Game control methods, devices, equipment, media and products

By linking virtual plots and tasks in the virtual map of the SLG game, the problem of the single display method of the task system is solved, realizing the intuitive display of virtual tasks and the expansion of gameplay, thereby enhancing the immersion and activity of the game.

CN122076032APending Publication Date: 2026-05-26NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202610484521.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-04-13
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

The existing daily task system in games has a single display method, which makes it difficult to intuitively display more multi-dimensional information. In addition, the task list is limited by the size of the graphical user interface, so it cannot display a large number of tasks at once.

Method used

In the virtual map of SLG games, virtual plots are associated with virtual tasks, and the location information of virtual tasks is displayed through a graphical user interface. Players can trigger operations to determine the target virtual plot in the virtual scene and perform related tasks.

Benefits of technology

It enables more tasks to be displayed intuitively in the virtual map, enhancing player immersion and the playability of the virtual map within the game, promoting game activity, and strengthening gameplay expansion through the integration of the task system.

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Abstract

This application relates to the field of computer technology and discloses a game control method, device, equipment, medium, and product. The method includes: responding to a first trigger operation for a target virtual object, determining at least one target virtual plot within a target range associated with the target virtual object, and displaying a corresponding task event identifier on each target virtual plot. The task event identifier is used to indicate a virtual task to be executed, and the virtual task to be executed is associated with the corresponding target virtual plot; responding to an execution operation for the target task event identifier, executing the virtual task corresponding to the target task event identifier. This application, by associating virtual plots with virtual tasks in a virtual scene, can intuitively display the virtual tasks that players can execute; furthermore, displaying tasks on a virtual map is equivalent to intuitively displaying the location information of the tasks, enabling users to intuitively display location-dimensional information.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to methods, devices, equipment, media, and products for controlling games. Background Technology

[0002] Daily task systems are a basic feature of most games on the market, primarily designed to increase player engagement and provide them with the resources needed for progression. For example, completing certain daily tasks can earn players virtual coins and other in-game resources for their own development.

[0003] The daily task systems in related games are all implemented through an interface, that is, each daily task is presented in the form of a task list. The display method is simple, and the task list is a flat expression, making it difficult to directly introduce more multi-dimensional information. Summary of the Invention

[0004] In view of this, this application provides a game control method, device, equipment, medium and product to solve the problem of the single display mode of the task system.

[0005] In a first aspect, this application provides a game control method, which provides a graphical user interface (GUI) via a terminal. The GUI includes at least a portion of a virtual scene, and the virtual scene includes multiple virtual plots and virtual objects. The method includes: In response to a first triggering operation for a target virtual object, at least one target virtual plot is determined within the target range associated with the target virtual object, and a corresponding task event identifier is displayed on each target virtual plot. The task event identifier is used to indicate a virtual task to be executed, and the virtual task to be executed is associated with the corresponding target virtual plot. In response to the execution operation targeting the target task event identifier, execute the virtual task corresponding to the target task event identifier.

[0006] Secondly, this application provides a game control device that provides a graphical user interface via a terminal. The graphical user interface includes at least a portion of a virtual scene, which contains multiple virtual plots and virtual objects. The device includes: The task generation module is used to respond to a first trigger operation for a target virtual object, determine at least one target virtual plot within the target range associated with the target virtual object, and display a corresponding task event identifier on each target virtual plot. The task event identifier is used to indicate a virtual task to be executed, and the virtual task to be executed is associated with the corresponding target virtual plot. The processing module is used to respond to the execution operation for the target task event identifier and execute the virtual task corresponding to the target task event identifier.

[0007] Thirdly, this application provides an electronic device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the game control method described in the first aspect or any corresponding embodiment.

[0008] Fourthly, this application provides a computer-readable storage medium storing computer instructions for causing a computer to execute the game control method described in the first aspect or any corresponding embodiment thereof.

[0009] Fifthly, this application provides a computer program product, including computer instructions for causing a computer to execute a game control method described in the first aspect or any of its corresponding embodiments.

[0010] This application provides a game control method that displays virtual scenes from games such as SLGs in a graphical user interface. When a task needs to be generated, the player can perform a first trigger operation on a target virtual object, thereby determining the target virtual tile in the virtual scene associated with the virtual task. The target virtual tile is within the target range of the target virtual object, ensuring that all target virtual tiles corresponding to virtual tasks are displayed as completely as possible in the graphical user interface for the player to select and execute. By associating virtual tiles with virtual tasks, the virtual tasks that the player can execute can be displayed intuitively at the virtual tile locations on the virtual map, allowing for the display of more virtual tasks at once. Furthermore, displaying virtual tasks on the virtual map is equivalent to intuitively showing the location information of the virtual tasks, providing users with a clear view of location dimensions. Combining the game's daily task system with the virtual map not only enhances player activity but also further strengthens the playability of gameplay related to the virtual map, expanding gameplay possibilities. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0012] Figure 1 This is a schematic diagram illustrating an application scenario according to an embodiment of this application; Figure 2This is a schematic diagram of an interface of a daily task system according to an embodiment of this application; Figure 3 This is a schematic flowchart of a first method for controlling a game according to an embodiment of this application; Figure 4 This is a schematic diagram of a virtual map according to an embodiment of this application; Figure 5 This is a schematic diagram illustrating the display of virtual tasks in a virtual map according to an embodiment of this application; Figure 6 This is a second flowchart illustrating a game control method according to an embodiment of this application; Figure 7 This is another schematic diagram of a virtual map according to an embodiment of this application; Figure 8 This is a schematic diagram of an interface during level upgrade according to an embodiment of this application; Figure 9 This is a schematic diagram illustrating an operation of displaying a task list according to an embodiment of this application; Figure 10 This is an operational diagram of an interactive virtual task according to an embodiment of this application; Figure 11 This is a structural block diagram of a game control device according to an embodiment of this application; Figure 12 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of this application. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0014] It is understood that before using the technical solutions disclosed in the various embodiments of this application, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this application in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.

