Game control methods, devices, electronic equipment, and computer storage media
By acquiring the characteristic information of virtual characters to customize the display style of the game menu interface and matching it with the characteristics of the virtual characters, the problem of the lack of entertainment and replayability of the game's main interface is solved, thereby improving the player's sense of immersion and retention rate.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-12-31
- Publication Date
- 2026-06-30
Smart Images

Figure CN122298007A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically to a control method, device, electronic device, and computer-readable storage medium for games. Background Technology
[0002] Currently, the main game interface in most games primarily serves as a control tool for game operations, enabling functions such as releasing specific skills and opening specific interfaces. However, existing game interfaces themselves lack entertainment value and replayability, resulting in low player retention rates. Summary of the Invention
[0003] This application provides a control method, device, electronic device, and computer-readable storage medium for games, to enhance the entertainment and replayability of the game's main interface and increase the game's stickiness and appeal.
[0004] In a first aspect, embodiments of this application provide a control method for a game, the method comprising:
[0005] Obtain the character feature information of the currently controlled first virtual character;
[0006] The display style of the game menu interface is determined based on the character characteristic information;
[0007] In response to a display trigger command for the game menu interface, the game menu interface is displayed in the graphical user interface in the specified display style.
[0008] Secondly, embodiments of this application provide a control device for a game, the device comprising:
[0009] The acquisition module is used to acquire the character feature information of the first virtual character currently being controlled;
[0010] The determination module is used to determine the display style of the game menu interface based on the character feature information;
[0011] The display module is used to respond to the display trigger command for the game menu interface and display the game menu interface in the display style in the graphical user interface.
[0012] Thirdly, embodiments of this application provide an electronic device, the electronic device comprising:
[0013] The memory and the processor are coupled;
[0014] The memory is used to store one or more computer instructions;
[0015] The processor is used to execute one or more computer instructions to implement the game control method described in any of the first aspects above.
[0016] Fourthly, embodiments of this application provide a computer-readable storage medium storing one or more computer instructions, characterized in that the instructions are executed by a processor to implement the control method in the game as described in any of the first aspects above.
[0017] Fifthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the control method in the game described in any of the first aspects above.
[0018] Compared with the prior art, this application has the following advantages:
[0019] The game control method provided in this application obtains the character characteristic information of the currently controlled first virtual character. Based on the character characteristic information of the first virtual character, a display style matching the character characteristic information is determined for the game menu interface. This can enhance the personalized experience, increase player immersion, improve the entertainment and replayability of the game's main interface, enhance game stickiness and attractiveness, increase user retention rate, and reduce server idle time. Attached Figure Description
[0020] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0021] Figure 1 A flowchart illustrating a game control method provided in one embodiment of this application;
[0022] Figure 2 A schematic diagram of a game menu interface provided in one embodiment of this application;
[0023] Figure 3 A schematic diagram of a background pattern matching character personality traits provided in one embodiment of this application;
[0024] Figure 4 A schematic diagram of a function entry control for setting and matching occupational characteristic information provided in one embodiment of this application;
[0025] Figure 5 This is a schematic diagram illustrating the display of the icon of the target function entry control in a target display mode according to one embodiment of this application;
[0026] Figure 6A schematic diagram illustrating the posture changes of a first virtual character before and after using a virtual communication device, as provided in one embodiment of this application;
[0027] Figure 7 This is a schematic diagram of the structure of a game control device provided in one embodiment of this application;
[0028] Figure 8 This is a schematic diagram of the hardware structure of an electronic device provided in one embodiment of this application.
[0029] The accompanying drawings illustrate specific embodiments of this application, which will be described in more detail below. These drawings and descriptions are not intended to limit the scope of the concept in any way, but rather to illustrate the concept of this application to those skilled in the art through reference to particular embodiments. Detailed Implementation
[0030] To make the objectives, advantages, and features of this application clearer, the application will be described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to provide a full understanding of this application. However, the described embodiments are only some, not all, of the embodiments of this application, and all other embodiments obtained by those skilled in the art without inventive effort are within the scope of protection of this application.
[0031] It should be noted that in the description of this application, the terms "first," "second," etc., are used for descriptive purposes only and should not be construed as indicating or implying relative importance, or a specific order or sequence. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances. Furthermore, in the description of this application, unless otherwise stated, the term "multiple" refers to two or more. The term "and / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. The terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.
[0032] To facilitate understanding of the technical solution of this application, the relevant concepts involved in this application will be introduced first.
[0033] Virtual scenes are virtual environments provided by applications running on electronic devices. They can be displayed on the terminal device's screen for user viewing. Virtual scenes can be simulations of the real world, semi-simulated / semi-fictional environments, or purely fictional environments. Examples include fictional game environments and virtual reality environments created by overlaying fictional game environments with real environments. Virtual scenes can be two-dimensional or three-dimensional.
[0034] Virtual character: A game character controlled by a player in a game. In one embodiment of this application, it can refer to a character selected and controlled by the player, and can represent the player's image. The player can control the virtual character selected by the player to perform skills or operations such as walking, climbing, vaulting, jumping, running, shooting, and light-footed movements in the virtual game scene. This is only an example, and the embodiments of this application do not limit this in any way.
[0035] To address the problems existing in the aforementioned related technologies, this application provides a game control method, a corresponding game control device, an electronic device capable of implementing the game control method, and a computer-readable storage medium. The following embodiments provide a detailed description of the above-mentioned method, device, electronic device, and computer-readable storage medium.
