly finding a pathfinding point within the preset area of ​​the interactive object.

[0050] In one alternative implementation, after controlling the auxiliary virtual object to move to the target wayfinding point, the following steps can also be performed: controlling the auxiliary virtual object to stay at the target wayfinding point for a first preset time.

[0051] The first preset duration refers to the pre-set duration for which the auxiliary virtual object stays at a single wayfinding point, such as 5 seconds. The specific duration can be determined by the developers, and this disclosure does not impose any specific limitations on it.

[0052] By controlling the duration for which the auxiliary virtual object stays at the target pathfinding point, problems such as missed detections and excessive processor overhead caused by frequent and rapid movement of the auxiliary virtual object can be avoided to some extent.

[0053] In one optional implementation, the above-mentioned determination of the target wayfinding point based on the preset area range of the interactive object can be achieved through the following steps: determining the first wayfinding point based on the scene location of the interactive object, and using the first wayfinding point as the initial target wayfinding point.

[0054] For example, the scene location of the assigned interactive object can be used as the first wayfinding point, i.e., the initial target wayfinding point. Specifically, the auxiliary virtual object can be controlled to move towards the assigned interactive object, and after reaching the scene location of the assigned interactive object, the scene location of the assigned interactive object is used as the first wayfinding point (i.e., the initial target wayfinding point), and the auxiliary virtual object is controlled to stay at the first wayfinding point for a first preset time. After the auxiliary virtual object performs wayfinding behavior at the first wayfinding point, the target wayfinding point can be updated based on the preset area range of the assigned interactive object.

[0055] In one alternative implementation, a second waypoint can be determined by random search within a preset area of ​​the interactive object, and the target waypoint can be updated based on the second waypoint. The second wayfinding point refers to the next wayfinding point found after the first wayfinding point. Specifically, the system can randomly search for a reachable location of the virtual character within the preset area of ​​the assigned interactive object, determine the second wayfinding point, and control the auxiliary virtual object to move to the second wayfinding point. After the auxiliary virtual object performs wayfinding behavior at the second wayfinding point, it can continue to update the target wayfinding point based on the preset area of ​​the assigned interactive object.

[0056] In one alternative implementation, a third pathfinding point can be determined based on the second pathfinding point and the initial target pathfinding point, and the target pathfinding point can be updated based on the third pathfinding point.

[0057] The third pathfinding point refers to the next pathfinding point found after the second pathfinding point. Specifically, the third pathfinding point can be determined by combining the second pathfinding point and the initial target pathfinding point, and the auxiliary virtual object can be controlled to move to the third pathfinding point. After the auxiliary virtual object performs pathfinding behavior at the third pathfinding point, it can continue to update the target pathfinding point based on the preset area range of the assigned interactive object.

[0058] By randomly searching, a second pathfinding point is determined; based on the second pathfinding point and the initial target pathfinding point, a third pathfinding point is determined. This allows the auxiliary virtual object to perform pathfinding behavior within the preset area of ​​the assigned interactive object each time, following a unique pathfinding route, thus ensuring the differentiation of the pathfinding path.

[0059] In one optional implementation, the preset area of ​​the interactive object is a circular area. The third pathfinding point is determined based on the second pathfinding point and the initial target pathfinding point. This can be achieved through the following steps: determining the diameter of the circular area perpendicular to the line connecting the target and the second pathfinding point; dividing the circular area into two semicircular areas based on the diameter perpendicular to the line connecting the target; and determining the third pathfinding point based on the semicircular area that does not contain the second pathfinding point.

[0060] By determining the diameter perpendicular to the line connecting the target within the circular area of ​​the assigned interactive object, the circular area is divided into two semi-circular areas. Based on the semi-circular area that does not contain the second pathfinding point, the next pathfinding point to be found after the second pathfinding point, i.e., the third pathfinding point, can be determined, so that the auxiliary virtual object can cover as large an area as possible when performing pathfinding behavior.

[0061] In one optional implementation, the determination of the third waypoint based on the semicircular area that does not contain the second waypoint can be achieved through the following steps: determining whether the semicircular area that does not contain the second waypoint is a reachable area; if the semicircular area that does not contain the second waypoint is a reachable area, determining the third waypoint from the semicircular area that does not contain the second waypoint; if the semicircular area that does not contain the second waypoint is an inaccessible area, determining the third waypoint from the semicircular area that contains the second waypoint.

[0062] Unreachable areas refer to areas that virtual characters cannot reach, such as cliffs, enclosed areas, and other scene areas that virtual characters cannot enter.

[0063] By determining whether the semicircular area that does not contain the second pathfinding point is a reachable area; if the semicircular area that does not contain the second pathfinding point is a reachable area, a third pathfinding point can be determined from the semicircular area that does not contain the second pathfinding point; if the semicircular area that does not contain the second pathfinding point is an unreachable area, a third pathfinding point can be determined from the semicircular area that contains the second pathfinding point, in order to minimize invalid pathfinding processing.

[0064] For example, such as Figure 2As shown, a flowchart for controlling the pathfinding behavior of an auxiliary virtual object is provided, which may include the following steps: Step S201: Based on the scene location of the assigned interactive object, determine the first wayfinding point and control the auxiliary virtual object to stay at the first wayfinding point for a first preset time. Step S202: Within the preset area of ​​the assigned interactive object, a second waypoint is determined by random search, and the auxiliary virtual object is controlled to stay at the second waypoint for a first preset duration. Step S203: Determine the diameter of the circular area that is perpendicular to the target line. The target line is the line connecting the second pathfinding point and the initial target pathfinding point. Step S204: Based on the diameter of the circular region that is perpendicular to the line connecting the target, divide the circular region into two semi-circular regions. Step S205: Determine whether the semi-circular area that does not contain the second waypoint is a reachable area; if yes, proceed to step S206; if no, proceed to step S207. Step S206: Determine the third pathfinding point from the semi-circular area that does not contain the second pathfinding point; Step S207: Determine the third waypoint from the semi-circular region containing the second waypoint; Step S208: Control the auxiliary virtual object to stay at the third pathfinding point for a first preset time.

[0065] It should be noted that the determination and updating of the pathfinding points described above are merely exemplary descriptions. In actual applications, the auxiliary virtual object can also be controlled to use other pathfinding techniques to perform pathfinding behavior within the preset area of ​​the assigned interactive object. This disclosure does not impose any specific limitations on this.