[0015] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Therefore, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0016] As one optional application scenario in the embodiments of this application, such as Figure 1 As shown, application 101 is installed in terminal device 110, and user 130 can interact with application 101 through terminal device 110 and / or access device of terminal device 110.

[0017] For example, application 101 can be any application, including game applications. For instance, application 101 could be an SLG (Strategy / Simulation) game application, etc. Figure 1 In the application scenario shown, if application 101 is active, the terminal device 110 can display the interface 102 of application 101. The interface 102 may include various pages that application 101 can provide, such as interactive pages, settings pages, query pages, etc.

[0018] In some embodiments, terminal device 110 is communicatively connected to server 120 to provide services to application 101. Terminal device 110 may be a mobile terminal, fixed terminal, or portable terminal, including but not limited to mobile phones, desktop computers, laptop computers, multimedia tablets, e-book devices, gaming devices, or any combination thereof, including accessories and peripherals of these devices or any combination thereof. In some embodiments, terminal device 110 may also support any type of interface, and server 120 may be various types of computing systems or servers capable of providing computing power, including but not limited to mainframes, edge computing nodes, and computing devices in cloud environments.

[0019] It should be noted that, Figure 1 This is merely an example of an application scenario and does not limit the scope of protection of this application.

[0020] The daily task system in the relevant games is carried out through the interface, that is, the daily tasks are presented in the form of a task list. Figure 2 This shows a schematic diagram of an interface for a daily task system, such as... Figure 2 As shown, the interface includes three daily tasks: building houses, cultivating one piece of land, and defeating bandits. Each daily task has corresponding resource rewards. For example, after completing the task of building houses, players will be rewarded with virtual resources such as wood and stone for their own development.

[0021] This type of task list display is rather simplistic. Limited by the size of the graphical user interface, it can generally only display a limited number of tasks, requiring users to scroll or perform other actions to view others. Furthermore, the task list is a rather flat representation, typically only displaying task descriptions through text and images, making it difficult to intuitively introduce other dimensions of information.

[0022] SLG (Simulation Game) is a type of video game designed for training or entertainment by simulating real-world scenarios. It is generally a strategy game where the core mechanism revolves around planning and decision-making to achieve various victory objectives. SLG games typically use a large sandbox map as their framework, where various factions compete for shared resources (land, city resources, etc.) to develop themselves and their allies.

[0023] This application provides a game control method that utilizes a virtual map within games such as SLG to intuitively display the tasks that players can perform on the virtual map. More tasks can be displayed at once for players to choose from. Furthermore, displaying tasks on the virtual map is equivalent to intuitively showing the location information of the tasks, which can intuitively display location-dimensional information to the user.

[0024] According to an embodiment of this application, a game control method embodiment is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Also, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0025] This embodiment provides a game control method that can be used in the aforementioned terminal devices, such as mobile terminals like mobile phones and tablets. Figure 3 This is a flowchart of a game control method according to an embodiment of this application. A graphical user interface (GUI) is provided via a terminal. The GUI includes at least a portion of a virtual scene, which contains multiple virtual plots and virtual objects.

[0026] The virtual scene provided by the game can include a virtual map that supports multiple players. A graphical user interface (GUI) can be provided using the players' terminal devices, displaying the virtual map within the GUI. This virtual map is divided into multiple virtual plots, each with its own terrain, such as plains or forests. Each virtual plot is the smallest unit of the virtual map; generally, a virtual plot corresponds to a small square area on the game map.

[0027] Furthermore, the virtual scene also includes at least one virtual object, which is an object that can interact with the player in the virtual scene. As the game progresses, the virtual object's position, state, and other attributes can also change.

[0028] In the virtual map, the initial virtual plots are neutral and do not belong to any player. Players can change the ownership of some virtual plots by capturing them, thus transferring those plots to themselves (or their faction). Furthermore, players can construct virtual buildings on their virtual plots; these virtual buildings are virtual objects that the player can control. For ease of description, the player corresponding to the terminal device executing this method is referred to as the first player. The first player can use this terminal device to construct virtual buildings belonging to themselves on the corresponding virtual plots. These virtual buildings can be, for example, main cities, branch cities, garrison cities, or other virtual buildings with troop functions, enabling them to complete tasks that require troop deployment.

[0029] Figure 4 A schematic diagram of a virtual map is shown, such as Figure 4 As shown, the virtual map is divided into multiple virtual plots for easier understanding. Figure 4 The dashed lines in the middle represent the boundaries between the virtual plots, and each square ( Figure 4 The diamond-shaped area in the center corresponds to a virtual plot of land; the boundary lines between virtual plots can be shown or hidden on the virtual map. Furthermore, some virtual plots have corresponding virtual buildings 401 on them, and each virtual building 401 can occupy one or more virtual plots. Figure 4 For example, virtual building 401 corresponds to a 2×2 virtual plot, but it can also correspond to a 3×3 virtual plot, depending on the actual situation.

[0030] like Figure 3 As shown, the method includes the following steps.