[0036] To make the objectives and technical solutions of this application clearer and more intuitive, the methods provided by the embodiments of this application will be described in detail below with reference to the accompanying drawings and examples. It should be understood that the specific embodiments described herein are merely for explaining this application and are not intended to limit this application. It is understood that the following embodiments may exist independently, and the embodiments and features described below may be combined with each other where there is no conflict between the various embodiments provided in this application. For the same or similar content, it will not be repeated in different embodiments. Furthermore, the timing of the steps in the following method embodiments is merely an example and not a strict limitation. In some cases, the steps shown or described may be performed in a different order.
[0037] This application provides a control method, device, electronic device, and computer-readable storage medium for games. Specifically, the control method in one embodiment of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides 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, and big data and artificial intelligence platforms.
[0038] When the control method in the game runs on a server, this method can be implemented and executed based on a cloud interaction system, which includes a server and client devices. The terminal device is any device with computing hardware capable of supporting and executing software application products corresponding to the game. Game software application products include, but are not limited to, any one of the following: first-person game applications, third-person game applications, single-player game applications, and multiplayer online tactical competitive game applications. The types of games mentioned above may include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is merely an example, and this application embodiment does not impose any limitations on it.
[0039] In one 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's execution and the game screen presentation are separated. The storage and execution of the game's control 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.
[0040] In one 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 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.
[0041] The following describes the game control method provided in this application. In this game control method, a graphical user interface can be provided by a terminal device to display the game interface. The terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interactive system.
[0042] Below, in conjunction with Figure 1 The present application will describe a game control method provided in one embodiment. Figure 1 This is a flowchart illustrating a game control method provided in one embodiment of this application.
[0043] like Figure 1 As shown, the control method in this game includes steps S10-S30:
[0044] S10. Obtain the character feature information of the first virtual character currently being controlled.
[0045] S20. Determine the display style of the game menu interface based on the character's characteristic information.
[0046] S30. Respond to the display trigger command for the game menu interface and display the game menu interface in a display style in the graphical user interface.
[0047] The following is a detailed explanation of steps S10-S30.
[0048] The aforementioned character feature information of the first virtual character may include, but is not limited to: character's occupation, character's appearance and clothing, character's personality traits, etc.
[0049] In this embodiment, based on the character feature information of the first virtual character, a display style matching the character feature information of the first virtual character is determined for the game menu interface.
[0050] Optionally, the display style of the game menu interface can be customized based on the character characteristics of the first virtual character (such as profession, appearance, skills, and personality traits). For example, when the first virtual character's profession is a warrior, the game menu interface can use a heavy metallic texture and red tones, while when the first virtual character's profession is a mage, the game menu interface can use a mysterious purple tone and magic rune decorations. As another example, when the first virtual character's profession is an accountant, or the first virtual character's personality trait is set to a money-loving personality, icons such as lucky cats can be displayed in the game menu interface, and lucky cat icon information can be added to each function entry control displayed in the game menu interface. Similarly, when the first virtual character's profession is a graffiti artist, a preset graffiti background image can be displayed in the game menu interface, and relevant graffiti marks can be added to the function entry controls displayed in the game menu interface. This personalized visual style enhances the player's sense of immersion, giving each character a unique "atmosphere."
[0051] Optionally, the display style of the game menu interface can be adjusted according to the background story of the first virtual character. For example, if the first virtual character's class is a knight and the background story is set in the Middle Ages, the game menu interface can feature classical-style patterns and emblems; while if the first virtual character's class is a mechanic and the background story is set in a futuristic science fiction world, the game menu interface can use high-tech lines and lighting effects. This design makes the game menu interface not just a functional interface, but also closely linked to the identity and background of the first virtual character, increasing the game's immersion.
[0052] Optionally, the graphical user interface also displays a scene map interface, which displays a character identifier to indicate the first virtual character. The display style of the character identifier in the scene map interface can also be set according to the character feature information of the first virtual character so that the display style of the character identifier in the scene map interface matches the character feature information of the first virtual character.
[0053] For example, if the first virtual character's class is warrior, then the character's identifier on the scene map interface can be displayed as a red shield and sword. Players can use this identifier to quickly identify their location and distinguish themselves from other classes.
[0054] The aforementioned interface trigger command refers to the processing command used to display the game menu interface in the game interface. The interface trigger command for the game menu interface can be generated by triggering operations on shortcut keys or by triggering operations on pre-provided game menu display controls; this embodiment does not specifically limit this.
[0055] In this implementation, in response to a display trigger command for the game menu interface, the game menu interface is displayed in the graphical user interface in a display style that matches the character feature information of the first virtual character.
[0056] That is, through the steps S10-S30 described above, the character feature information of the currently controlled first virtual character is obtained. Based on the character feature information of the first virtual character, a display style matching the character feature information of the first virtual character is determined for the game menu interface. This can enhance the personalized experience, increase the player's sense of immersion, improve the entertainment and replayability of the game's main interface, enhance the game's stickiness and attractiveness, increase user retention rate, and reduce server idle time.
[0057] Based on the above embodiments, the control method in the game provided in this application will be further described.
[0058] In one alternative implementation, the game menu interface is a portion of the display area in the graphical user interface.
[0059] As mentioned above, the game menu interface is located in a specific area of the graphical user interface and is used to display and operate game-related functions and information.
[0060] The graphical user interface also includes other display areas, such as a minimap display area, a game task display area, a status bar display area, a chat window display area, an inventory display area, etc. These are just examples, and the embodiments of this application do not limit them in any way.
