Game interaction method and device, computer program product and electronic equipment
By adjusting reward attributes based on player virtual character data in battle royale and competitive games, dynamic and personalized rewards are achieved, solving the problem of lack of differentiation in lottery rewards and enhancing player engagement and gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-03-19
- Publication Date
- 2026-05-12
AI Technical Summary
In existing battle royale and competitive games, the distribution of lottery rewards lacks differentiation, resulting in weak player engagement and a poor gaming experience.
By adjusting the attributes of virtual objects based on the player's virtual character's game data during the game, and distributing virtual object resources with target attributes at the end of the game, rewards can be made dynamic and personalized.
It enhances player engagement and motivation during gameplay, enriches the tiers of game rewards, and reduces the costs of game resource allocation and management.
Smart Images

Figure CN122006248A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically, to a game interaction method, a game interaction device, a computer program product, and an electronic device. Background Technology
[0002] Existing battle royale and competitive games typically include reward mechanisms such as lotteries to increase player engagement and interest.
[0003] For example, in related technologies, lottery items can be set up in games. Players can find lottery items in the game and perform a lottery operation. After a player performs a lottery operation in the game, a fixed reward resource will be randomly determined from the reward resource pool and directly distributed to the player.
[0004] Clearly, in this technology, the lottery rewards players receive are completely random and statically fixed, with no differentiated reward distribution for different players, resulting in weak player engagement and a poor gaming experience.
[0005] 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
[0006] The purpose of this disclosure is to provide a game interaction method and device, computer program product and electronic device, thereby at least to a certain extent improving the richness of game interaction and enhancing the player's game experience.
[0007] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0008] According to a first aspect of this disclosure, a game interaction method is provided, comprising: controlling a first virtual character corresponding to a game account to enter a game match scene; determining, during the game match, that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; adjusting the initial attributes of the first virtual object to target attributes based on the game match data of the first virtual character in the game match; and, in response to the end of the game match, controlling the distribution of a first virtual object resource corresponding to the first virtual object having the target attributes to the game account.
[0009] According to a second aspect of this disclosure, a game interaction device is provided, comprising: a control module configured to control a first virtual character corresponding to a game account to enter a game match scene; an acquisition module configured to determine, during a game match, that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; an adjustment module configured to adjust the initial attributes of the first virtual object to target attributes based on game match data of the first virtual character in the game match; and a distribution module configured to, in response to the end of the game match, control the distribution of a first virtual object resource corresponding to the first virtual object having the target attributes to the game account.
[0010] According to a third aspect of this disclosure, a computer program product comprising instructions is provided that, when run on a computer, causes the computer to perform the steps of the game interaction method as described in the first aspect.
[0011] According to a fourth aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the game interaction method as described in the first aspect of the above embodiments.
[0012] According to a fifth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the game interaction method as described in the first aspect of the above embodiments.
[0013] As can be seen from the above technical solutions, the game interaction method, game interaction device, and computer program product and electronic device implementing the game interaction method in the exemplary embodiments of this disclosure have at least the following advantages and positive effects: In some embodiments of this disclosure, the technical solutions provided include, on the one hand, after a virtual character controlled by a game player obtains a first virtual object, adjusting the target attribute of the first virtual object resource issued to the player's game account based on the game data of the virtual character controlled by the player in the game, thereby issuing the first virtual object resource with the target attribute to the game account. In this way, the first virtual object resource obtained by the game account is dynamic and related to the game data of the game character controlled by the game account, thereby enhancing player participation and motivation during the game, making game rewards more flexible and fair, and improving game fun and player experience. On the other hand, this disclosure enriches the levels and acquisition experience of game rewards without increasing the types of game resources, and reduces the cost of game resource allocation and management.
[0014] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0015] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0016] Figure 1 A schematic diagram of an exemplary system architecture to which embodiments of the present disclosure may be applied is shown; Figure 2 A flowchart illustrating a game interaction method according to an exemplary embodiment of this disclosure is shown. Figure 3 This diagram illustrates a graphical user interface according to an exemplary embodiment of the present disclosure. Figure 4 This illustration shows a graphical user interface diagram of a target prompt information display according to an exemplary embodiment of the present disclosure; Figure 5 A flowchart illustrating a method for adjusting target attributes according to an exemplary embodiment of this disclosure is shown. Figure 6 This diagram illustrates a graphical user interface for displaying a second prompt according to an exemplary embodiment of the present disclosure. Figure 7 This diagram illustrates a graphical user interface displayed during game settlement in an exemplary embodiment of this disclosure; Figure 8 A schematic diagram illustrating a game activity interface according to an exemplary embodiment of the present disclosure is shown; Figure 9 This diagram illustrates the composition of a game interaction device according to an exemplary embodiment of the present disclosure; Figure 10 A schematic diagram of the structure of an electronic device according to an exemplary embodiment of the present disclosure is shown. Detailed Implementation
[0017] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0018] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0019] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0020] The game lottery interaction in the related technology is not fun enough, the reward form is monotonous, it cannot effectively incentivize players, and the player's lottery operation is not linked to game data, resulting in a poor lottery experience and sense of participation for players.