[0031] Step S301: In response to the first triggering operation for the target virtual object, at least one target virtual plot is determined within the target range associated with the target virtual object, and a corresponding task event identifier is displayed on each target virtual plot. The task event identifier is used to indicate the virtual task to be executed, and the virtual task to be executed is associated with the corresponding target virtual plot.

[0032] At least some of the virtual objects can be used to trigger the generation of tasks for players to perform. When a task needs to be generated, a certain virtual object can be used as the target virtual object. The target virtual object can be any one of the virtual objects or any one of the preset conditions; for example, the target virtual object is a virtual object whose current level is higher than a preset level.

[0033] Players can trigger a corresponding operation on the target virtual object, namely the first trigger operation. This first trigger operation is used to trigger a task generation command, thereby determining one or more target virtual plots in the virtual scene (such as a virtual map). Specifically, each time a task generation command is triggered, one or more virtual tasks can be generated, and a corresponding virtual plot, namely the target virtual plot, can be assigned to each virtual task.

[0034] Furthermore, the task generation instruction is an instruction for the target virtual object. When determining the target virtual plot of the virtual task, it is also necessary to select within a preset range around the target virtual object. That is, the target virtual plot is a virtual plot within the target range associated with the target virtual object.

[0035] Optionally, the target virtual object is a target virtual building, and the target range is an area extending outward from the virtual plot where the target virtual building is located by a specified number of virtual plots. The target range is used to provide status restoration functionality for controlled virtual characters staying within the target range. That is, the target virtual plot is selected from the range closest to the virtual building.

[0036] For example, virtual buildings such as the main city have a certain supply range, such as a supply range of 11×11. This supply range can be used as the target range around the target virtual building. When a task generation command is triggered for the target virtual building, the target virtual plot is determined within its supply range.

[0037] In this embodiment, the target virtual plot is associated with the virtual task to be executed. For example, there is a one-to-one correspondence between the target virtual plot and the corresponding virtual task, or the target virtual plot may correspond to multiple virtual tasks. Specifically, each virtual task has a corresponding task event identifier, which can be applied to the target virtual plot in the virtual scene to remind the player that there is an executable virtual task on the current virtual plot.

[0038] Virtual tasks can have corresponding location information. For example, location information can be set for each virtual task, and the target virtual plot corresponding to the virtual task can be determined based on this location information. This location information can be a location range; for example, if the location information is a plain, then one of the virtual plots belonging to the plain type can be randomly selected as the target virtual plot for that virtual task. Alternatively, the location information can also be specific location coordinates, in which case the virtual plot corresponding to those coordinates can be used as the target virtual plot for that virtual task. Alternatively, when generating tasks, a certain number of target virtual plots can be randomly selected within a preset range around the virtual building, and virtual tasks can be set for each target virtual plot.

[0039] When a player owns multiple virtual buildings, they can generate corresponding virtual tasks for each virtual building individually, or they can generate virtual tasks for all virtual buildings simultaneously.

[0040] Figure 5 This diagram illustrates one way of displaying virtual tasks on a virtual map. For example... Figure 5 As shown, after receiving the task generation instruction for virtual building 401, three virtual tasks are generated around it, namely... Figure 5 The map shows three virtual tasks: 501 (first), 502 (second), and 503 (third), each corresponding to a different target virtual plot. A bubble representing each virtual task is displayed on the virtual map; this bubble serves as an identifier for the virtual task, i.e., a task event identifier, to visually inform the player that a virtual task exists on this plot.

[0041] Step S302: In response to the execution operation for the target task event identifier, execute the virtual task corresponding to the target task event identifier.

[0042] In this embodiment, various virtual tasks are generated in a virtual map and displayed intuitively. Players can then execute the corresponding virtual tasks. Specifically, if a player needs to execute a certain virtual task, they can trigger a corresponding execution operation (such as a click operation) on the target task event identifier in the virtual map to execute the virtual task corresponding to the target task event identifier.

[0043] It is understandable that the virtual task is a task event related to the target virtual plot. For example, the virtual task can be to acquire resources in the target virtual plot (such as a task to cultivate land), or it can be to eliminate bandits in the target virtual plot (such as a task to suppress bandits). This strong correlation between the virtual task and the virtual plot can enhance the player's sense of immersion.

[0044] Optionally, the method may further include issuing a target reward in response to the completion of the virtual task corresponding to the target task event identifier. In this embodiment, after completing the virtual task, a corresponding task reward, i.e., a target reward, can be provided to the player, which is specifically determined based on the actual virtual task. For example, the target reward may specifically be virtual resources in the game (such as virtual currency, virtual wood, etc.), a virtual character that can be controlled by the player (such as a virtual general), or experience points required for leveling up, etc.

[0045] This application provides a game control method that displays virtual scenes from games such as SLGs in a graphical user interface. When a task needs to be generated, the player can perform a first trigger operation on a target virtual object, thereby determining the target virtual plot in the virtual scene associated with the virtual task. The target virtual plot is within the target range of the target virtual object, ensuring that all target virtual plots corresponding to virtual tasks are displayed as completely as possible in the graphical user interface for the player to select and execute. By associating virtual plots with virtual tasks, executable virtual tasks can be displayed intuitively at the virtual plot locations on the virtual map, allowing for the display of more virtual tasks at once. Furthermore, displaying virtual tasks on the virtual map is equivalent to intuitively showing the location information of the virtual tasks, providing users with a clear view of location dimensions. Combining the game's daily task system with the virtual map not only enhances player activity but also further strengthens the playability of gameplay related to the virtual map, expanding gameplay options.