[0061] The minimap displays a simplified map of the current game area, helping players understand their location, mission objectives, enemy positions, and other important landmarks. The minimap typically marks information such as the player's character, teammates, enemies, mission points, and treasure chests. It is usually located in a corner of the game interface (such as the upper right, lower left, or upper left corner) and displayed as a small window.
[0062] The game task display area shows the player's current task, task objectives, rewards, and task status (e.g., completed, incomplete, failed). The task display area can also provide detailed task descriptions, guidance on task objectives, and task-related hints. It is typically located at the top or bottom of the game interface, displaying the current task progress as a list or icon.
[0063] The status bar displays key attributes of the player character, such as health (HP), mana (MP), energy, experience points, level, and skill cooldowns. It can also display equipment status, buffs, and debuffs. It is typically located at the top or bottom of the game interface, displaying various status information of the player character in the form of bars or icons.
[0064] The inventory display area shows all items currently carried by the player, including weapons, armor, consumables, quest items, etc. The inventory also provides detailed information about each item, such as quantity, quality, and usage conditions. Players can use, equip, or discard items by clicking on them. It is typically located at the bottom or side of the game interface, displaying the player's item inventory in a grid or list format.
[0065] In this embodiment, the game menu interface can be displayed as a virtual interface of a virtual device. This virtual device can be a virtual communication device set up in the game, allowing players to communicate and interact with non-first virtual characters. In this embodiment, the style of the virtual device is not specifically limited; for example, it can be a virtual phone, virtual crystal ball, virtual scroll, virtual token, or other items with communication functions. The specific style can be set according to the game's style.
[0066] The virtual interface of the aforementioned virtual device refers to a panel area whose appearance outline matches that of the virtual device; this virtual interface is used to display interface elements associated with the virtual device.
[0067] When the virtual device is a virtual communication device, the aforementioned virtual interface is the display interface of that virtual communication device.
[0068] In one alternative implementation, the game menu interface includes multiple function entry controls, including a game subsystem entry control and a game settings entry control.
[0069] As described above, the game menu interface is a UI panel used to display multiple function entry controls set in the game. In this embodiment, the virtual interface of the virtual device can be used as the game menu interface to display multiple function entry controls in the virtual interface.
[0070] The aforementioned game subsystem entry controls refer to interactive elements for accessing and managing various independent functional modules or subsystems within the game. In this embodiment, the game subsystem entry controls may include, but are not limited to: channel entry controls corresponding to interactive channels, map system entry controls, character system entry controls, game data display system entry controls, newcomer guide system entry controls, team formation system entry controls, warehouse system entry controls, city encyclopedia system entry controls, achievement system entry controls, camera system entry controls, and memo system entry controls.
[0071] The interactive channels may include, but are not limited to, a first interactive channel, a second interactive channel, and a third interactive channel. The first interactive channel is a chat interaction channel for non-player characters to send messages to the first virtual character; the second interactive channel is a voice call interaction channel for non-player characters to conduct voice conversations with the first virtual character; and the third interactive channel is a community interaction channel for non-player characters to post game quest updates. Correspondingly, the first virtual character can directly interact with the game quest update and post interactive information related to the game quest update through the third interactive channel. In this embodiment, each interactive channel corresponds to a channel entry control, i.e., the first interactive channel corresponds to a first channel control, the second interactive channel corresponds to a second channel control, and the third interactive channel corresponds to a third channel control.
[0072] The game settings entry controls mentioned above may include, but are not limited to: system settings entry controls and time settings entry controls.
[0073] like Figure 2 As shown, assuming, Figure 2 The specific example shown is a PC game. In response to the player's click on the "Esc" key, the game menu interface 202 is displayed in the graphical user interface. This game menu interface 202 displays the entry controls for the aforementioned game subsystems and game settings, etc., which will not be described in detail here. Figure 2 This is a schematic diagram of a game menu interface provided in one embodiment of this application.
[0074] In an optional implementation, when at least one function entry control is displayed on the game menu interface, the control method in the game provided by this application may further include the following step S40:
[0075] S40. Respond to the trigger command for the game subsystem entry control and start the corresponding game subsystem. The game subsystem is used to display specified game data and / or to provide virtual interaction for the first virtual character and non-virtual characters.
[0076] In this embodiment, the trigger command for the game subsystem entry control refers to the processing command generated by the player's input operation to enter the game subsystem. For example, in a PC game, the player can click on the preset shortcut corresponding to each game subsystem to generate the trigger command for the corresponding game subsystem entry control, or the player can control the mouse to select the subsystem entry control, for example, by controlling the mouse to move the selection icon displayed on the game interface to select the game subsystem entry control, and then click the left mouse button to generate a trigger command for the selected game subsystem entry control.
[0077] In this embodiment, the game subsystem can be used to display specified game data and / or provide virtual interaction for a first virtual character and non-first virtual characters. Displaying specified game data may include, but is not limited to: map data, personal information of the first virtual character, information of non-first virtual characters, player achievement information, and information on game items currently owned by the first virtual character. Providing virtual interaction for the first virtual character and non-first virtual characters may include, but is not limited to: chat interaction, voice or video communication interaction, publishing game task updates, and interacting with game task updates. This embodiment does not impose any limitations on this.
[0078] The following is a detailed description of each of the exemplary game subsystems described above.