[0021] To address the aforementioned problems, this disclosure provides a game interaction method and apparatus, which can be applied to... Figure 1 In the system architecture of the exemplary application environment shown.
[0022] like Figure 1As shown, the system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be a smartphone, tablet, desktop computer, laptop, smart wearable device, or other similar device. The server 120 generally refers to the backend system providing services related to the game interaction method in this exemplary embodiment, and may be a single server or a cluster of multiple servers. The terminal device 110 and the server 120 can be connected via wired or wireless communication links to exchange data.
[0023] In one exemplary embodiment, the aforementioned game interaction method can be executed by the terminal device 110. Accordingly, a game interaction device can be installed in the terminal device 110 to implement corresponding module functions. For example, when a game player uses the terminal device 110 to enter the game, the terminal device 110 interacts with the player according to the method disclosed herein to determine the target attributes of the first virtual object resource issued to the player.
[0024] In one exemplary embodiment, the game interaction method described above can be executed by server 120. Correspondingly, a game interaction device can be installed in server 120 to implement corresponding module functions. For example, when a game player enters the game using terminal device 110, terminal 110 can interact with the server, enabling the server to obtain the game player's game data and, according to the game interaction method disclosed herein, issue a first virtual object resource corresponding to a first virtual object with target attributes to the game account in terminal device 110.
[0025] In one exemplary embodiment, the aforementioned game interaction method can also be jointly executed by the terminal device 110 and the server 120. Accordingly, some modules of the game interaction device can be located in the terminal device 110, and some modules can be located in the server 120, to implement the corresponding module functions. For example, It should be understood that Figure 1 The number of terminal devices and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices and servers. For example, server 120 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0026] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0027] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0028] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0029] However, those skilled in the art will readily understand that the above application scenarios are merely examples and are not limited to these exemplary embodiments.
[0030] In one possible implementation, embodiments of the present invention provide a game interaction method that provides a graphical user interface (GUI) via a terminal device, the GUI including at least a portion of the game scene. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system.
[0031] Figure 2 This diagram illustrates a flowchart of a game interaction method according to an exemplary embodiment of this disclosure. (See reference...) Figure 2 The method includes: Step S210: Control the first virtual character corresponding to the game account to enter the game match scene; Step S220: During a game, determine that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; Step S230: Based on the game data of the first virtual character in the game, adjust the initial attributes of the first virtual object to the target attributes; Step S240: In response to the end of the game, control the distribution of a first virtual object resource corresponding to the first virtual object having the target attribute to the game account.
[0032] exist Figure 2 In the technical solution provided by the illustrated embodiment, on the one hand, after the virtual character controlled by the game player obtains the first virtual object, the target attribute of the first virtual object resource issued to the player's game account is adjusted based on the game data of the virtual character controlled by the player in the game, thereby issuing the first virtual object resource with the target attribute to the game account. In this way, the first virtual object resource obtained by the game account is dynamic and related to the game data of the game character controlled by the game account, which enhances the player's sense of participation and motivation in the game process, makes the game rewards more flexible and fair, and improves the game fun and player's game experience; on the other hand, this disclosure enriches the levels and acquisition experience of game rewards without increasing the types of game resources, and reduces the cost of game resource allocation and management.
[0033] The following is a detailed explanation of the specific implementation method for "controlling the first virtual character corresponding to the game account to enter the game scene".
[0034] For example, a game player can be understood as the main user participating in the game, accessing the game system through registration and login. The game account is the unique identifier for a player registering and logging in within the game system, used to store and manage the player's game data, virtual resources, match records, and permission information. The first virtual character can be understood as the virtual avatar controlled by the player in the game scene through their game account, used to perform actions such as movement, combat, and interaction within the game. All game performance data generated by the first virtual character during the match belongs to and is associated with the corresponding game account.
[0035] For example, a player logs into the game client using their game account and enters the game's homepage. From the homepage, the player can initiate a match with their primary virtual character. Clicking the "Start Game" button on the homepage will activate the game's primary virtual character corresponding to the player's logged-in account. The game's match scene can be understood as the environment where the game's combat takes place.
[0036] The following is a detailed description of the specific implementation of "step S220, during the game, determining that the first virtual character acquires the first virtual object".