[0046] This embodiment provides a game control method that can be used in the aforementioned terminal devices, such as mobile terminals, such as mobile phones and tablets. The terminal provides a graphical user interface, which includes at least a portion of the virtual scene. The virtual scene includes multiple virtual plots and virtual objects. Figure 6 This is a flowchart of a game control method according to an embodiment of this application, such as... Figure 6 As shown, the process includes the following steps.

[0047] Step S601: Display the first task generation control at the associated location of the target virtual object.

[0048] In this embodiment, the player can actively trigger the first trigger task, that is, actively trigger the task generation command. Specifically, when a virtual map containing the target virtual object is displayed in the graphical user interface, a control for triggering the task generation command, namely the first task generation control, is added to the target virtual object. The first task generation control is located at the associated position of the target virtual object. This associated position can be, for example, the center position of the target virtual object, the surrounding side position, etc., and this embodiment does not limit it.

[0049] Figure 7 Another schematic diagram of the virtual map is shown. Taking virtual building 401 as the target virtual object as an example, as follows... Figure 7 As shown, a first task generation control 701 is provided at the virtual building 401, which is used to generate corresponding virtual tasks. Figure 7 In the middle, the first task generation control 701 corresponds to the patrol function, which can generate patrol-related virtual tasks.

[0050] Optionally, the number of currently available task generation times can be displayed in the associated location of the first task generation control.

[0051] In this embodiment, a corresponding number of task generation attempts is set for the first player or the target virtual object. The number of task generation attempts represents the number of times the first player or the target virtual object is allowed to generate tasks. Specifically, a uniform number of task generation attempts can be set for the first player. That is, if the first player has multiple virtual objects (such as virtual buildings), these virtual objects share the same number of task generation attempts. Alternatively, independent number of task generation attempts can be set for each of the first player's virtual objects. This embodiment does not limit this.

[0052] The task generation count can be updated periodically. For example, at the beginning of each task cycle, the task generation count can be set to an initial value. For instance, if a task cycle is generally one day or one week, the task generation count can be reset at 12:00 AM each day and set to an initial value (e.g., 5, 10, etc.).

[0053] Alternatively, a certain number of attempts (X) can be periodically distributed to increase the number of task generation attempts, with a maximum limit (Y) for each attempt. For example, players could be given 3 task generation attempts daily (X=3), with a maximum of 7 attempts (Y=7). If a virtual building itself has 2 task generation attempts, the number of attempts would increase by 3 on the first day, becoming 5. However, if the number of attempts were to increase by 3 on the second day, it would exceed the maximum limit (Y), so the number of attempts could only be increased to that limit on the second day. It can be understood that when updating the number of task generation attempts in each task cycle, it can be based on the remaining attempts from the previous task cycle. Correspondingly, the number of attempts already generated is the number generated within the current task cycle.

[0054] Furthermore, the method also includes: in response to a first trigger operation on the target virtual object, decrementing the currently available task generation count by one. That is, within the current task cycle, each time the player executes a task generation instruction for the target virtual object, such as the interaction operation on the first task generation control in step S602 below, the task generation count will be decremented by one.

[0055] like Figure 7 As shown, if the first player has 7 remaining task generation attempts, this number can be simultaneously displayed on the side of the first task generation control 701. Furthermore, this task generation count can be updated in real-time as the player interacts with the game.

[0056] Optionally, the first task generation control for generating tasks can be displayed at the corresponding location in the virtual building only if the task generation count is greater than zero. If the task generation count is zero, it means that no task can be generated at present, and displaying the first task generation control in this case is meaningless, so the first task generation control can be hidden.

[0057] Step S602: In response to the first interactive operation of the first task generation control, at least one target virtual plot is determined within the target range associated with the target virtual object, and a corresponding task event identifier is displayed on each target virtual plot. The task event identifier is used to indicate the virtual task to be executed, and the virtual task to be executed is associated with the corresponding target virtual plot.

[0058] When a player needs to generate a task, they can trigger the corresponding interactive operation by clicking or long-pressing the first task generation control. This first interactive operation will then trigger the corresponding task generation command, thereby determining the corresponding virtual task and target virtual plot. Furthermore, when displaying the virtual task, the corresponding virtual task's task event identifier will be displayed at the target virtual plot. This task event identifier can be just an icon or it can contain more information, such as the type of virtual task.

[0059] For example, the first player clicks Figure 7 The first task generation control 701 shown can generate corresponding virtual tasks, as detailed below. Figure 5 As shown, it generates three virtual tasks. It can be understood that after generating and displaying the virtual tasks, the number of task generation times changes from 7 to 6; and, the first task generation control 701 can continue to be displayed at virtual building 401, or the first task generation control 701 can be displayed at virtual building 401 after the three virtual tasks are executed, which is not limited here.

[0060] In some alternative implementations, as shown above, after receiving a task generation instruction (e.g., a first interactive operation triggered by a first task generation control), at least one virtual task can be determined. The number of virtual tasks and / or the quality of each virtual task are determined based on at least one of the following: the current account level of the game account logged into the game, the current task level of the game account logged into the game, historical task execution data corresponding to the game account, and the attributes of the target virtual object.

[0061] In this embodiment, the current account level of the game account is the global level of the game, and all virtual objects have the same level. The current task level is the level specific to the virtual object, such as a new level introduced for all virtual buildings (meaning the task levels of each virtual building are the same, or they can be different). Historical task execution data refers to the historical execution data of virtual tasks, which may include, for example, the number of completed virtual tasks, the completion rate of virtual tasks, etc. The attributes of the target virtual object can be, for example, the building level of the virtual building itself (the building levels of each virtual building are independent), or the type of the virtual building (e.g., main city, branch city, etc.).