[0079] 1. Game Map System: In response to the trigger command for the above-mentioned map system entry control, the game map system is opened. This game map system can be used to display the game map data. This game map data can help players understand the layout and structure of the game world, and display the player's current position and direction on the game map, as well as locate the task position of the game task to be performed by the player.
[0080] 2. Character System: In response to the trigger command for the aforementioned character system entry control, the character system in the game is opened. This character system can be used to display the character information of all non-first virtual characters unlocked by the first virtual character in the game; for example, non-first virtual characters unlocked by the player through card draws in the game, non-first virtual characters encountered by the player when performing game tasks, etc.
[0081] The character information displayed in the character system may include, but is not limited to: character model, character name, character backstory, character level, etc.
[0082] 3. Game data display system: In response to the trigger command of the above-mentioned game data display system entry control, the game data display system in the game is opened. The game data display system can display the personal information of the first virtual character. For example, the personal information may include, but is not limited to: the first virtual character's character name, profession, character level, skill attributes, task progress, social information, and character information of non-first virtual characters that meet the preset conditions with the first virtual character.
[0083] 4. City Encyclopedia System: In response to the trigger command for the aforementioned City Encyclopedia System entry control, the City Encyclopedia System in the game is opened. Players can search for relevant game content in the City Encyclopedia System, such as searching for walkthrough tips for a specific game mission or searching for skill operation methods for a non-first virtual character.
[0084] 5. Warehouse System: In response to the trigger command for the above-mentioned warehouse system entry control, the warehouse system in the game is opened. The warehouse system can be used to store and display game items and other resources currently owned by the game account to which the first virtual character belongs.
[0085] 6. Interactive Channel System: In response to the trigger command of the above-mentioned interactive channel entry control, the interactive channel system in the game system is opened, which allows social interaction between the first virtual character and non-first virtual characters.
[0086] Optionally, as described above, in this embodiment, the interactive channel system includes at least a first interactive channel, a second interactive channel, and a third interactive channel. In response to a trigger command for the first channel control, the first interactive channel can be opened, and in the interactive interface corresponding to the first interactive channel, the first virtual character and non-first virtual characters can post instant chat messages. In response to a trigger command for the second channel control, the second interactive channel can be opened, and in the second interactive channel, the first virtual character can interact with non-first virtual characters via voice communication. In response to a trigger command for the third channel control, the third interactive channel can be opened, and in the interactive interface corresponding to the third interactive channel, the first virtual character and non-first virtual characters can post game task updates and engage in social interaction based on the game task updates. Specific interaction methods can be described in detail above and will not be repeated here.
[0087] In addition, in this embodiment, the interactive channel system may also include a fourth interactive channel, which allows player characters and non-player characters to send emails to each other and / or receive emails sent by the game system. For example, player characters and non-player characters, or the game system to player characters, may send interactive information such as game tasks or birthday wishes via email.
[0088] 7. New Player Guide System: In response to the trigger command of the aforementioned New Player Guide System entry control, the New Player Guide System is opened. This system helps players understand the game's basic operations, mechanics, and background story, enabling new players to quickly integrate into the game and master the basic gameplay.
[0089] 8. Achievement System: In response to the trigger command for the above-mentioned achievement system entry control, the achievement system in the game is opened. This achievement system provides players with a series of achievable goals. When players complete game tasks or other tasks that unlock related goals, the rewards corresponding to the unlocked goals can be distributed to players through this achievement system.
[0090] 9. Formation System: In response to the trigger command for the above-mentioned formation system entry control, the formation system in the game can be opened. In this formation system, players can select multiple non-first virtual characters from multiple non-first virtual characters with different professions and skill combinations to form their own combat team to deal with different challenges and missions.
[0091] 10. Camera System: In response to a trigger command to the aforementioned camera system entry control, the in-game camera system can be opened. Within this system, in response to a photo-taking command, the virtual camera is controlled to capture the current game scene in the game interface and save it to the local storage of the terminal device. Optionally, while controlling the virtual camera to capture the current game scene in the game interface, in response to a shooting angle adjustment command, the shooting angle of the virtual camera is adjusted, and the virtual camera with the adjusted shooting angle is controlled to capture the current game scene. It should be noted that photos and / or videos captured through this camera system can be dynamically published as game tasks on the aforementioned third interactive channel.
[0092] 11. Memo System: In response to the trigger command for the aforementioned Memo System entry control, the in-game Memo System can be opened. This Memo System can display information such as the game tasks currently accepted and completed by the first virtual character. In addition, players can set a real-world time for the game tasks to be executed in this Memo System, so that the player will be reminded to execute the game task at the predetermined time. It should be noted that the time setting in this Memo System is a real-world time point set for the game task, not the game time.
[0093] In an optional implementation, in addition to the exemplary game subsystems described above, this embodiment also includes a game settings system. Correspondingly, the game control method provided in this application embodiment may further include the following steps S501-S502:
[0094] S501: Responds to trigger commands for the game settings entry control and provides a game settings interface.
[0095] S502: Respond to settings operations in the game settings interface and adjust game parameters.
[0096] In this embodiment, the trigger command for the game settings entry control refers to the processing command generated by the player's input operation to enter the game settings system. For example, in a PC game, the player can click on the preset shortcut corresponding to each game settings system to generate the trigger command for the corresponding game settings entry control, or the player can control the mouse to click on the game settings entry control to generate the trigger command for the clicked game settings entry control.
[0097] As mentioned above, the game settings entry controls may include, but are not limited to: system settings entry controls and time settings entry controls.