[0037] In one exemplary implementation, the first virtual object can be a virtual asset object that explicitly embodies specific content, or it can be a virtual asset object that does not explicitly embody content, such as a virtual resource container, which can display specific content through interaction.
[0038] For example, the first virtual object can be a specific virtual asset object, such as gun A in a game. The first virtual object can also be a virtual resource container, in which the virtual resource container is pre-associated with a predetermined type of virtual resource, such as a clothing virtual resource container pre-associated with different clothing resources, or a gun appearance virtual resource container pre-associated with different gun appearance resources, etc.
[0039] In one exemplary implementation, during a game, a player can control a first virtual character to find a first virtual object and determine whether the first virtual character acquires the first virtual object by controlling the first virtual character to interact with the first virtual object.
[0040] For example, one implementation of step S220 may include: during a game, in response to the distance between the first virtual character and a candidate virtual object in the game scene being less than a preset distance, determining the candidate virtual object as the first virtual object, and displaying a first control or target prompt information in the graphical user interface, and in response to a trigger operation on the first control or a trigger operation on the target prompt information, determining that the first virtual character acquires the first virtual object.
[0041] For example, in game development, a set of candidate virtual objects could be randomly placed in pre-defined locations within the game scene during each match, such as buildings or roadsides. Players could control a virtual character to search for these objects. Once the player's character finds a candidate object, a control could be displayed in the graphical user interface. Responding to this control would identify the candidate object found by the player's character as the first virtual object, thus allowing the first virtual character to acquire it.
[0042] For example, another implementation of step S220 may include: during a game, determining the first virtual object obtained by the first virtual character from the candidate virtual objects based on the probability of the candidate virtual object being drawn.
[0043] In one exemplary implementation, the probability of a candidate virtual object being selected is related to the number of candidate virtual objects already owned by the game account.
[0044] For example, the more candidate virtual objects a game account already has in its pool of potential virtual objects, the lower the probability of that type of virtual object being drawn, and vice versa. Since the number of different types of candidate virtual objects in a game account's pool changes dynamically, the probability of a candidate virtual object being drawn also changes dynamically. This allows for prioritizing the distribution of virtual resources needed by game accounts, thereby increasing players' engagement and participation in the game.
[0045] For example, in game development, it can be designed that in each game, a first number of preset containers are randomly placed in preset scene locations in the game scene, such as buildings or roadsides. These preset containers are pre-associated with candidate virtual objects. Players can control a first virtual character to search for the preset containers in the game scene. When the player controls the first virtual character to find a preset container, a first control can be displayed in the graphical user interface. Responding to the trigger operation of the first control, a candidate virtual object can be determined from the preset containers as the first virtual object based on the probability of the candidate virtual object being drawn, thus determining whether the first virtual character obtains the first virtual object.
[0046] In other words, what can be placed in the game scene is either the virtual object itself or a container used to hold the virtual object. Players can either directly control the first virtual character to find the first virtual object within the game scene, or they can control the first virtual character to find a pre-set container within the game scene to hold the first virtual object, and then continue to control the first virtual character to interact with the pre-set container to obtain the first virtual object from it.
[0047] In another exemplary implementation, a candidate virtual object can be randomly selected from a preset container found by the player as the first virtual object. That is, each candidate virtual object in the preset container has an equal probability of being selected.
[0048] Taking a container for virtual objects, such as a preset container, placed in the game scene, and where the first virtual object is the first virtual resource container as an example (i.e., the preset container is used to place the first virtual resource container), when the player controls the first virtual character and finds the preset container in the game scene, the preset container can be displayed in the graphical user interface first. After the player controls the first virtual character to interact with the preset container, the first virtual resource container extracted from the preset container can be displayed. (Refer to...) Figure 3 , Figure 3 The clown gift box 31 in the text can be understood as a pre-set container. Figure 3The clown gift box 32 in the middle can be the first virtual resource container, that is, the first virtual object obtained by the first virtual character.
[0049] For example, a Joker Gift Box can be pre-associated with multiple Joker Gift Boxes. A Joker Gift Box can contain three Joker Gift Boxes, each corresponding to a virtual resource in the game. The Joker Gift Box can contain Joker Gift Boxes of different colors, each color representing a different game resource. For instance, a red Joker Gift Box represents cosmetic items, a blue Joker Gift Box represents weapon cosmetic items, and a green Joker Gift Box represents character development items (such as in-game currency, name change cards, double experience cards, etc.). In other words, each Joker Gift Box represents a category of virtual resources, not a specific virtual resource. During a game, players control their first virtual character through their game account to find Joker Gift Boxes in the game scene. After approaching and interacting with a Joker Gift Box, the player draws one gift box from the red, blue, or green Joker Gift Boxes, which becomes the first virtual object obtained by the first virtual character.