[0062] For example, the task level can be positively correlated with the total number of completed virtual tasks, that is, the more virtual tasks a player completes, the higher their task level; of course, the task level can also be increased based on other indicators such as the player's activity level, but this embodiment does not limit this.

[0063] Taking the determination of the number of virtual tasks and / or the quality of each virtual task based on task level as an example, for each task level, a corresponding number of events and a range of event quality are set. The number of events is the maximum number allowed to be generated each time a task is generated; and multiple qualities are set for virtual tasks, such as high quality, medium quality, low quality, or multiple qualities like D, C, B, A, S, SS, etc. Each task level is assigned a corresponding range of event quality, which includes one or more qualities.

[0064] Among them, the higher the task level, the greater the number of events, the higher the probability of including high-level quality events within the event quality range, and the greater the probability of generating high-quality virtual tasks.

[0065] After the first player triggers the first interactive operation on the virtual building, the current task level can be determined, and then the corresponding number of events and the range of event quality can be determined; when generating virtual tasks, they are generated according to the number of events and the range of event quality.

[0066] For example, if the first player's current task level is four, and the corresponding number of events is three, with event quality ranging from C to A, then three virtual tasks can be generated for the virtual building, and each virtual task can be of quality C, B, or A. Figure 5 As shown, the task event identifier (i.e., bubble) of the virtual task contains the event quality, where the quality of the first virtual task 501 is A, and the quality of the second virtual task 502 and the third virtual task 503 is C.

[0067] For virtual tasks of different qualities, the quality level can be directly marked, or it can be marked based on different colors, shapes, etc. That is, the task event identifiers of virtual tasks of different qualities can also have different colors and shapes to make it easier for players to distinguish them.

[0068] Optionally, the method further includes steps a1 to a2.

[0069] Step a1: Update the task experience value based on the number and / or quality of completed virtual tasks.

[0070] Step a2: When the task experience value reaches the experience threshold, the current task level is upgraded to the next level.

[0071] In this embodiment, each time a player completes a virtual task, a certain amount of task experience points are added based on the quality of the virtual task to update it. It can be understood that the more virtual tasks there are and the higher their quality, the more task experience points are added, resulting in a larger updated task experience value. When the task experience points reach a preset experience threshold (e.g., the critical experience value between the current level and the next level), the current task level is upgraded to the next level. Afterwards, when the player generates virtual tasks, they can do so according to the rules of the next task level; for example, they can generate more virtual tasks or higher-quality virtual tasks.

[0072] Optionally, after upgrading the current task level to the next level, a prompt effect indicating the task level upgrade can be played in the graphical user interface. For example, an upgrade animation interface can be played. Furthermore, the method may also include the following step b1.

[0073] Step b1: If the current task level is upgraded to the next task level, add an extra number of task generation attempts to the target virtual object. The extra number of attempts is the difference between the number of tasks corresponding to the next task level and the number of tasks corresponding to the current task level.

[0074] As the game progresses, the first player's or virtual building's mission level will increase. Specifically, if the first player's or virtual building's current mission level increases to the next mission level, the additional mission attempts needed can be determined based on the number of missions corresponding to the two mission levels, and these additional attempts will be added to the first player's or virtual building's mission generation count in a timely manner.

[0075] Figure 8 This shows a schematic diagram of an interface during level progression. For example... Figure 8As shown, taking patrol events as an example of virtual tasks, if the task level of the first player or virtual building increases from level 9 to level 10, and the number of tasks corresponding to level 10 (such as the aforementioned maximum number of tasks Y) is one more than the number of tasks corresponding to level 9, then the task generation count (i.e., patrol count) will be increased by 1. Furthermore, if the number of events at level 9 (i.e., the maximum number of events per patrol) is 3, and the number of events at level 10 is 4, the change in the number of events will be displayed; subsequently, each time the first player clicks the first task generation control 701, 4 virtual tasks can be generated at once. In addition, the event quality range (i.e., patrol event quality) can also be improved, for example, from C, B to B, A.

[0076] In this embodiment, the quantity and quality of virtual tasks are associated with task levels, which can encourage players to actively perform virtual tasks to improve their task levels. This gives the daily task system a level growth attribute, thereby increasing the differentiation of the player experience.

[0077] Optionally, the method further includes the following step c1.

[0078] Step c1: Display the task list interface in the graphical user interface. The task list interface contains the virtual task corresponding to each task event identifier.

[0079] In this embodiment, the graphical user interface can also display the virtual tasks in a list format. Specifically, it can resemble a task list interface, which includes the virtual tasks corresponding to each task event identifier. When there are a large number of virtual tasks, scrolling up and down is supported to make it easier for players to view all the virtual tasks in the list.

[0080] Step c1 displays the task list interface in the graphical user interface, which may specifically include steps c11 to c12.

[0081] Step c11: In response to the second trigger operation for the target virtual object, display a list of operation instructions for the target virtual object in the graphical user interface. The list of operation instructions includes a task viewing control. Step c12 responds to the third triggered operation for the task viewing control, displaying the task list interface in the graphical user interface.

[0082] In this embodiment, in addition to allowing players to view and execute corresponding virtual tasks through various task event markers displayed on the virtual map, a task list function is also provided to players, making it convenient for them to view virtual tasks in real time as needed.