[0098] In an optional specific embodiment, in response to a trigger command for setting the system entry control, a system settings interface is displayed. The system settings interface may include, but is not limited to, volume setting controls, sound effect setting controls, game view setting controls, image quality setting controls, preset shortcut key setting controls, etc.
[0099] Correspondingly, in response to setting operations on any one or more settings controls in the aforementioned system settings interface, the corresponding game parameters are adjusted. For example, in response to setting operations on the volume setting control, the game volume parameters can be adjusted; in response to setting operations on the sound effects setting control, the game sound effect parameters can be adjusted; in response to setting operations on the game view setting control, the game view parameters can be adjusted (e.g., based on the game view parameters, controlling the game to switch between first-person and third-person views; or, based on the game view parameters, adjusting the sensitivity of the view control operation, etc.); in response to setting operations on the game screen command setting control, the game screen quality parameters (such as frame rate) can be adjusted.
[0100] In an optional specific embodiment, in response to a trigger command for the time setting entry control, a time setting interface is displayed; in response to a setting operation in the time setting interface, the game's game time parameters are adjusted; for example, if the current game time is 8:00, it means that the game scene is in daytime mode, and the visual effect of sunrise is displayed for the game scene; in response to a setting operation in the time setting interface, when the game time is adjusted from 8:00 to 20:00, the game scene can be quickly adjusted from daytime mode to nighttime mode, displaying a visual effect that matches the real-world time of 20:00, such as displaying a visual effect of sunrise.
[0101] As described above, each of the above game subsystems includes at least one interactive channel. As mentioned earlier, in the embodiments of this application, it may include a first interactive channel (a non-information chat channel between the first virtual character and the first virtual character), a second interactive channel (a non-voice call channel between the first virtual character and the first virtual character), a third interactive channel (an interactive channel for publishing game task updates), and a fourth interactive channel (an email interactive channel), etc., but is not limited to the above exemplary interactive channels.
[0102] In one optional implementation, the game menu interface includes decorative elements. Step S20, "determine the display style of the game menu interface based on character characteristic information," can be specifically implemented through the following step S201:
[0103] S201. Control the display style of decorative elements to match the character's characteristic information.
[0104] The decorative elements in the game menu interface described above are non-functional design elements used to enhance visual effects, improve user experience, and conform to the character or game style. Decorative elements include, but are not limited to, interface or UI control borders, font colors, UI control icons, etc., as examples only.
[0105] In this embodiment, the display style of the decorative elements is matched with the character's characteristic information. That is, the decorative elements in the game menu interface are dynamically adjusted according to the character characteristics of the currently controlled first virtual character, ensuring that these decorative elements reflect the first virtual character's profession, appearance, skills, backstory, etc. In this way, the game menu interface not only has functionality but is also closely linked to the first virtual character's characteristics and the game world, enhancing the player's sense of immersion and engagement.
[0106] For example, the borders of virtual characters with different professions are displayed in different ways. For instance, when the first virtual character's profession is a warrior, the border can have a heavy metallic texture; when the first virtual character's profession is a mage, the border can have purple and blue light effects.
[0107] In one optional implementation, the decorative elements include a background pattern, and the character characteristic information includes personality trait information. Step S20 above, "determine the display style of the game menu interface based on the character characteristic information," can be specifically implemented through the following step S202:
[0108] S202, Control the background pattern to match personality trait information.
[0109] As mentioned above, background patterns are one of the main visual elements of the game menu interface, usually occupying the background of the entire game menu interface, providing a visual "environment" or "scene".
[0110] In this embodiment, the background pattern is matched with personality trait information. That is, the background pattern in the game menu interface is dynamically adjusted based on the personality trait information of the currently controlled first virtual character, ensuring that these background patterns reflect the personality of the first virtual character. By setting background patterns that match the personality trait information of the first virtual character, players can better immerse themselves in the game world, increasing immersion and engagement, and closely linking the game menu interface with the character's personality traits.
[0111] For example, if the first virtual character's personality traits are: extremely enthusiastic about ACGN (Animation, Comic, Game, Novel) culture, and she can lie in her room forever as long as there's enough Coca-Cola, then a background pattern matching these traits could be a design featuring a giant Coca-Cola bottle as the core element, incorporating the letters "Cola," specifically as follows: Figure 3 The background pattern shown in the game menu interface. Figure 3 This is a schematic diagram of a background pattern that matches character personality traits information, provided in one embodiment of this application.
[0112] In one optional implementation, the character feature information includes clothing feature information. The control method in the game provided in this application embodiment further includes step S203:
[0113] S203. The shell pattern of the virtual device used by the first virtual character is associated with the clothing feature information.
[0114] The above-mentioned clothing feature information refers to the characteristics of the clothing worn by the first virtual character. Clothing feature information includes, but is not limited to, clothing style, clothing elements, clothing material, clothing pattern, color matching, etc., for example only.
[0115] In this embodiment, the shell pattern of the virtual device used by the first virtual character is associated with clothing feature information. In other words, linking the shell pattern of the virtual device to clothing feature information means that the shell pattern of the virtual device will automatically adjust according to the clothing currently worn by the first virtual character. By associating the shell pattern of the virtual device with clothing feature information, players can better shape the overall image of the character, making the first virtual character appear more realistic and complete.