[0050] Taking a game scene containing clown gift boxes, each containing three clown gift boxes, and each clown gift box corresponding to a type of virtual resource as an example, this disclosure can respond to the first interaction operation between the first virtual character in the first game client and the preset container in the game, determine the first virtual resource type obtained by the first virtual character from the candidate virtual resource types pre-associated with the preset container; and adjust the target attributes obtained by the game account in the first game client for the first virtual resource type based on the game performance data of the first virtual character in the game.
[0051] In one exemplary implementation, a first prompt can be displayed regarding the first virtual object acquired by the game account during the game session. For example... Figure 3 The system displays a notification about the Joker Gift Box obtained by the game account.
[0052] In one exemplary implementation, the first virtual object is configured with initial attributes. These attributes may include one or more of the following: level attributes, quality attributes, and quantity attributes.
[0053] For example, taking the quality attribute as an example, when a player controls the first virtual character through the game account and obtains the first virtual object, the first virtual object obtained at this time is the first virtual object with the initial quality.
[0054] For example, after the first virtual character acquires a first virtual object with initial attributes, a target prompt message can be displayed in the graphical user interface. This prompt message suggests that the player can improve the attributes of the first virtual object acquired by the first virtual character by enhancing the quality of their gameplay. Figure 4 As shown in Figure 41, a target prompt message such as "Obtain the Joker Gift Box, which will be converted to the corresponding grade based on the player's performance at the end of the game" can be displayed to remind the user that the quality of the first virtual object obtained can be improved by enhancing the player's performance in the game.
[0055] The following is a detailed description of the specific implementation of "step S230, adjusting the initial attributes of the first virtual object to the target attributes based on the game data of the first virtual character in the game".
[0056] For example, Figure 5 This diagram illustrates a flowchart of a method for adjusting target attributes according to an exemplary embodiment of this disclosure. (See also:) Figure 5 The method may include steps S510 to S520. Wherein: In step S510, virtual attribute values are accumulated based on game data.
[0057] In one exemplary implementation, the game data includes one or more of the following: the number of kills by the game account in the game, the types of virtual resources picked up, the quantity of virtual resources picked up, and the survival time of the virtual character controlled by the game account.
[0058] Taking energy value as an example, game players can control their first virtual character through their game account to accumulate energy value in the game by killing, picking up virtual resources, increasing survival time, etc. For example, performing a kill increases energy value by 100, picking up a weapon increases energy value by 50, picking up a virtual resource increases energy value by 5, and so on, thus continuously accumulating virtual attribute value based on game data.
[0059] In step S520, the initial attributes of the first virtual object are adjusted to the target attributes according to the virtual attribute values.
[0060] For example, different cumulative virtual attribute value ranges can be pre-defined for corresponding attributes. For instance, an energy value less than 50 corresponds to Level 1 quality, an energy value greater than or equal to 50 and less than 200 corresponds to Level 2 quality, an energy value greater than or equal to 200 and less than 400 corresponds to Level 3 quality, and an energy value greater than or equal to 400 corresponds to Level 4 quality. In this way, the target attribute can be determined based on the attribute corresponding to the range of cumulative virtual attribute values, thereby adjusting the initial attribute of the first virtual object to the target attribute.
[0061] In other words, a first mapping relationship can be pre-configured, which represents the correspondence between the range of virtual attribute values and the target attribute. During a game, the target attribute corresponding to the range of virtual attribute values of the current virtual attribute value of the game account in the current game can be found based on the first mapping relationship, thereby adjusting the initial attribute of the first virtual object to the found target attribute.
[0062] Continuing with the example of the clown gift box as the first virtual object, and its quality as the attribute, different clown gift box attributes can be distinguished by different background colors. For example, the initial background color of the clown gift box is green, it upgrades to blue when the energy value reaches 50, to purple when the energy value reaches 200, and to gold when the energy value reaches 400. The quality increases from green to blue to purple and then to gold.
[0063] For example, in response to the initial attributes of the first virtual object being adjusted to the target attributes, a second prompt is displayed in the graphical user interface. Figure 6 As shown, when the attributes of the first virtual object change, a second prompt message can be displayed in the graphical user interface to notify the user that the attributes of the first virtual object have been upgraded. (See the image.) Figure 6 The second prompt consists of the text "Clown Gift Box" 61 and "Upgraded to Purple Quality" 62.
[0064] The following is a detailed description of the specific implementation of "step S240, in response to the end of the game, controlling the distribution of the first virtual object resource corresponding to the first virtual object having the target attribute to the game account".
[0065] In one exemplary implementation, the first virtual object resource may be an asset created based on the first virtual object. This asset may be an asset corresponding to the first virtual object itself, or an asset corresponding to a virtual resource pre-associated with the first virtual object.