[0083] Figure 9 This diagram illustrates one operation for displaying a task list. Figure 9As shown, the first player clicks on the location of virtual building 401 (or other locations besides the first task generation control if the first task generation control is also displayed), triggering the second trigger operation. This will pop up and display an operation command list on the right side of the virtual building, including multiple controls such as facility controls, garrison controls, and patrol controls 901. Patrol control 901 is the task viewing control. Furthermore, patrol control 901 can also display the number of task generations, for example... Figure 9 The number 7, etc.

[0084] If the first player needs to view the current virtual task, they can click on the task view control (e.g., patrol control 901) to trigger a third trigger action, after which the task list will be displayed in the graphical user interface. Figure 9 As shown, the task list 902 includes information about three virtual tasks. When a player clicks on any virtual task in the task list, a task details interface 903 will pop up, and the player can execute the corresponding virtual task by clicking on the execution control 904 in the interface.

[0085] Optionally, the task list interface also includes a second task generation control; the method further includes: updating the task event identifier displayed within the target range in response to a trigger operation on the second task generation control.

[0086] See also Figure 9 As shown, the task list 902 may also include a corresponding patrol control 905, which is the second task generation control. This patrol control 905 is essentially also a task generation control, and its function can be the same as the first task generation control 701. Players can update the task event identifiers displayed within the target area by performing a trigger operation on this patrol control 905; for example, it can regenerate new virtual tasks, or generate virtual tasks that players can choose from, allowing players to replace low-quality virtual tasks with higher-quality ones, etc., which will not be elaborated further here.

[0087] Step S603: In response to the execution operation for the target task event identifier, execute the virtual task corresponding to the target task event identifier.

[0088] Please see details Figure 3 Step S302 of the illustrated embodiment will not be described again here.

[0089] In some optional implementations, step S603, "in response to the execution operation for the target task event identifier, execute the virtual task corresponding to the target task event identifier," may include steps d1 to d2.

[0090] Step d1, in response to the fourth triggered operation for the virtual task at the target virtual plot, displays the task page of the virtual task; the task page includes execution controls and description information of the virtual task.

[0091] Step d2, in response to the fifth trigger operation for the execution control, execute the task corresponding to the virtual task.

[0092] In this embodiment, when the first player needs to perform a corresponding virtual task, they can trigger a corresponding fourth trigger operation for that virtual task on the virtual map, such as clicking... Figure 5 The task page for the virtual task can then be displayed in the graphical user interface, including pop-up icons and other visual aids. This task page is similar to the task details interface 903 and may include execution controls and detailed descriptions of the virtual task, such as task descriptions and rewards (e.g., resources obtainable upon completion of the task).

[0093] In addition to simplifying player operations, after a task is generated, besides displaying event bubbles on the virtual map, a task list can also be directly displayed for players to view. For example, after the first player clicks the first task generation control 701, the game will automatically transition to... Figure 9 The interface shown in the lower middle section.

[0094] Optionally, the virtual tasks in this embodiment are divided into multiple task types, such as resource acquisition type (e.g., acquiring generals, acquiring materials, acquiring general experience, etc.) and interaction type that requires interaction with the target virtual land (e.g., needing to send generals or troops to the target virtual land to complete the task). Virtual tasks of different task types can be implemented based on different operation links.

[0095] Specifically, for virtual tasks involving resource acquisition, the first player can access a task page (e.g., task details screen 903) by clicking the corresponding event bubble or the virtual task in the task list. Then, clicking the execution control on that task page (e.g., execution control 904) will complete the virtual task. Clicking the execution control can be accompanied by transition animations or dynamic effects to indicate the execution process, and a screen indicating task completion will be displayed upon successful completion.

[0096] For interactive virtual tasks, the first player will see a corresponding task page pop up after clicking the relevant event bubble or the virtual task in the task list. After clicking the execution control on the task page, the player needs to send the corresponding troops to the target virtual plot to complete the virtual task.

[0097] by Figure 5The second virtual quest 502 is an event called "Bandit Uprising," which is an interactive event. When the first player clicks the bubble corresponding to virtual quest 502, the corresponding quest page will pop up. Figure 10 This illustrates an operation diagram of an interactive virtual task. The task page 1001 corresponding to the second virtual task 502 can be accessed as follows: Figure 10 As shown, it includes an execution control 1002. After the first player clicks the execution control 1002, a corresponding surface model 1003 can be generated at the target virtual plot corresponding to the second virtual task 502 (e.g., Figure 10 (As shown in the lower half); if the first player confirms the execution of the second virtual task 502 (e.g., through a confirmation operation), troops can be dispatched from the virtual building 401 to the surface model 1003 to execute the second virtual task 502.

[0098] It is understandable that it takes time for troops to move to the surface model 1003. Therefore, the second virtual task 502 cannot be completed immediately; it can only be completed and the corresponding resource rewards obtained after the troops have moved to the surface model 1003. The target virtual building (e.g., virtual building 401) is a building with troop deployment capabilities.

[0099] Optionally, each virtual task may also have a certain duration. If the duration is exceeded and the player does not actively perform the virtual task, the virtual task will be cleared.

[0100] In some alternative implementations, since virtual plots may belong to a particular player or faction, the ownership of a target virtual plot can be disregarded when selecting it. That is, the target virtual plot can belong to the first player or other players, without affecting the first player's ability to perform the corresponding virtual task. Furthermore, changes in the ownership of the target virtual plot will not affect the virtual task.

[0101] Alternatively, virtual tasks can only be generated on land belonging to the user; that is, when a task is generated, the target virtual plot belongs to the player faction of the game account logged into the game (e.g., the target virtual plot belongs to the first player), or the target virtual plot is a neutral virtual plot (i.e., not belonging to any faction). Furthermore, the method may also include the following step e1.