[0116] For example, if the clothing features of the first virtual character include a pink hoodie with numerous Hello Kitty patterns, then the outer shell design could be: a pink shell with Hello Kitty patterns of varying sizes distributed across it. In this way, the outer shell design of the virtual device used by the first virtual character corresponds to the clothing worn by the first virtual character, further enhancing the character's image.
[0117] In one optional implementation, the character characteristic information includes occupational characteristic information. The control method in the game provided in this application embodiment further includes step S204:
[0118] S204. Based on the occupational characteristic information, set at least one target function entry control in the game menu interface that matches the occupational characteristic information.
[0119] The aforementioned occupational characteristic information describes the various attributes, skills, equipment, background stories, etc., of the occupation that the first virtual character engages in in the game world.
[0120] In this embodiment, based on the professional characteristics information of the first virtual character (such as job name, skills, equipment, growth path, etc.), at least one functional entry control matching the professional characteristics is provided to the player in the game menu interface. This functional entry control can be a button, icon, shortcut, etc., used to guide the player to quickly access specific functions or systems related to the job. In this way, players can more conveniently use functions related to the job of the first virtual character according to the job characteristics of the first virtual character, improving operational efficiency and game experience.
[0121] For example, combined Figure 4 The above-described optional implementation methods are illustrated by example. Figure 4 This is a schematic diagram of a function entry control for setting and matching occupational characteristic information, provided in one embodiment of this application.
[0122] The first virtual character is a hunter, a ranged attacker and trap setter with high mobility and long-range firepower, typically using bows or firearms. The hunter's core skills include "Aimed Shot," "Trap Setting," and "Pet Summoning," relying primarily on ranged attacks and pet assistance. As shown in Figure 4, the game menu interface provides two function entry controls for the hunter: "Trap Setting" (4021) and "Pet Management" (4022). Clicking "Trap Setting" allows the player to access the trap system, select and set different types of traps, such as explosive traps and slowing traps. Traps can be used to control enemies, protect the player, or enhance damage output in combat. Clicking "Pet Management" (4022) allows the player to access the pet management system, view and train their pets, and adjust their skills and equipment. The hunter's pets play a crucial role in combat, making pet management essential for improving the hunter's combat effectiveness.
[0123] In an optional implementation, based on step S204, the occupational characteristic information includes multiple occupational information entries. The control method in the game provided in this application embodiment further includes step S205:
[0124] S205. Control the display of the icon of the target function entry control in target display mode. Target display mode is used to control the display of at least one occupational characteristic information.
[0125] The target display mode is used to control the display of at least one occupational characteristic information in the icon of the target function entry control.
[0126] In this embodiment, the icon of the target function entry control in the game menu interface will be dynamically adjusted according to the professional characteristic information of the first virtual character, so that the icon of the target function entry control displays at least one piece of professional characteristic information, ensuring that the icon of the target function entry control can intuitively reflect the specific characteristics or attributes related to the profession, and players can intuitively and timely pay attention to the changes in attributes related to the profession.
[0127] For example, the conclusion Figure 5 The above-described optional implementation methods are illustrated by example. Figure 5 This is a schematic diagram illustrating the display of the icon of the target function entry control in target display mode according to one embodiment of this application.
[0128] For example, the professional characteristics of the first virtual character include: a pet blogger who has dominated the pet app for 8 years, skilled in training cats, and with over 100,000 followers across the internet. So, if... Figure 5As shown, for the first virtual character, the Pet Lover APP is displayed in target display mode. The icon of the corresponding function entry control of the Pet Lover APP displays a cat pattern, 8 years of blogging experience, and 100,000+ followers.
[0129] In one optional implementation, different virtual characters correspond to different game menu interfaces. The control method in the game provided in this application embodiment further includes step S206:
[0130] S206. In response to switching the currently controlled first virtual character to the second virtual character, the control switches the game menu interface to the game menu interface corresponding to the second virtual character.
[0131] As mentioned above, different virtual characters correspond to different game menu interfaces. In other words, the game menu interface corresponding to each virtual character is matched with its own character characteristics.
[0132] In this embodiment, when a player switches their currently controlled character from a first virtual character to a second virtual character in the game, the system automatically and dynamically adjusts and switches the game menu interface based on the second virtual character's class characteristics, equipment, skills, and other information to match the characteristics of the second virtual character. This design ensures that each character has its own unique menu interface, allowing players to quickly access functions and information related to that character based on its characteristics. This helps players quickly shift their subjective character positioning from the first virtual character to the second virtual character. Furthermore, because each virtual character's game menu interface is customized based on its character characteristics, players can more quickly find the necessary function entry controls for their currently controlled virtual character, reducing the possibility of accidental operation.
[0133] In an optional implementation, the game control method provided in this application may further include the following step S50:
[0134] S50, In response to an interaction event with the first virtual character, control the display effect of the game menu interface to match the interaction event.
[0135] The interaction events corresponding to the first virtual character mentioned above may include, but are not limited to: collision events between the first virtual character and non-first virtual characters, wrestling events that control the first virtual character to fall, and collision events that control the first virtual character to collide with virtual objects in the game.
[0136] In this embodiment, when the first virtual character experiences certain specific interactive events in the game (such as colliding with other characters, wrestling, or colliding with virtual objects), the system dynamically adjusts and displays matching visual effects or information prompts based on the type of these interactive events. This design allows players to intuitively understand the currently occurring interactive events through the game menu interface and receive corresponding feedback, enhancing the game's interactivity and immersion.
[0137] In one optional implementation, the interaction event includes a collision event between a first virtual character and a third virtual character. The third virtual character is either system-controlled (i.e., a non-player-controlled character) or controlled by another game account.