[0066] In one alternative implementation, the auxiliary virtual object is configured with a first detection range. During the process of controlling the auxiliary virtual object to perform pathfinding behavior, the following steps may also be performed: in response to detecting that a third virtual character exists within the first detection range of the auxiliary virtual object, the auxiliary virtual object is controlled to track the third virtual character; a first game effect is controlled to be applied to the third virtual character.

[0067] Optionally, when the third virtual character is a virtual character in a different game faction than the first virtual character in the game scene, the first game effect can be a detrimental game effect, such as creating a perspective effect, reducing interaction speed, or reducing movement speed. This disclosure does not specifically limit this. Among them, creating a perspective effect can be, for example, by outlining the third virtual character hidden in the game scene to reveal its shape and position to friendly players.

[0068] In the process of controlling the auxiliary virtual object to perform pathfinding behavior, by controlling the auxiliary virtual object to track the third virtual character that enters its first detection range and applying the first game effect to the third virtual character, the auxiliary virtual object can perform adaptive interactive behavior even when it is separated from the first virtual character, thereby improving the depth of game interaction.

[0069] In an alternative implementation, the following steps may also be performed: in response to detecting that a third virtual character has been lost during the tracking of the auxiliary virtual object, the auxiliary virtual object is controlled to return to the interactive object; based on a preset area of ​​the interactive object, the auxiliary virtual object is controlled to perform pathfinding behavior.

[0070] For example, in response to the detection that a third virtual character is lost during the tracking of the auxiliary virtual object, the auxiliary virtual object can be controlled to stay at the current position for a third preset time, such as 0.5 seconds, and then the auxiliary virtual object can be controlled to return to the assigned interactive object and re-execute the pathfinding behavior to improve the behavior logic of the auxiliary virtual object when the tracking target is lost.

[0071] The third preset duration refers to the pre-set time for the virtual object to remain in place after the tracked target is lost, in order to create a sense of continuity in the behavior of the auxiliary virtual object and immersion in the scene after the tracked target is lost.

[0072] In an alternative implementation, the following steps may also be performed: in response to the satisfaction of a first condition, determining that a third virtual character was lost during the auxiliary virtual object tracking process.

[0073] The first condition refers to a pre-set condition for determining that the tracked target has been lost. Optionally, the first condition includes any one or more of the following: the distance between the third virtual character and the auxiliary virtual object is greater than or equal to a first distance threshold; the distance at which the auxiliary virtual object follows the third virtual character meets a second distance threshold; the third virtual character triggers a target skill; the third virtual character enters a scene area with visual interference.

[0074] For example, it can be determined that the third virtual character has been lost during the tracking of the auxiliary virtual object if the distance between the third virtual character and the auxiliary virtual object is greater than or equal to a first distance threshold. Here, the first distance threshold refers to a pre-set maximum tracking distance threshold, such as 8 meters, which is not specifically limited in this disclosure.

[0075] For example, in response to the auxiliary virtual object following the third virtual character at a distance that meets a second distance threshold, it can be determined that the third virtual character has been lost during the tracking process. Here, the second distance threshold refers to a pre-set continuous tracking distance threshold, such as 50 meters, which is not specifically limited in this disclosure.

[0076] For example, in response to a third virtual character triggering a target skill, it can be determined that the third virtual character has been lost during the tracking process of the auxiliary virtual object. The target skill can be a pre-set game skill that triggers escape from tracking, such as a hiding skill or a teleportation skill; this disclosure does not specifically limit its application.

[0077] For example, in response to a third virtual character entering a scene area with visual interference, it can be determined that the third virtual character has been lost during the tracking of the auxiliary virtual object. The scene area with visual interference may be, for example, an area affected by smoke grenades.

[0078] Based on the first condition to determine whether the third virtual character is lost during the tracking of the auxiliary virtual object, the tracking logic of the auxiliary virtual object can be further improved and the tracking interaction experience optimized.

[0079] In one alternative implementation, the first virtual character is configured with a first skill. During the process of controlling the auxiliary virtual object to track the third virtual character, the following steps can also be performed: in response to the triggering operation of the first skill, the first virtual character and the auxiliary virtual object are controlled to execute the first skill synchronously.

[0080] The first virtual character is pre-configured with multiple game skills for the player to use. The first skill can be one of these game skills that can apply a specific game effect to the third virtual character, such as a basic attack skill. This disclosure does not specifically limit this. The triggering operation of the first skill can be, for example, a click operation on the skill trigger control of the first skill.

[0081] By responding to the trigger operation of the first skill, the first virtual character is controlled to execute the first game skill, and the auxiliary virtual object also executes the first skill in sync. This enables skill synergy between the first virtual character and the auxiliary virtual object, allowing the auxiliary virtual object to trigger game skills even when it is separated from the first virtual character, thus assisting the player in game competition.

[0082] In one optional implementation, the above-mentioned response to the triggering operation of the first skill, controlling the first virtual character and the auxiliary virtual object to execute the first skill synchronously, can be achieved through the following steps: if the distance between the auxiliary virtual object and the third virtual character is detected to be less than or equal to the third distance threshold, the display parameters of the skill triggering control of the first skill are adjusted; in response to the triggering operation of the skill triggering control of the first skill, the first virtual character and the auxiliary virtual object are controlled to execute the first skill synchronously.

[0083] The third distance threshold refers to the skill activation distance pre-set for the auxiliary virtual object, such as 3.5 meters. This disclosure does not specify a particular distance.

[0084] Optionally, the third distance threshold may be less than or equal to the first distance threshold.

[0085] For example, when the third distance threshold is the same as the first distance threshold, during the process of the auxiliary virtual object tracking the third virtual object, it can respond to the triggering operation of the first skill at any time and control the first virtual character and the auxiliary virtual object to execute the first skill synchronously.

[0086] For example, when the third distance threshold is less than the first distance threshold, if the distance between the auxiliary virtual object and the third virtual character is detected to be less than or equal to the third distance threshold during the process of the auxiliary virtual object tracking the third virtual object, the first virtual character and the auxiliary virtual object can be controlled to execute the first skill synchronously in response to the triggering operation of the first skill.

[0087] When the distance between the auxiliary virtual object and the third virtual character is less than or equal to the third distance threshold, the display parameters of the skill trigger control of the first skill can be adjusted, such as highlighting, so as to intuitively prompt the player that the first virtual character and the auxiliary virtual object can cooperate to execute the first skill at this time.

[0088] In one optional implementation, if the target object is a second virtual character in the game scene, controlling the auxiliary virtual object to detach from the first virtual character and perform game behaviors matching the target object can be achieved through the following steps: controlling the auxiliary virtual object to detach from the first virtual character, and moving the auxiliary virtual object toward the second virtual character according to the scene position of the second virtual character; controlling the auxiliary virtual object to follow the second virtual character in the game scene.