[0102] Step e1: If the target virtual plot is owned by a faction different from the player's faction, the task event icon on the target virtual plot is removed from the display.

[0103] For a virtual task generated by the first player, if the ownership of the target virtual plot corresponding to the task changes to a different faction (e.g., to the second player) before the task is executed, then for the first player, the task event marker on the target virtual plot will be removed; that is, the first player will no longer execute the virtual task. Alternatively, the virtual task can be completely cleared, or it can be changed to be executed by the second player.

[0104] Specifically, after the first player generates each virtual task, each virtual task is an event that has not yet been executed, that is, a virtual task to be executed, for example... Figure 5 The first virtual task 501, the second virtual task 502, the third virtual task 503, etc. shown can all be virtual tasks to be executed; after the first player successfully executes a virtual task, the virtual task becomes a completed event and no longer belongs to the virtual tasks to be executed.

[0105] For any pending virtual task, if the ownership of the target virtual plot changes to the second player before the first player executes the task—for example, the ownership of the target virtual plot changes from the first player to the second player, or from a neutral virtual plot to one belonging to the second player (meaning that after the pending virtual task is generated, the second player occupies the target virtual plot)—then the pending virtual task can be directly cleared. Alternatively, the pending virtual task can be simultaneously changed to belong to the second player, meaning the second player can execute the pending virtual task to obtain the resource rewards upon completion.

[0106] It is understandable that if the ownership of the target virtual plot changes, the virtual task to be executed is not immediately cleared. The first player can also reoccupy the target virtual plot of the virtual task to be executed, so that its ownership is changed back to the first player, allowing the first player to execute the virtual task to be executed again.

[0107] Furthermore, if a virtual task is refreshed on another player's (e.g., the third player's) virtual land, meaning the target virtual land initially belongs to another player, then the first player needs to occupy the target virtual land first, changing the ownership of the target virtual land to the first player, before the first player can execute the virtual task.

[0108] In this embodiment, by associating executable virtual tasks with the target virtual plot, the value and strategic significance of the target virtual plot can be enhanced, which can promote competition and game between players, thereby increasing more gameplay options and improving gameplay extensibility.

[0109] Optionally, the method may further include steps e11 to e13.

[0110] Step e11: If the ownership of the target virtual plot corresponding to the virtual task to be executed is changed to the second player, determine the number of current task changes for the second player.

[0111] Step e12: If the number of current task changes is greater than or equal to the preset number, the virtual task to be executed is changed to be executed by the second player.

[0112] Step e13: If the number of current task changes is less than the preset number, clear the virtual tasks to be executed.

[0113] In this embodiment, to prevent players from executing virtual tasks an unlimited number of times by occupying virtual plots, a corresponding task change limit is set for each player. Each time a player occupies a virtual plot and executes the corresponding virtual task (generated by another player), the task change limit is reduced by one. Furthermore, the task change limit can be updated daily.

[0114] Specifically, if a second player occupies the target virtual plot corresponding to the virtual task to be executed, the current task change quantity of the second player can be determined first. If the current task change quantity is greater than or equal to a preset quantity (the preset quantity is, for example, 1), it means that the second player is still allowed to obtain additional virtual tasks by occupying virtual plots. Therefore, the virtual task to be executed can be changed to be executed by the second player, and after the second player completes the virtual task to be executed, the current task change quantity of the second player is decremented by one.

[0115] Conversely, if the current number of task changes is less than the preset number, for example, if the current number of task changes is 0, the second player cannot execute the pending virtual task. In this case, the pending virtual task can be cleared. The pending virtual task can be cleared immediately, or it can be cleared after a certain period. During this waiting period, the first player is allowed to reclaim the pending virtual task by re-occupying the target virtual territory, enhancing the game's strategic depth and strengthening the playability of the SLG-style map gameplay.

[0116] This embodiment also provides a game control device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0117] This embodiment provides a game control device that provides a graphical user interface (GUI) via a terminal. The GUI includes at least a portion of a virtual scene, which contains multiple virtual plots and virtual objects. Figure 11 As shown, the device includes: The task generation module 1101 is configured to respond to a first triggering operation for a target virtual object, determine at least one target virtual plot within the target range associated with the target virtual object, and display a corresponding task event identifier on each target virtual plot, wherein the task event identifier is used to indicate a virtual task to be executed, and the virtual task to be executed is associated with the corresponding target virtual plot. The processing module 1102 is used to respond to the execution operation for the target task event identifier and execute the virtual task corresponding to the target task event identifier.

[0118] In some optional embodiments, the processing module 1102 is further configured to: In response to the completion of the virtual task corresponding to the target task event identifier, the target reward is issued.

[0119] In some alternative implementations, the number of virtual tasks and / or the quality of each virtual task are determined based on at least one of the following: The game account's current account level, the game account's current task level, the game account's historical task execution data, and the target virtual object's attributes.

[0120] In some optional embodiments, the processing module 1102 is further configured to: Update the task experience value based on the number and / or quality of the completed virtual tasks; When the task experience value reaches the experience threshold, the current task level will be upgraded to the next level.

[0121] In some optional embodiments, the processing module 1102 is further configured to: A first task generation control is displayed at the associated location of the target virtual object; The first triggering operation is a triggering operation for the control generated by the first task.

[0122] In some optional embodiments, the processing module 1102 is further configured to: The currently available number of task generation attempts is displayed at the associated location of the first task generation control; In response to the first trigger operation targeting the target virtual object, the number of currently available task generation counts is decremented by one.