[0138] The step S50, "controlling the display effect of the game menu interface to match the interactive events," can be specifically achieved through step S501:
[0139] S501, controls the addition of impact and shattering display effects to the game menu interface.
[0140] When the above-mentioned interactive events are collision events or fall events, the virtual interface can be controlled to present a virtual animation effect of impact and shattering.
[0141] In this embodiment, when the first virtual character experiences certain specific interactive events in the game (such as colliding with other characters or objects, falling, using skills, etc.), the system will add a "shatter upon impact" display effect to the game menu interface according to the type of these interactive events. This display effect can visually represent the virtual device screen shattering, aiming to enhance the player's perception of the interactive events and provide a more immersive experience.
[0142] In an optional implementation, the game control method provided in this application may further include the following steps S601-S602:
[0143] S601, In response to an editing command for the game menu interface, obtain the editing object and editing operation corresponding to the editing command.
[0144] S602, Control the execution of editing operations on the editable object located in the game menu interface, and display the editable object after the editing operation.
[0145] The aforementioned editing commands refer to the processing commands entered by the player to edit the game menu interface corresponding to the current virtual character. The editing commands provide a resource library of editable content, allowing players to personalize the game menu interface. This resource library contains a variety of content that can be used to edit the game menu interface. The sources of this resource library include, but are not limited to, the following: system presets, content obtained by players through game quests, content purchased by players through the store, content created by players through the Steam Workshop, and content shared by the community.
[0146] System presets refer to a series of interface elements and styles pre-designed by game developers for each character or scene. These presets are typically meticulously designed based on factors such as the character's class, race, and backstory, aiming to provide players with diverse choices without requiring additional operations or resource acquisition. System presets can be directly applied to editing commands, helping players quickly customize the game menu interface. For example, when a player chooses the Warrior as their first virtual character, the system provides several preset interface styles for selection, including "Ironclad Warrior" and "Blazing Warrior." Players can directly apply these preset styles through editing commands to quickly customize their game menu interface.
[0147] Players obtain these through in-game tasks. These are special interface elements or decorations that players can acquire after completing specific tasks or challenges, serving as rewards or symbols of achievement. These elements are usually unique, have special meaning, and showcase the player's accomplishments and strength. Players can use editing commands to apply these acquired elements to the game menu interface, further personalizing their gaming experience. For example, after completing the task of "defeating the final boss," the system rewards the player with a golden trophy decoration, which the player can then apply to the game menu interface using editing commands to display their achievement.
[0148] Players can purchase special interface elements or decorations through the in-game store using in-game currency or real-world currency. These elements are typically meticulously designed with unique looks and styles, providing players with a more personalized gaming experience. Players can then use editing commands to apply these purchased elements to the game menu interface, further enhancing their in-game environment. For example, a player can purchase the "Royal Noble" skin set from the store and apply it to the entire game menu interface, making their interface look more elegant and luxurious.
[0149] Player creation through the Workshop refers to the ability for players to design and create unique interface elements using the game's editing tools. The Workshop typically provides a suite of editing tools and resource libraries, allowing players to create one-of-a-kind interface elements based on their imagination and creativity. These customized elements can be applied to the game's menu interface through editing commands, further enhancing the player's personalized experience. For example, players can use the editing tools in the Workshop to design unique backgrounds for their favorite maps. For instance, a player could design a background with trees and grass for the "Forest Map," or a background with sand dunes and camels for the "Desert Map," and use it as a background image in the game's menu interface.
[0150] The above describes obtaining the editable object and corresponding editing operation for the editing command, that is, which interface elements in the game menu interface will be adjusted, and how to adjust them. Then, the control executes the editing operation on the editable object in the game menu interface and displays the edited object after the operation.
[0151] In this embodiment, the game allows players to customize the game menu interface corresponding to the first virtual character according to their needs and preferences. Specifically, players can create a more personalized, efficient menu interface that suits their operating habits by adjusting the menu layout, adding or deleting function entry controls, modifying icon styles, and setting shortcut keys. This design gives players more freedom and control, enhancing the game's playability and user experience.
[0152] In an optional implementation, step S30, "responding to a display trigger command for the game menu interface and displaying the game menu interface in a display style in the graphical user interface," can be specifically implemented through step S301:
[0153] S301. Respond to the display trigger command, control the first virtual character to use the virtual communication device, and display the game menu interface, which is the display interface of the virtual communication device.
[0154] The aforementioned virtual communication devices (such as virtual mobile phones, virtual walkie-talkies, and magic crystal balls) are important tools for players to interact with the game world.
[0155] The above-mentioned display trigger command is used to trigger the control of the first virtual character to use the virtual communication device. The display trigger command can be generated by the player triggering the operation of a preset shortcut key, or by the player triggering the operation of the display control displayed on the graphical user interface, as shown in the example only.
[0156] In this embodiment, players can control the first game character to use a virtual communication device by controlling the trigger display command, and display the device display interface of the virtual communication device in the game menu interface on the graphical user interface.
[0157] In an optional implementation, based on step S301, the game control method provided in this application embodiment further includes:
[0158] S304. Based on the character feature information of the first virtual character, determine the display style of the virtual decorative shell of the virtual communication device.
[0159] In this embodiment, by customizing the display style of the virtual decorative shell of the virtual communication device based on the character feature information of the first virtual character, not only can the immersion and personalization of the game be enhanced, but also more visual fun and operational feedback can be provided to the player.