[0089] For example, the follow binding between the auxiliary virtual object and the first virtual character can be controlled to be released, so that the auxiliary virtual object is detached from the first virtual character.

[0090] For example, an auxiliary virtual object can be controlled to move in a hovering posture towards the scene location of the assigned second virtual character (i.e., the target object). After the auxiliary virtual object moves to the scene location of the second virtual character, it can be controlled to follow the second virtual character and move within the virtual scene.

[0091] When the target object is a second virtual character in the game scene, controlling the auxiliary virtual object to follow the second virtual character in the virtual scene can enhance the depth of interaction between the auxiliary virtual object and other players.

[0092] In one alternative implementation, the auxiliary virtual object is configured with a first detection range, and the second virtual character is configured with a second detection range. The following steps may also be performed: in response to detecting that a third virtual character exists within the first detection range of the auxiliary virtual object and / or the second detection range of the second virtual character, a second game effect is applied to the third virtual character.

[0093] Optionally, the second virtual character may be configured with a corresponding second detection range, which may be located in front of the second virtual character. Its size and shape may be fixed or variable, and this disclosure does not impose specific limitations on this. For example, as the second virtual character grows (e.g., as experience points increase, or after the player selects a growth branch related to expanding the second detection range), the second detection range will expand accordingly, for example, changing from a fan shape to a circle.

[0094] When the third virtual character and the first virtual character are in different game factions, the second game effect can be a detrimental game effect, such as producing a perspective effect, reducing interaction speed, reducing movement speed, etc. This disclosure does not make specific limitations on this.

[0095] When the auxiliary virtual object moves with the second virtual character in the game scene, a second game effect is applied to a third virtual character that enters the first detection range of the auxiliary virtual object and / or the second detection range of the second virtual character. This allows the current player to apply game effects to the third virtual character through other players, thereby enhancing the depth of game interaction.

[0096] For example, such as Figure 3 As shown, a flowchart for controlling an auxiliary virtual object to perform follow behavior is provided, which may include the following steps: Step S301: In response to a movement operation on the first virtual character, control the auxiliary virtual object to follow the first virtual character and move within the game scene; Step S302: In response to the target operation for the auxiliary virtual object, determine the target object; Step S303: If the target object is the second virtual character in the game scene, control the auxiliary virtual object to detach from the first virtual character, and move the auxiliary virtual object towards the second virtual character according to the scene position of the second virtual character; Step S304: Control the auxiliary virtual object to follow the second virtual character as it moves within the virtual scene; Step S305: In response to the detection of a third virtual character within the first detection range of the auxiliary virtual object and / or the second detection range of the second virtual character, control the application of a second game effect to the third virtual character.

[0097] In one alternative implementation, after determining the target object, the following steps can also be performed: in response to a change operation on the target object, determining the changed target object, and controlling the auxiliary virtual object to perform game behaviors that match the changed target object, so as to improve the assignment flexibility of the auxiliary virtual object. The change operation on the target object can be, for example, a long-press operation on an assignment control.

[0098] In one alternative implementation, after controlling the auxiliary virtual object to detach from the first virtual character, the following steps may also be performed: in response to the triggering operation of the second skill, controlling the first virtual character to move towards the auxiliary virtual object based on the scene position of the auxiliary virtual object; and / or in response to the triggering operation of the third skill, controlling the auxiliary virtual object to move towards the first virtual character based on the scene position of the first virtual character.

[0099] The second skill is used to control the first virtual character to move towards the auxiliary virtual object, and may have a skill cooldown time, such as 10 seconds; this disclosure does not specify a particular cooldown. The triggering operation for the second skill may be, for example, a click operation on the skill trigger control for the second skill.

[0100] For example, in response to the triggering operation of the second skill, the first virtual character can be controlled to move towards the auxiliary virtual object and reach the scene location of the auxiliary virtual object.

[0101] The third skill is used to control the movement of the auxiliary virtual object towards the first virtual character, and may have a skill cooldown time, such as 20 seconds; this disclosure does not specify a particular cooldown. The triggering operation for the third skill may be, for example, a click operation on the skill trigger control for the third skill.

[0102] For example, in response to the triggering operation of the third skill, the auxiliary virtual object can be controlled to move towards the first virtual character and reach the scene location of the first virtual character.

[0103] By responding to the second or third skill, the auxiliary virtual object can reunite with the first virtual character, allowing the auxiliary virtual object to end its assignment to the target object.

[0104] In one alternative implementation, the above-mentioned response to the triggering operation of the second skill, controlling the first virtual character to move towards the auxiliary virtual object based on the scene position of the auxiliary virtual object, can be achieved through the following steps: in response to the triggering operation of the second skill, a connection object is generated between the first virtual character and the auxiliary virtual object, and based on the scene position of the auxiliary virtual object, the first virtual character is controlled to move towards the auxiliary virtual object along the connection object in a first appearance.

[0105] The connection object is used to control the connection between the first virtual character and the auxiliary virtual object. For example, in response to the triggering of a second skill, a connection object, such as a connecting line, can be generated between the first virtual character and the auxiliary virtual object to visually indicate to the player that the first virtual character and the auxiliary virtual object have established a connection and are preparing to meet.

[0106] When controlling the first virtual character to move along the connected object towards the auxiliary virtual object, the first virtual character can be passively triggered to trigger a levitation effect. For example, the first virtual character can be controlled to transform into a first appearance form (e.g., a virtual light sphere) and then levitate along the connected object towards the auxiliary virtual object at a specific speed (e.g., 30 meters per second). The first appearance form can be used to distinguish the first virtual character from its normal appearance form.

[0107] By controlling the first virtual character to move along the connected object in a first form towards the auxiliary virtual object, the first virtual character and the auxiliary virtual object can meet, the assignment logic of the auxiliary virtual object ends, and the auxiliary virtual object can then follow the first virtual character to move again.

[0108] In one alternative implementation, the above-mentioned response to the triggering operation of the third skill, based on the scene position of the first virtual character, controls the auxiliary virtual object to move towards the first virtual character, which can be achieved through the following steps: in response to the triggering operation of the third skill, a connection object is generated between the first virtual character and the auxiliary virtual object, and based on the scene position of the first virtual character, the auxiliary virtual object is controlled to move towards the first virtual character along the connection object in a second appearance form.