[0066] For example, the first virtual object exists as a temporary game item during the game. At the end of the game, it needs to be converted from the form of an item into an asset that can be attributed to the user's account, so that the asset can be distributed to the game account.
[0067] For example, one exemplary implementation of step S240 may include: in response to the end of the game, converting a first virtual object with target attributes into a resource form to obtain a first virtual object resource, and distributing the first virtual object resource to the game account.
[0068] When the first virtual object is an asset object that clearly embodies specific content, the first virtual object resource can be the resource corresponding to the first virtual object itself. For example, if the first virtual object is a specific gun prop, the first virtual object resource is the gun resource corresponding to that gun prop.
[0069] In the case that the first virtual object is the first virtual resource container described above, an exemplary implementation of step S240 may include: in response to the end of the game, determining candidate virtual resources with the target attribute from the preset virtual resources pre-associated with the first virtual container; randomly determining the first virtual object resource from the candidate virtual resources, so as to distribute the first virtual resource to the game account.
[0070] For example, when the first virtual object is an asset object that does not explicitly represent specific content, the first virtual object resource can be the resource corresponding to the first virtual object itself, or it can be the resource corresponding to an asset object that is pre-associated with the first virtual object and explicitly represents specific content.
[0071] Taking an asset object whose specific content is not explicitly stated as a virtual resource container as an example, the first virtual object resource corresponding to the first virtual object can be the virtual resource container itself, which exists in the form of a resource, or it can be a specific virtual resource within the first virtual resource container. For example, taking the clown gift box mentioned above as the virtual resource container, the first virtual object resource can be the clown gift box resource, that is, the clown gift box that exists in the form of a resource, or it can be a specific resource within the clown gift box, such as a specific clothing resource with target attributes.
[0072] In other words, in this disclosure, if the first virtual object is an asset object that clearly embodies specific content, at the end of the game, the asset object can be directly converted into resources and distributed to the game account.
[0073] If the first virtual object is an asset object without clearly defined content, at the end of the game, it can be directly converted from an asset object (i.e., a game item) into a resource and distributed to the game account. In this case, the player needs to interact with the first virtual object formed from the resource to determine the virtual resource with specific content that the game account will ultimately receive from the virtual resources pre-associated with the first virtual object. Alternatively, at the end of the game, a specific virtual resource with the target attribute can be directly determined from the specific virtual resources pre-associated with the first virtual object based on a probability draw or by randomness, and directly distributed to the game account. In this case, the player does not need to perform any further operations and can directly obtain the specific virtual resource at the end of the game.
[0074] In one exemplary implementation, the game settlement interface displays a first virtual object resource issued to the game account and the target attributes of the first virtual object resource.
[0075] Taking the gift box resource mentioned above as the first virtual object resource as an example, such as... Figure 7 As shown, the game results screen can display the "Red Gift Box" resource issued to the game account, along with the target attribute (purple quality) of the issued Red Gift Box. In the actual game results screen, the Red Gift Box can be placed against a purple background to indicate to the player that they have obtained a purple-quality Red Gift Box.
[0076] Taking the gift box resource mentioned above as the first virtual object resource as an example, such as... Figure 7 As shown, it can also be displayed on the match results screen as the first virtual object acquired by the game account and the target attributes of the first virtual object at the end of the match. At this time, the first virtual object resource has not yet been distributed to the game account. When the player clicks... Figure 7 When the player receives the control, the first virtual object resource is then sent to the game account. Alternatively, at the end of the game, the first virtual object obtained by the game account and the target attributes of the first virtual object at the end of the game can be displayed, and the first virtual object resource can be sent to the game account directly without requiring any other operation from the player.
[0077] For example, as mentioned above, when the first virtual object resource is the first virtual resource container resource, the player needs to open the corresponding first virtual resource container resource in the activity interface outside the game to obtain the specific virtual resource.
[0078] For example, the game interaction method in this disclosure may further include: responding to the game account entering the game activity interface, displaying in the game activity interface a first virtual object resource owned by the game account and the quantity of each type of first virtual object resource owned by the game account; responding to a selection operation on any of the first virtual object resources displayed in the game activity interface, displaying in the game activity interface the target attributes of the first virtual object resource indicated by the selection operation owned by the game account and the quantity of each type of target attribute owned.
[0079] For example, game players can access the game's activity interface through a control on the game's homepage. For instance, in response to a click on the "Open Gift Box" control on the homepage, the graphical user interface might display something like... Figure 8 The game activity interface shown. (Reference) Figure 8 Red gift box Blue gift box Green gift box This indicates that the game account owns 20 gift boxes of the corresponding color.