[0123] In some optional embodiments, the processing module 1102 is further configured to: The graphical user interface displays a task list interface, which contains a virtual task corresponding to each task event identifier.

[0124] In some optional implementations, the task list interface further includes a second task generation control; The processing module 1102 is further configured to: update the task event identifier displayed within the target range in response to a trigger operation on the second task generation control.

[0125] In some optional implementations, the target virtual land parcel belongs to the player faction of the game account logged into the game, or the target virtual land parcel is a neutral virtual land parcel; the processing module 1102 is further configured to: If the target virtual plot of land is owned by a faction different from the player's faction, the task event identifier located on the target virtual plot of land will be removed from the display.

[0126] In some optional implementations, the target virtual object is a target virtual building, and the target range is an area extending outward from the virtual plot where the target virtual building is located by a specified number of virtual plots. The target range is used to provide a state restoration function for controlled virtual characters that remain within the target range.

[0127] The game control device provided in this disclosure can execute the game control method provided in any embodiment of this disclosure, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the various modules and units described above are the same as in the corresponding embodiments described above, and will not be repeated here.

[0128] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.

[0129] The following is a detailed reference. Figure 12 The diagram illustrates a structural schematic suitable for implementing the electronic device described in the embodiments of this application. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1202 or a program loaded from memory 1208 into random access memory (RAM) 1203. The RAM 1203 also stores various programs and data required for the operation of the electronic device. The processor 1201, ROM 1202, and RAM 1203 are interconnected via a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.

[0130] Typically, the following devices can be connected to I / O interface 1205: input devices 1206 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1207 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1208 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1209. Communication device 1209 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 12 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.

[0131] Specifically, according to embodiments of this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 1209, or installed from memory 1208, or installed from ROM 1202. When the computer program is executed by processor 1201, it performs the functions defined in the game control method of embodiments of this application.

[0132] Figure 12 The electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.

[0133] This application also provides a computer-readable storage medium. The methods described in this application can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code downloaded over a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and then stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium can also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the game control method shown in the above embodiments is implemented.

[0134] A portion of this application can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide the methods and / or technical solutions according to this application through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, installation package files, etc. Correspondingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions, or the computer compiling the instructions and then executing the corresponding compiled program, or the computer reading and executing the instructions, or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0135] Although embodiments of this application have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of this application, and all such modifications and variations fall within the scope defined by the appended claims.

Claims

1. A game control method characterized by comprising: The method comprises: In response to a first triggering operation on a target virtual object, at least one target virtual plot in a target range associated with the target virtual object is determined, and a corresponding task event identifier is displayed on each target virtual plot, the task event identifier being used to indicate a virtual task to be executed, and the virtual task to be executed being associated with the corresponding target virtual plot; In response to an execution operation on a target task event identifier, a virtual task corresponding to the target task event identifier is executed.

2. The method of claim 1, wherein, The method further comprises: In response to completion of the virtual task corresponding to the target task event identifier, a target reward is issued.

3. The method of claim 1, wherein, The number of virtual tasks and / or the quality of each virtual task is determined based on at least one of the following: The current account level of a game account logged into the game, the current task level of the game account logged into the game, historical task execution data corresponding to the game account, and the attributes of the target virtual object.

4. The method of claim 3, wherein, The method further comprises: According to the number and / or quality of the completed virtual tasks, task experience value is updated; When the task experience value reaches an experience threshold, the current task level is promoted to the next level.

5. The method of claim 1, wherein, The method further comprises: A first task generation control is displayed at an associated position of the target virtual object; The first triggering operation is a triggering operation on the first task generation control.

6. The method of claim 5, wherein, The method further comprises: A currently available number of task generation times is displayed at an associated position of the first task generation control; The method further comprises: In response to a first triggering operation on a target virtual object, the currently available number of task generation times is reduced by one.

7. The method of claim 1, wherein, The method further comprises: A task list interface is displayed in the graphical user interface, the task list interface including a virtual task corresponding to each task event identifier.

8. The method of claim 7, wherein, The task list interface further includes a second task generation control; The method further comprises: in response to a triggering operation on the second task generation control, the task event identifiers displayed in the target range are updated.

9. The method of claim 1, wherein, The ownership of the target virtual plot is a player camp to which a game account logged into the game belongs, or the target virtual plot is a neutral virtual plot; the method further comprises: If the ownership of the target virtual plot changes to another camp different from the player camp, the task event identifiers displayed on the target virtual plot are removed.

10. The method of claim 1, wherein, The target virtual object is a target virtual building, the target range is an area extending outward by a specified number of virtual plots from a virtual plot where the target virtual building is located, and the target range is used to provide a state recovery function for a controlled virtual character staying in the target range.

11. A game control device, characterized by comprising: The method comprises: The task generation module is configured to, in response to a first trigger operation for a target virtual object, determine at least one target virtual plot within a target range associated with the target virtual object, and display a corresponding task event identifier on each of the target virtual plots, the task event identifier being used to indicate a virtual task to be executed, and the virtual task to be executed being associated with a corresponding target virtual plot. The processing module is configured to, in response to an execution operation for a target task event identifier, execute a virtual task corresponding to the target task event identifier.

12. An electronic device, comprising: The game control method comprises the following steps: A memory and a processor are in communication connection with each other, the memory stores computer instructions, and the processor executes the computer instructions to perform the game control method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer instructions, and the computer instructions are used to make a computer execute the game control method according to any one of claims 1 to 10.

14. A computer program product, characterised in that, The computer instructions are used to make a computer execute the game control method according to any one of claims 1 to 10.