[0109] For example, in response to the triggering of a third skill, a connection object can be generated between the first virtual character and the auxiliary virtual object to visually indicate to the player that the first virtual character and the auxiliary virtual object have established a connection and are ready to meet.

[0110] When the auxiliary virtual object moves along the connected object towards the first virtual character, it can be controlled to passively trigger a levitation effect. For example, the auxiliary virtual object can be controlled to transform into a second form (e.g., a virtual light sphere) and then levitate along the connected object towards the first virtual character at a specific speed (e.g., 30 meters per second). The second form can be used to distinguish the auxiliary virtual object from its normal form.

[0111] By controlling the auxiliary virtual object to move towards the first virtual character along the connected object in a second form, the first virtual character and the auxiliary virtual object can meet, the assignment logic of the auxiliary virtual object ends, and the auxiliary virtual object can then follow the first virtual character to move again.

[0112] Optionally, both the first and second appearance forms can be spherical. It should be noted that in practical applications, the first and second appearance forms can be the same or different, and this can be configured by the developers; this disclosure does not impose specific limitations on this. After the second skill is interrupted or completed, the first virtual character can revert to its normal appearance form; after the third skill is interrupted or completed, the auxiliary virtual object can revert to its normal appearance form.

[0113] In an alternative implementation, the following steps may also be performed: in response to the third virtual character making contact with the connected object, controlling the application of a third game effect to the third virtual character.

[0114] Optionally, when the third virtual character is a virtual character in a different game faction than the first virtual character in the game scene, the third game effect can be a detrimental game effect, such as producing a perspective effect, reducing interaction speed, reducing movement speed, or producing interference effects, etc., and this disclosure does not specifically limit this. Among them, producing interference effects can be, for example, special screen effects, or switching the character image of other virtual characters in the same game faction as the third virtual character to the image of an auxiliary virtual object, etc.

[0115] Optionally, when the first virtual character reaches a certain level, a third game effect can be applied to the third virtual character in response to the third virtual character making contact with the connected object.

[0116] Optionally, in response to the third virtual character making contact with the connected object, control applies a third game effect to the third virtual character, and when the third virtual character detaches from the connected object, control the applied third game effect to last for a period of time (e.g., 1 second).

[0117] By responding to contact between a third virtual character and a connected object, and applying third game effects to the third virtual character, the competitive interaction between virtual characters can be enriched, and the strategic choices of players in the game scene can be expanded.

[0118] In one alternative implementation, during the process of controlling the first virtual character to move toward the auxiliary virtual object, the following steps may also be performed: in response to the interruption operation of the second skill, determining the nearest pathfinding point to the first virtual character, and controlling the first virtual character to move toward the nearest pathfinding point to the first virtual character.

[0119] The interrupt operation for the second skill is used to interrupt the execution of the second skill, such as clicking the skill trigger control of the second skill again.

[0120] Specifically, in response to the interruption of the second skill, based on the current position of the first virtual character, the system can find the nearest pathfinding point and control the first virtual character to move to that nearest pathfinding point instead of moving to the auxiliary virtual object, thereby increasing the flexibility of the player's game decisions.

[0121] In one optional implementation, if the target object is a second virtual character in the game scene, the above-mentioned response to the triggering operation of the third skill, based on the scene position of the first virtual character, controls the auxiliary virtual object to move towards the first virtual character, which can be achieved through the following steps: in response to the triggering operation of the third skill, a prompt that the second virtual character can travel together is sent to the second virtual character, and feedback information from the second virtual character regarding the prompt that the second virtual character can travel together is obtained; if the feedback information is that the second virtual character agrees to travel together, the second virtual character and the auxiliary virtual object are controlled to move towards the first virtual character together.

[0122] The "can move with the other character" prompt can be used to indicate to the player corresponding to the second virtual character that the second virtual character can currently follow the auxiliary virtual object and move towards the first virtual character. This "can move with the other character" prompt can be displayed on the graphical user interface of the terminal device controlling the second virtual character, so that the player corresponding to the second virtual character can perform the feedback operation of the "can move with the other character" prompt.

[0123] For example, in response to the triggering of the third skill, a "can travel together" prompt is sent to the second virtual character. If feedback from the second virtual character regarding the "can travel together" prompt is received within a fourth preset time period (e.g., within 5 seconds), and the feedback indicates agreement to travel together, the second virtual character and the auxiliary virtual object can be controlled to move towards the first virtual character together. This facilitates the reunification of the second and first virtual characters and reduces the player's operational burden. The fourth preset time period can be a pre-configured maximum response time for the second virtual character to send the "can travel together" prompt.

[0124] For example, if feedback information from the second virtual character regarding the "can travel together" prompt is obtained within the fourth preset time period (e.g., within 5 seconds), and the feedback information is "disagree", the auxiliary virtual object can be controlled to detach from the second virtual character and move towards the first virtual character.

[0125] For example, if no feedback information regarding the "can walk together" prompt is received from the second virtual character within the fourth preset time period (e.g., within 5 seconds), the auxiliary virtual object can be controlled to detach from the second virtual character and move towards the first virtual character.

[0126] For example, in response to a second confirmation operation of the third skill within a fourth preset time period (e.g., within 5 seconds), the auxiliary virtual object can be controlled to directly detach from the second virtual character and move towards the first virtual character.

[0127] In an optional implementation, the following steps may also be performed: during the movement of the first virtual character toward the auxiliary virtual object, in response to the direction adjustment operation, the movement direction of the first virtual character is adjusted; if the first virtual character hits the third virtual character during its movement, a fourth game effect is applied to the third virtual character.

[0128] Optionally, the direction adjustment operation can be a direction adjustment operation perpendicular to the current movement direction. For example, when controlling the first virtual character to move towards the auxiliary virtual object, the movement direction of the first virtual character can be adjusted by dragging the joystick in a direction perpendicular to the movement direction.

[0129] Optionally, when the first virtual character grows to a certain level, it can respond to the direction adjustment operation and control the movement direction of the first virtual character. If the first virtual character hits the third virtual character during its movement, it can control the application of a fourth game effect to the third virtual character.

[0130] Optionally, when the third virtual character is a virtual character in a different game faction than the first virtual character in the game scene, the fourth game effect can be a detrimental game effect, such as causing dizziness, reducing interaction speed, or reducing movement speed. This disclosure does not impose specific limitations on this.

[0131] Specifically, the system can determine whether a third virtual character is hit during the movement of the first virtual character based on the geometric boundaries of the first virtual character. For example, if the first virtual character moves towards an auxiliary virtual object in a first form, the system can determine whether a third virtual character is hit during the movement based on the geometric boundaries corresponding to the first form. If the first virtual character hits the third virtual character during its movement, a fourth game effect can be applied to the third virtual character to enrich the competitive interaction between virtual characters and expand the player's strategic choices in the game scene.