[0080] Continue to refer to Figure 8 When a player selects a blue gift box resource in the event interface, the blue gift box resource can be enlarged for display, showing the quality of the blue gift boxes the player possesses and the quantity of each quality. For example... Figure 8 The quality is 12 for blue, 3 for purple, and 5 for gold.
[0081] For example, when the first virtual object resource includes a first virtual resource container resource, the game interaction method in this disclosure may further include: responding to the execution of a first interaction operation in the game activity interface, determining a candidate virtual resource corresponding to a candidate target attribute from preset virtual resources pre-associated with the first virtual resource container resource indicated by the first interaction operation, wherein the candidate target attribute includes a target attribute of the first virtual resource container resource indicated by the first interaction operation owned by the game account; randomly determining a target virtual resource obtained by the game account from the candidate virtual resources, and distributing the target virtual resource to the game account.
[0082] For example, when the player triggers Figure 8 When using the "Open 1 Time" or "Open 10 Times" controls, the game can identify blue, purple, and gold quality guns from the pre-associated blue gift boxes as candidate virtual resources. Then, it randomly selects the target virtual resource for the game account from these candidate resources and directly distributes it to the account. Simultaneously, it adjusts the number of blue gift boxes of that quality and the total number of blue gift boxes owned by the game account based on the quality of the distributed target virtual resource. For example, if a purple quality gun resource is distributed, the total number of blue gift boxes decreases by 1, and the number of purple quality blue gift boxes also decreases by 1.
[0083] Clicking the "Open 1 time" control will grant you 1 virtual resource each time, while clicking the "Open 10 times" control will grant you 10 virtual resources each time.
[0084] In one exemplary implementation, in response to a selection operation on any of the first virtual object resources displayed in the game activity interface, the first virtual object resource indicated by the selection operation is determined as a second virtual object resource. A third prompt message is generated based on the target attributes of the second virtual object resources owned by the game account and the quantity of each target attribute, and the third prompt message is displayed in the graphical user interface. In response to a trigger operation on a sub-prompt message corresponding to any target attribute in the third prompt message, a fourth prompt message is displayed on the target attribute corresponding to the sub-prompt message in the game activity interface. In response to a trigger operation on a target control in the game activity interface, candidate virtual resources corresponding to the target attribute indicated by the fourth prompt message are determined from a preset virtual resource pre-associated with the first virtual resource container resource. A preset number of target virtual resources indicated by the target control are randomly determined from the candidate virtual resources, and the target virtual resources are distributed to the game account.
[0085] For example, the target control can be Figure 8 The game uses the "Open 1 Time" or "Open 10 Times" controls. Taking the "Open 1 Time" control as an example, if a player selects a red gift box and clicks the "Open 1 Time" control, and the red gift box has a quality of either blue or purple, then one clothing resource from the blue or purple quality will be randomly selected as the target virtual resource and sent to the game account. If, after selecting the red gift box, the player then triggers a prompt indicating that the red gift box has a purple quality, and then clicks the "Open 1 Time" control again, then only the purple quality clothing resource will be selected and sent to the game account.
[0086] In one exemplary implementation, the style of the target virtual resource that a player ultimately obtains after opening a gift box can be displayed in a graphical user interface.
[0087] In one exemplary implementation, a game account can obtain a maximum of a preset number of first virtual objects in each game. This preset number can be customized as needed, and this exemplary implementation does not impose any special limitations on it. For example, a preset number of 1 means that a game account can obtain a maximum of 1 first virtual object in each game. This can increase player motivation, encouraging players to actively search for first virtual objects in each game and improving the game's interactivity.
[0088] In this disclosure, the quality or level of virtual resources ultimately distributed to the game account can be determined based on the performance of the first virtual character controlled by the game account in a game match. The higher the quality of the first virtual character's performance in the game match, the higher the quality or level of the virtual resources ultimately distributed to the game account. When the virtual resource is a resource such as gold coins that cannot be measured by quality, its attribute can be quantity or quantity level. That is, the higher the quality of the first virtual character's performance in the game match, the more gold coins or the higher the quantity level will be distributed to the game account. In this way, it can promote the game player's enthusiasm for the game, while enriching the game's interaction methods and reducing the game's resource allocation costs without increasing any game resource configuration.
[0089] Furthermore, it should be noted that the above figures are merely illustrative representations of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0090] Furthermore, exemplary embodiments of this disclosure also provide a game interaction device. (See reference...) Figure 9 As shown, the game interaction device 900 includes the following program modules: a control module 910, configured to control a first virtual character corresponding to a game account to enter a game scene; an acquisition module 920, configured to determine during a game that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; an adjustment module 930, configured to adjust the initial attributes of the first virtual object to target attributes based on the game data of the first virtual character in the game; and a distribution module 940, configured to control the distribution of a first virtual object resource corresponding to the first virtual object having the target attributes to the game account in response to the end of the game.