[0132] In an alternative implementation, the following steps may also be performed: in response to the end of the execution of the second skill or the third skill, determining the effect range of the fifth game effect based on the scene position of the first virtual character, and controlling the application of the fifth game effect to the third virtual character that enters the effect range of the fifth game effect; and / or in response to the end of the execution of the second skill or the third skill, controlling the application of the sixth game effect to the first virtual character.

[0133] The fifth game effect can be applied to the area surrounding the first virtual character. The size and shape of this area can be preset, and this disclosure does not impose any specific limitations on it.

[0134] Optionally, when the first virtual character is configured with a third detection range, the effect range of the fifth game effect and the third detection range can act independently of each other, and this disclosure does not specifically limit this.

[0135] Optionally, when the third virtual character and the first virtual character are in different game factions, the fifth game effect can be a detrimental game effect, such as producing a perspective effect, reducing interaction speed, reducing movement speed, producing interference effects, etc. This disclosure does not make specific limitations on this.

[0136] The sixth game effect can be a game enhancement effect, such as producing a hovering effect, increasing interaction speed, increasing movement speed, etc. This disclosure does not make specific limitations on this.

[0137] After the second or third skill is executed, the skill's aftereffects can be passively triggered (such as the fifth and / or sixth game effects), enhancing the perception of the operation feedback and enriching the player's game interaction experience.

[0138] For example, such as Figure 4 As shown, a flowchart for triggering a second skill is provided, which may include the following steps: Step S401: In response to the triggering operation of the second skill, a connection object is generated between the first virtual character and the auxiliary virtual object; based on the scene position of the auxiliary virtual object, the first virtual character is controlled to move along the connection object towards the auxiliary virtual object in a first appearance form; In step S402, in response to the end of the second skill execution, the effect range of the fifth game effect is determined according to the scene position of the first virtual character, and the fifth game effect is applied to the third virtual character that enters the effect range, and the sixth game effect is applied to the first virtual character.

[0139] For example, such as Figure 5 As shown, a flowchart for triggering a third skill is provided, which may include the following steps: Step S501: In response to the triggering operation of the third skill, a connection object is generated between the first virtual character and the auxiliary virtual object, and based on the scene position of the first virtual character, the auxiliary virtual object is controlled to move towards the first virtual character along the connection object in a second appearance form. In step S502, in response to the end of the execution of the third skill, the effect range of the fifth game effect is determined according to the scene position of the first virtual character, and the fifth game effect is applied to the third virtual character that enters the effect range, and the sixth game effect is applied to the first virtual character.

[0140] In one alternative implementation, after the second or third skill is executed, the auxiliary virtual object can continue to move following the first virtual character.

[0141] In one alternative implementation, within a second preset time period after the second or third skill has finished executing, the following steps may also be performed: in response to the first virtual character moving to the scene position when the second or third skill was triggered, determining the effect range of the seventh game effect based on the scene position of the first virtual character, and controlling the application of the seventh game effect to the third virtual character that enters the effect range of the seventh game effect; and / or in response to the first virtual character moving to the scene position when the second or third skill was triggered, controlling the application of the eighth game effect to the first virtual character.

[0142] The second preset duration is the maximum encore time set in advance, such as 20 seconds.

[0143] Within a second preset time period after the execution of the second or third skill, in response to the first virtual character moving to the scene position where the second or third skill was triggered, the effect range of the seventh game effect can be determined based on the scene position of the first virtual character, and the seventh game effect can be applied to the third virtual character entering the effect range. The effect range of the seventh game effect can be the surrounding area of ​​the first virtual character, and its size and shape can be preset; this disclosure does not impose specific limitations on this. Optionally, when the first virtual character is configured with a third detection range, the effect range of the seventh game effect and the third detection range can act independently of each other; this disclosure does not impose specific limitations on this.

[0144] Optionally, when the third virtual character and the first virtual character are in different game factions, the seventh game effect can be a detrimental game effect, such as producing a perspective effect, reducing interaction speed, reducing movement speed, producing interference effects, etc. This disclosure does not specifically limit this.

[0145] Within a second preset time period after the second or third skill has finished executing, in response to the first virtual character moving to the scene position when the second or third skill was triggered, an eighth game effect can be applied to the first virtual character. This eighth game effect can be a beneficial game effect, such as creating a hovering effect, increasing interaction speed, or increasing movement speed; this disclosure does not specifically limit its application.

[0146] Within a second preset time after the second or third skill is executed, the skill aftereffects (such as the seventh game effect and / or the eighth game effect) can be passively triggered in response to the first virtual character moving to the scene position when the second or third skill was triggered. This can enhance the perception of operation feedback and enrich the interactive experience of the game.

[0147] Optionally, if the third virtual character is attacked during the application of various debuff game effects (such as the fifth game effect or the seventh game effect) to the third virtual character, the various debuff game effects applied to the third virtual character can be passively removed, and the damage to the third virtual character can be increased based on the damage value corresponding to the various debuff game effects. For example, the damage value can be increased by 0.5 every 2 seconds. This disclosure does not make specific limitations on this.

[0148] Optionally, during the application of various debuff game effects (such as the fifth and seventh game effects) to the third virtual character, various debuff game effects (such as the fifth and seventh game effects) can also be applied to other virtual characters in the same game faction as the third virtual character, thus propagating the debuff effects and expanding the player's strategic choices in the game scenario. It should be noted that, to avoid the game execution logic from entering a loop, debuff effects will not be propagated again after being propagated once.

[0149] In practical applications, the first, second, third, fourth, fifth, seventh, and ninth game effects applied to the third virtual character in this disclosure may be the same or different, and can be configured by the developers. This disclosure does not impose specific limitations on them. Similarly, the sixth and eighth game effects applied to the first virtual character in this disclosure may be the same or different, and can be configured by the developers. This disclosure does not impose specific limitations on them.

[0150] Exemplary embodiments of this disclosure also provide a game character control device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a game scene, a first virtual character, and auxiliary virtual objects configured for the first virtual character. (Refer to...) Figure 6 As shown, the game character control device 600 may include the following program modules: The first movement following module 610 is used to respond to a movement operation on the first virtual character and control the auxiliary virtual object to follow the first virtual character in the game scene. The target object determination module 620 is used to determine the target object in response to a target operation on the auxiliary virtual object; the target object is an interactive object or a second virtual character in the game scene. The game behavior execution module 630 is used to control the auxiliary virtual object to detach from the first virtual character and execute game behaviors that match the target object.

[0151] In an optional implementation, based on the aforementioned scheme, if the target object is an interactive object in the game scene, the game behavior execution module 630 includes: a first detachment control module, used to control the auxiliary virtual object to detach from the first virtual character, and control the auxiliary virtual object to move towards the interactive object according to the scene position of the interactive object; and a pathfinding behavior execution module, used to control the auxiliary virtual object to perform pathfinding behavior based on a preset area range of the interactive object.

[0152] In one optional implementation, based on the aforementioned scheme, the pathfinding behavior execution module includes: a pathfinding point determination module, used to determine a target pathfinding point based on a preset area range of the interactive object, and control the auxiliary virtual object to move to the target pathfinding point; and a pathfinding point update module, used to update the target pathfinding point based on the preset area range of the interactive object in response to the pathfinding behavior targeting the target pathfinding point, and control the auxiliary virtual object to move to the updated target pathfinding point.

[0153] In an optional implementation, based on the aforementioned scheme, after controlling the auxiliary virtual object to move to the target wayfinding point, the game character control device 600 further includes: a wayfinding point dwelling module, used to control the auxiliary virtual object to stay at the target wayfinding point for a first preset duration.

[0154] In an optional implementation, based on the aforementioned scheme, the waypoint determination module can be configured to: determine a first waypoint based on the scene location of the interactive object, and use the first waypoint as the initial target waypoint. The waypoint update module may include one or more of the following modules: a first update module, used to determine a second waypoint within a preset area of ​​the interactive object by random search, and update the target waypoint based on the second waypoint; a second update module, used to determine a third waypoint based on the second waypoint and the initial target waypoint, and update the target waypoint based on the third waypoint.

[0155] In an optional implementation, based on the aforementioned scheme, the auxiliary virtual object is configured with a first detection range. During the process of controlling the auxiliary virtual object to perform pathfinding behavior, the game character control device 600 further includes: a tracking control module, used to control the auxiliary virtual object to track the third virtual character in response to the detection that a third virtual character exists within the first detection range of the auxiliary virtual object; and a first effect application module, used to control the application of a first game effect to the third virtual character.

[0156] In an optional implementation, based on the aforementioned scheme, the game character control device 600 further includes: a tracking loss processing module, which can be configured to: in response to detecting that a third virtual character is lost during the tracking process of the auxiliary virtual object, control the auxiliary virtual object to return to the interactive object; and control the auxiliary virtual object to perform pathfinding behavior based on a preset area range of the interactive object.

[0157] In an optional implementation, based on the aforementioned scheme, the game character control device 600 further includes: a tracking loss determination module, which can be configured to: determine that a third virtual character is lost during the tracking process of the auxiliary virtual object in response to a first condition being met; wherein the first condition includes any one or more of the following: the distance between the third virtual character and the auxiliary virtual object is greater than or equal to a first distance threshold; the distance at which the auxiliary virtual object follows the third virtual character meets a second distance threshold; the third virtual character triggers a target skill; the third virtual character enters a scene area with visual interference.

[0158] In an optional implementation, based on the aforementioned scheme, the first virtual character is configured with a first skill. During the process of controlling the auxiliary virtual object to track the third virtual character, the game character control device 600 further includes: a first skill triggering module, used to respond to the triggering operation of the first skill and control the first virtual character and the auxiliary virtual object to execute the first skill synchronously.

[0159] In an optional implementation, based on the aforementioned scheme, the first skill triggering module can be configured to: if the distance between the auxiliary virtual object and the third virtual character is detected to be less than or equal to the third distance threshold, control and adjust the display parameters of the skill triggering control of the first skill; and in response to the triggering operation of the skill triggering control of the first skill, control the first virtual character and the auxiliary virtual object to execute the first skill synchronously.

[0160] In an optional implementation, based on the aforementioned scheme, if the target object is a second virtual character in the game scene, the game behavior execution module 630 includes: a second detachment control module, used to control the auxiliary virtual object to detach from the first virtual character, and to move the auxiliary virtual object toward the second virtual character according to the scene position of the second virtual character; and a follow behavior execution module, used to control the auxiliary virtual object to follow the second virtual character to move in the game scene.

[0161] In an optional implementation, based on the aforementioned scheme, the auxiliary virtual object is configured with a first detection range, the second virtual character is configured with a second detection range, and the game character control device 600 further includes a second effect application module. This second effect application module can be configured to: in response to detecting the presence of a third virtual character within the first detection range of the auxiliary virtual object and / or the second detection range of the second virtual character, control the application of a second game effect to the third virtual character.

[0162] In an optional implementation, based on the aforementioned scheme, after the auxiliary virtual object is separated from the first virtual character, the game character control device 600 further includes: a second skill triggering module, used to control the first virtual character to move towards the auxiliary virtual object based on the scene position of the auxiliary virtual object in response to the triggering operation of the second skill; and / or a third skill triggering module, used to control the auxiliary virtual object to move towards the first virtual character based on the scene position of the first virtual character in response to the triggering operation of the third skill.

[0163] In one optional implementation, based on the aforementioned scheme, the second skill triggering module can be configured to: in response to the triggering operation of the second skill, generate a connection object between the first virtual character and the auxiliary virtual object, and control the first virtual character to move along the connection object in a first appearance form based on the scene position of the auxiliary virtual object; the third skill triggering module can be configured to: in response to the triggering operation of the third skill, generate a connection object between the first virtual character and the auxiliary virtual object, and control the auxiliary virtual object to move along the connection object in a second appearance form based on the scene position of the first virtual character.

[0164] In an optional implementation, based on the aforementioned scheme, the game character control device 600 further includes: a third effect application module, used to control the application of a third game effect to the third virtual character in response to contact between the third virtual character and the connected object.

[0165] In an optional implementation, based on the aforementioned scheme, during the process of controlling the first virtual character to move towards the auxiliary virtual object, the game character control device 600 further includes: a skill interruption processing module, used to respond to the interruption operation of the second skill, determine the nearest pathfinding point to the first virtual character, and control the first virtual character to move towards the nearest pathfinding point to the first virtual character.

[0166] In one optional implementation, based on the aforementioned scheme, if the target object is a second virtual character in the game scene, the third skill triggering module is configured to: in response to the triggering operation of the third skill, send a companion prompt to the second virtual character and obtain feedback information from the second virtual character regarding the companion prompt; if the feedback information is agreement to accompany, control the second virtual character and the auxiliary virtual object to move together toward the first virtual character.