[0091] In one exemplary implementation, the game data includes one or more of the following: the number of kills by the game account in the game, the types of virtual resources picked up, the quantity of virtual resources picked up, and the survival time of the virtual character controlled by the game account.
[0092] In one exemplary implementation, adjusting the initial attributes of the first virtual object to target attributes based on the game data of the first virtual character in the game includes: accumulating virtual attribute values based on the game data; and adjusting the initial attributes of the first virtual object to target attributes based on the virtual attribute values.
[0093] In one exemplary embodiment, the device further includes a first prompt display module, which can be specifically configured to: display a first prompt for the first virtual object obtained by the game account during the game.
[0094] In one exemplary embodiment, the device further includes a second prompt display module, which can be specifically configured to: display a second prompt in the graphical user interface in response to the initial attribute of the first virtual object being adjusted to the target attribute.
[0095] In one exemplary embodiment, determining that the first virtual character acquires the first virtual object during a game includes: determining, during the game, that the first virtual character acquires the first virtual object from the candidate virtual objects based on the probability of the candidate virtual object being drawn.
[0096] In one exemplary implementation, the probability of the candidate virtual object being selected is related to the number of candidate virtual objects already owned by the game account.
[0097] In one exemplary embodiment, the device further includes a third display module, which can be specifically configured to display, in the game settlement interface of the game match, the first virtual object resource issued to the game account and the target attributes of the first virtual object resource.
[0098] In one exemplary embodiment, the device further includes a fourth display module, which can be specifically configured to: in response to the game account entering the game activity interface, display in the game activity interface a first virtual object resource owned by the game account and the quantity of each type of first virtual object resource owned by the game account; and in response to a selection operation on any of the first virtual object resources displayed in the game activity interface, display in the game activity interface the target attributes of the first virtual object resource indicated by the selection operation owned by the game account and the quantity of each type of target attribute owned.
[0099] In one exemplary embodiment, the first virtual object resource includes a first virtual resource container resource. Based on this, the device further includes a target virtual resource distribution module, which can be specifically configured to: respond to the execution of a first interactive operation in the game activity interface; determine candidate virtual resources corresponding to candidate target attributes from preset virtual resources pre-associated with the first virtual resource container resource indicated by the first interactive operation, wherein the candidate target attributes include target attributes of the first virtual resource container resource indicated by the first interactive operation owned by the game account; randomly determine the target virtual resource obtained by the game account from the candidate virtual resources; and distribute the target virtual resource to the game account.
[0100] In one exemplary implementation, the first virtual object includes a first virtual resource container. The step of controlling the distribution of a first virtual object resource corresponding to the first virtual object having the target attribute to the game account in response to the end of the game includes: in response to the end of the game, determining candidate virtual resources with the target attribute from preset virtual resources pre-associated with the first virtual container; randomly determining the first virtual object resource from the candidate virtual resources to distribute the first virtual resource to the game account.
[0101] 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.
[0102] 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.
[0103] Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0104] 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 interaction method.
[0105] 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.
[0106] 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.
[0107] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, C++, and Python. 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).
[0108] 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, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the above-described game interaction method, which includes the following steps: controlling a first virtual character corresponding to a game account to enter a game scene; during the game, determining that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; adjusting the initial attributes of the first virtual object to target attributes based on the game data of the first virtual character in the game; and in response to the end of the game, controlling the distribution of a first virtual object resource corresponding to the first virtual object having the target attributes to the game account.
[0109] By executing the above method steps through a computer program, on the one hand, after the virtual character controlled by the game player obtains the first virtual object, the target attribute of the first virtual object resource issued to the player's game account is adjusted based on the game data of the virtual character controlled by the player in the game, thereby issuing the first virtual object resource with the target attribute to the game account. In this way, the first virtual object resource obtained by the game account is dynamic and related to the game data of the game character controlled by the game account, which enhances the player's sense of participation and motivation in the game process, makes the game rewards more flexible and fair, and improves the game's fun and the player's game experience; on the other hand, it can enrich the levels of game rewards and the acquisition experience without increasing the types of game resources, and reduce the cost of game resource allocation and management.
[0110] Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0111] The following is for reference. Figure 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0112] like Figure 10 As shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.
[0113] The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 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 1024 may include the modules described above.
[0114] The processor 1010 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).
[0115] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as the game interaction method described above, which includes the following steps: controlling a first virtual character corresponding to a game account to enter a game scene; during the game, determining that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; adjusting the initial attributes of the first virtual object to target attributes based on the game data of the first virtual character in the game; and in response to the end of the game, controlling the distribution of a first virtual object resource corresponding to the first virtual object having the target attributes to the game account.