[0167] In an optional implementation, based on the aforementioned scheme, the game character control device 600 further includes: a fourth effect application module, used to control the first virtual character to move towards the auxiliary virtual object, respond to the direction adjustment operation, control the adjustment of the movement direction of the first virtual character, and if the first virtual character hits the third virtual character during the movement, control the application of a fourth game effect to the third virtual character.

[0168] In an optional implementation, based on the aforementioned scheme, the game character control device 600 further includes: a fifth effect application module, configured to, in response to the end of the execution of the second skill or the third skill, determine the effect range of the fifth game effect according to the scene position of the first virtual character, and control the application of the fifth game effect to a third virtual character that enters the effect range of the fifth game effect; and / or a sixth effect application module, configured to, in response to the end of the execution of the second skill or the third skill, control the application of the sixth game effect to the first virtual character.

[0169] In an optional implementation, based on the aforementioned scheme, within a second preset time period after the execution of the second or third skill, the game character control device 600 further includes: a seventh effect application module, used to respond to the first virtual character moving to the scene position when the second or third skill is triggered, determine the effect range of the seventh game effect according to the scene position of the first virtual character, and control the application of the seventh game effect to the third virtual character entering the effect range of the seventh game effect; and / or an eighth effect application module, used to respond to the first virtual character moving to the scene position when the second or third skill is triggered, and control the application of the eighth game effect to the first virtual character.

[0170] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0171] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the aforementioned game character control method.

[0172] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0173] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0174] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0175] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps: In response to a movement operation on the first virtual character, control the auxiliary virtual object to follow the first virtual character as it moves within the game scene; In response to a target operation on a secondary virtual object, the target object is determined; the target object is an interactive object or a second virtual character in the game scene. Control the auxiliary virtual object to detach from the primary virtual character and perform game behaviors that match the target object.

[0176] In the above steps, players can determine the target object in the game scene by performing target operations on the auxiliary virtual object. This allows for flexible assignment of the auxiliary virtual object, enabling it to perform some game tasks independently of the first virtual character. By assigning the auxiliary virtual object configured by the first virtual character to interactive objects or a second virtual character in the game scene and executing corresponding game behaviors, some cross-scene adaptive interaction needs of players can be met, effectively enhancing the game interaction dimension and enriching the player's game experience.

[0177] The exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game character control method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0178] The following is for reference. Figure 7The electronic device is illustrated by way of an example in the form of a general-purpose computing device. It should be understood that... Figure 7 The electronic device 700 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0179] like Figure 7 As shown, the electronic device 700 may include: a processor 710, a memory 720, a bus 730, an I / O (input / output) interface 740, a network adapter 750, and a display 760.

[0180] The memory 720 may include volatile memory, such as RAM 721 and cache unit 722, and may also include non-volatile memory, such as ROM 723. The memory 720 may also include one or more program modules 724, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 724 may include the modules described above.

[0181] The processor 710 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0182] The processor 710 can be used to execute executable instructions stored in the memory 720, such as performing any one or more method steps in this exemplary embodiment.

[0183] For example, processor 710 may perform the following steps: In response to a movement operation on the first virtual character, control the auxiliary virtual object to follow the first virtual character as it moves within the game scene; In response to a target operation on a secondary virtual object, the target object is determined; the target object is an interactive object or a second virtual character in the game scene. Control the auxiliary virtual object to detach from the primary virtual character and perform game behaviors that match the target object.

[0184] In the above steps, players can determine the target object in the game scene by performing target operations on the auxiliary virtual object. This allows for flexible assignment of the auxiliary virtual object, enabling it to perform some game tasks independently of the first virtual character. By assigning the auxiliary virtual object configured by the first virtual character to interactive objects or a second virtual character in the game scene and executing corresponding game behaviors, some cross-scene adaptive interaction needs of players can be met, effectively enhancing the game interaction dimension and enriching the player's game experience.

[0185] Bus 730 is used to connect different components of electronic device 700 and may include a data bus, an address bus and a control bus.

[0186] Electronic device 700 can communicate with one or more external devices 800 (such as keyboard, mouse, external controller, etc.) through I / O interface 740.

[0187] Electronic device 700 can communicate with one or more networks via network adapter 750. For example, network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 750 can communicate with other modules of electronic device 700 via bus 730.

[0188] Electronic device 700 can display a graphical user interface, etc., via display 760.

[0189] although Figure 7 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 700, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Array of Independent Disks) system, tape drive, and data backup storage system, etc.

[0190] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0191] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0192] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for controlling a game character, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a game scene, a first virtual character, and auxiliary virtual objects configured for the first virtual character. In response to a movement operation on the first virtual character, the auxiliary virtual object is controlled to follow the first virtual character as it moves within the game scene; In response to a target operation on the auxiliary virtual object, a target object is determined; the target object is an interactive object or a second virtual character in the game scene. The auxiliary virtual object is controlled to detach from the first virtual character and perform game behaviors that match the target object.

2. The method according to claim 1, characterized in that, If the target object is an interactive object in the game scene, controlling the auxiliary virtual object to detach from the first virtual character and perform game behaviors matching the target object includes: Control the auxiliary virtual object to detach from the first virtual character, and control the auxiliary virtual object to move towards the interactive object according to the scene position of the interactive object; Based on the preset area range of the interactive object, the auxiliary virtual object is controlled to perform pathfinding behavior.

3. The method according to claim 2, characterized in that, The control of the auxiliary virtual object to perform pathfinding behavior based on the preset area range of the interactive object includes: Based on the preset area range of the interactive object, a target wayfinding point is determined, and the auxiliary virtual object is controlled to move to the target wayfinding point; In response to a pathfinding action targeting the target pathfinding point, the target pathfinding point is updated based on a preset area of ​​the interactive object, and the auxiliary virtual object is controlled to move to the updated target pathfinding point.

4. The method according to claim 3, characterized in that, After controlling the auxiliary virtual object to move to the target wayfinding point, the method further includes: The auxiliary virtual object is controlled to stay at the target wayfinding point for a first preset duration.

5. The method according to claim 3, characterized in that, Determining the target wayfinding point based on the preset area range of the interactive object includes: Based on the scene location of the interactive object, a first wayfinding point is determined and used as the initial target wayfinding point; The step of updating the target waypoint based on the preset area range of the interactive object includes one or more of the following steps: Within the preset area of ​​the interactive object, a second waypoint is determined by random search, and the target waypoint is updated based on the second waypoint. Based on the second locatable point and the initial target locatable point, a third locatable point is determined, and based on the third locatable point, the target locatable point is updated.