[0116] Implementing the above method through a computer program offers several advantages. Firstly, after the virtual character controlled by the player acquires the first virtual object, the target attribute of the first virtual object resource distributed to the player's game account is adjusted based on the game data of the player-controlled virtual character during gameplay. This ensures that the first virtual object resource obtained by the game account is dynamic and related to the game data of the character controlled by the account, enhancing player engagement and motivation, making game rewards more flexible and fair, and improving game fun and player experience. Secondly, it enriches the levels and acquisition experience of game rewards without increasing the variety of game resources, reducing the cost of game resource allocation and management.
[0117] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.
[0118] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.
[0119] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 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 1050 can communicate with other modules of electronic device 1000 via bus 1030.
[0120] The electronic device 1000 can display a graphical user interface via a monitor 1060, such as a game match results interface or a game activity interface.
[0121] although Figure 10As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0122] Those skilled in the art will understand that various aspects of this disclosure can be implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit", "module" or "system" respectively.
[0123] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A game interaction method, characterized in that, include: Control the first virtual character corresponding to the game account to enter the game scene; During a game, it is determined that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; Based on the game data of the first virtual character in the game, the initial attributes of the first virtual object are adjusted to the target attributes; In response to the end of the game, the system distributes a first virtual object resource corresponding to the first virtual object with the target attribute to the game account.
2. The method according to claim 1, characterized in that, The game data includes one or more of the following: the number of kills by the game account in the game, the types of virtual resources picked up, the quantity of virtual resources picked up, and the survival time of the virtual character controlled by the game account.
3. The method according to claim 1 or 2, characterized in that, The step of adjusting the initial attributes of the first virtual object to the target attributes based on the game data of the first virtual character in the game includes: Accumulate virtual attribute values based on the game match data; The initial attributes of the first virtual object are adjusted to the target attributes based on the virtual attribute values.
4. The method according to claim 1, characterized in that, The method further includes: During the game, a first prompt is displayed for the first virtual object acquired by the first virtual character.
5. The method according to claim 1, characterized in that, The method further includes: In response to the initial attribute of the first virtual object being adjusted to the target attribute, a second prompt is displayed in the graphical user interface.
6. The method according to claim 1, characterized in that, The step of determining that the first virtual character acquires the first virtual object during a game includes: During the game, the first virtual object obtained by the first virtual character is determined from the candidate virtual objects based on the probability of the candidate virtual objects being drawn.
7. The method according to claim 6, characterized in that, The probability of a candidate virtual object being selected is related to the number of candidate virtual objects already owned by the game account.
8. The method according to claim 1, characterized in that, The method further includes: The game's match settlement interface displays the first virtual object resource issued to the game account and the target attributes of the first virtual object resource.
9. The method according to claim 1, characterized in that, The method further includes: When the game account enters the game activity interface, the game activity interface displays the first virtual object resources owned by the game account and the quantity of each type of first virtual object resource owned by the game account. In response to a selection operation on any of the first virtual object resources displayed in the game activity interface, the game activity interface displays the target attributes of the first virtual object resource indicated by the selection operation and the quantity of each target attribute owned by the game account.
10. The method according to claim 9, characterized in that, The first virtual object resource includes a first virtual resource container resource, and the method further includes: In response to the execution of a first interactive operation in the game activity interface, a candidate virtual resource corresponding to a candidate target attribute is determined from a preset virtual resource pre-associated with the first virtual resource container resource indicated by the first interactive operation, wherein the candidate target attribute includes the target attribute of the first virtual resource container resource indicated by the first interactive operation owned by the game account. The target virtual resource obtained by the game account is randomly determined from the candidate virtual resources, and the target virtual resource is distributed to the game account.
11. The method according to claim 1, characterized in that, The first virtual object includes a first virtual resource container. The step of controlling the distribution of the first virtual object resource corresponding to the first virtual object having the target attribute to the game account in response to the end of the game includes: In response to the end of the game, candidate virtual resources with the target attribute are identified from the preset virtual resources pre-associated with the first virtual container; The first virtual object resource is randomly selected from the candidate virtual resources and distributed to the game account.
12. A game interaction device, characterized in that, include: The control module is configured to control the first virtual character corresponding to the game account to enter the game scene; The acquisition module is configured to determine, during a game match, that the first virtual character acquires a first virtual object, wherein the first virtual object is configured with initial attributes; The adjustment module is configured to adjust the initial attributes of the first virtual object to the target attributes based on the game data of the first virtual character in the game. The distribution module is configured to, in response to the end of the game, control the distribution of a first virtual object resource corresponding to a first virtual object having the target attribute to the game account.
13. 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 11.
14. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method as described in any one of claims 1 to 11.