6. The method according to claim 2, characterized in that, The auxiliary virtual object is configured with a first detection range, and the method further includes the following steps during the process of controlling the auxiliary virtual object to perform pathfinding behavior: In response to detecting the presence of a third virtual character within a first detection range of the auxiliary virtual object, the auxiliary virtual object is controlled to track the third virtual character. The control applies the first game effect to the third virtual character.

7. The method according to claim 6, characterized in that, The method further includes: In response to detecting that the third virtual character is lost during the tracking of the auxiliary virtual object, the auxiliary virtual object is controlled to return to the interactive object; Based on the preset area range of the interactive object, the auxiliary virtual object is controlled to perform pathfinding behavior.

8. The method according to claim 7, characterized in that, The method further includes: In response to the fulfillment of the first condition, it is determined that the third virtual character was lost during the tracking of the auxiliary virtual object; The first condition includes any one or more of the following: The distance between the third virtual character and the auxiliary virtual object is greater than or equal to a first distance threshold. The distance at which the auxiliary virtual object follows the third virtual character satisfies the second distance threshold; The third virtual character triggers the target skill; The third virtual character enters a scene area where visual interference exists.

9. The method according to claim 6, characterized in that, The first virtual character is equipped with a first skill. During the process of controlling the auxiliary virtual object to track the third virtual character, the method further includes: In response to the triggering operation of the first skill, the first virtual character and the auxiliary virtual object are controlled to execute the first skill synchronously.

10. The method according to claim 9, characterized in that, The step of controlling the first virtual character and the auxiliary virtual object to synchronously execute the first skill in response to the triggering operation of the first skill includes: If the distance between the auxiliary virtual object and the third virtual character is detected to be less than or equal to the third distance threshold, the display parameters of the skill trigger control of the first skill are adjusted. In response to the triggering operation of the skill triggering control of the first skill, the first virtual character and the auxiliary virtual object are controlled to execute the first skill synchronously.

11. The method according to claim 1, characterized in that, If the target object is a second virtual character in the game scene, controlling the auxiliary virtual object to detach from the first virtual character and execute game behaviors matching the target object includes: Control the auxiliary virtual object to detach from the first virtual character, and move the auxiliary virtual object toward the second virtual character according to the scene position of the second virtual character; The auxiliary virtual object is controlled to follow the second virtual character as it moves within the game scene.

12. The method according to claim 11, characterized in that, The auxiliary virtual object is configured with a first detection range, and the second virtual character is configured with a second detection range. The method further includes: In response to the detection of a third virtual character within a first detection range of the auxiliary virtual object and / or a second detection range of the second virtual character, a second game effect is applied to the third virtual character.

13. The method according to claim 1, characterized in that, After controlling the auxiliary virtual object to detach from the first virtual character, the method further includes: In response to the triggering of the second skill, based on the scene position of the auxiliary virtual object, the first virtual character is controlled to move towards the auxiliary virtual object; and / or In response to the triggering of the third skill, the auxiliary virtual object is controlled to move toward the first virtual character based on the scene position of the first virtual character.

14. The method according to claim 13, characterized in that, The response to the triggering operation of the second skill, based on the scene position of the auxiliary virtual object, controls the first virtual character to move towards the auxiliary virtual object, including: In response to the triggering operation of the second skill, a connection object is generated between the first virtual character and the auxiliary virtual object, and based on the scene position of the auxiliary virtual object, the first virtual character is controlled to move along the connection object towards the auxiliary virtual object in a first appearance form; The step of responding to the triggering operation of the third skill by controlling the auxiliary virtual object to move towards the first virtual character based on the scene position of the first virtual character includes: In response to the triggering operation of the third skill, a connection object is generated between the first virtual character and the auxiliary virtual object, and based on the scene position of the first virtual character, the auxiliary virtual object is controlled to move towards the first virtual character along the connection object in a second appearance form.

15. The method according to claim 14, characterized in that, The method further includes: In response to a third virtual character making contact with the connected object, a third game effect is applied to the third virtual character.

16. The method according to claim 13, characterized in that, During the process of controlling the first virtual character to move towards the auxiliary virtual object, the method further includes: In response to the interruption operation of the second skill, determine the nearest pathfinding point to the first virtual character, and control the first virtual character to move to the nearest pathfinding point.

17. The method according to claim 13, characterized in that, If the target object is a second virtual character in the game scene, the step of responding to the triggering operation of the third skill, based on the scene position of the first virtual character, controlling the auxiliary virtual object to move towards the first virtual character, includes: In response to the triggering of the third skill, a companion prompt is sent to the second virtual character, and feedback information from the second virtual character regarding the companion prompt is obtained; If the feedback information indicates agreement to travel together, control the second virtual character and the auxiliary virtual object to move towards the first virtual character together.

18. The method according to claim 13, characterized in that, The method further includes: During the movement of the first virtual character toward the auxiliary virtual object, a direction adjustment operation is performed to adjust the movement direction of the first virtual character. If the first virtual character hits a third virtual character during its movement, a fourth game effect is applied to the third virtual character.

19. The method according to claim 13, characterized in that, The method further includes: In response to the completion of the second skill or the third skill, based on the scene position of the first virtual character, the effect range of the fifth game effect is determined, and the fifth game effect is applied to the third virtual character that enters the effect range of the fifth game effect; and / or In response to the completion of the second skill or the third skill, the control applies a sixth game effect to the first virtual character.

20. The method according to claim 13, characterized in that, Within a second preset time period after the second skill or the third skill has been executed, the method further includes: In response to the first virtual character moving to the scene location where the second skill or the third skill is triggered, the effect range of the seventh game effect is determined based on the scene location of the first virtual character, and the seventh game effect is applied to the third virtual character that enters the effect range of the seventh game effect; and / or In response to the first virtual character moving to the scene location where the second skill or the third skill is triggered, control applies an eighth game effect to the first virtual character.

21. A game character control device, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a game scene, a first virtual character, and auxiliary virtual objects configured for the first virtual character, and the device includes: The first movement following module is used to respond to a movement operation on the first virtual character and control the auxiliary virtual object to follow the first virtual character in the game scene. The target object determination module is used to determine the target object in response to a target operation on the auxiliary virtual object; the target object is an interactive object or a second virtual character in the game scene. The game behavior execution module is used to control the auxiliary virtual object to detach from the first virtual character and execute game behaviors that match the target object.

22. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 20.

23. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 20 by executing the executable instructions.