[0160] Optionally, the display style of the virtual decorative shell of the virtual communication device can be customized based on the class characteristics of the first virtual character. For example, if the first virtual character's class is a warrior, the display style of the virtual device's shell can be set to a metallic texture with armor patterns, allowing players to perceive the warrior's strength and defensive capabilities. As another example, if the first virtual character's class is a mage, the display style of the virtual device's shell can be set to a transparent crystal ball pattern with flowing magical runes inside, allowing players to perceive the mage's magical aura.
[0161] In an optional implementation, the game interaction method provided in this application embodiment further includes steps S7011-S7012:
[0162] S7011, when the first virtual character is not using a virtual communication device, responding to a movement control command, control the first virtual character to move in the game scene at a first speed.
[0163] S7012. When the first virtual character uses a virtual communication device, respond to a movement control command and control the first virtual character to move in the game scene at a second speed, wherein the second speed is less than the first speed.
[0164] In this embodiment, the movement control operation refers to a series of inputs used by the player to control the first virtual character to move in the game scene, that is, the player's movement control operation will trigger the generation of movement control instructions.
[0165] For example, in a PC game, the movement control operation can include pressing a preset shortcut key on the physical keyboard. In the game, the shortcut keys for controlling the movement of the first virtual character usually include the W key, S key, A key, and D key; therefore, the movement control operation can include pressing the above four keys.
[0166] For example, in mobile games, this movement control operation can include triggering an operation on a preset movement control. Typically, this movement control is a wheel-like shape, with a virtual joystick displayed in the center. Players slide the virtual joystick to control the movement of a first virtual character within the game scene.
[0167] The aforementioned first speed refers to the movement speed set for the first game character when not using a virtual communication device.
[0168] That is, before and after the first virtual character uses the virtual communication device, the movement speed of the first virtual character is switched between a first speed and a second speed.
[0169] When the second speed is less than the first speed, it means that the speed will decrease after the first virtual character uses the virtual communication device, thus satisfying the game's realism and enhancing its realism.
[0170] It should be noted that in a special case, when the player is not using a virtual communication device and the first speed is 0 (i.e., the first virtual character is standing still), if the player starts using a virtual communication device, the first virtual character will continue to stand still, meaning the second speed will also be 0.
[0171] In an optional implementation, the game interaction method provided in this application embodiment further includes steps S7021-S7022:
[0172] S7022, When the first virtual character is not using a virtual communication device, in response to a movement control command, control the first virtual character to move in the game scene in a first posture.
[0173] S7022. When the first virtual character uses a virtual communication device, in response to a movement control command, the first virtual character is controlled to move in the game scene in a second posture.
[0174] In this embodiment, the first posture of the first virtual character when not using the virtual communication device includes: the hand posture of the first virtual character when not holding the virtual communication device and the head posture of looking horizontally towards the direction of movement of the first virtual character.
[0175] In this embodiment, when the first virtual character uses a virtual communication device, the posture of the first virtual character is controlled to be adjusted from a first posture to a second posture, and the first virtual character is controlled to move in the game scene in the second posture.
[0176] The second posture of the first virtual character viewing information through the virtual communication device may include: the first virtual character raising and holding the virtual communication device and the head posture looking down at the virtual communication device held in its hand.
[0177] In summary, before and after the first virtual character uses the virtual communication device, the character's posture is switched between a first posture and a second posture. This allows the player to control the first virtual character to view information using the virtual communication device, and while using it, the character's posture is adjusted from the first posture to the second posture, and the character moves in this second posture. This enables the player to control the first virtual character to move in a more suitable posture while viewing information through the virtual communication device, achieving a game effect of viewing information while moving. This further enhances the realism of character interaction in the game, improves immersion, and increases game stickiness and appeal.
[0178] Below, in conjunction with Figure 6 And a specific example is provided to detail the changes in posture of the first virtual character before and after using the virtual communication device. Figure 6 This is a schematic diagram illustrating the posture changes of a first virtual character before and after using a virtual communication device, as provided in one embodiment of this application. Figure 6 The specific example shown uses a virtual mobile phone as a virtual communication device.
[0179] like Figure 6 As shown in interface (a), a game scene is displayed in the graphical user interface. A first virtual character 600 is displayed in the game scene, moving in a first posture. The head posture of the first virtual character 600 is looking in the direction indicated by the horizontal dotted arrow towards the direction of movement, and the hand posture of the first virtual character 600 is not holding a virtual phone. In response to a display trigger command, the first virtual character 600 is controlled to use the virtual phone. That is, in response to an interface display command, as shown in interface (b), a device display interface 602 for a virtual communication device is displayed on the graphical user interface. The first virtual character 600 raises its hand and holds the virtual phone 601. That is, the hand posture of the first virtual character 600 is adjusted to the posture of holding the virtual phone 601, and the head posture of the first virtual character 600 is adjusted from looking in the direction of movement along the horizontal dotted arrow to looking down at the virtual phone held in its hand along the direction indicated by the dotted arrow.
[0180] In an optional implementation, during the process of controlling the first virtual character to move in the game scene in a second posture, the game interaction method provided in this application embodiment further includes step S7031:
[0181] S7031. Control the head posture of the first virtual character to switch between a first head posture and a second head posture. The first head posture is looking down at the virtual communication device, and the second head posture is looking up in the direction of movement.
[0182] In this embodiment, when the first virtual character uses the virtual communication device, the head posture of the first virtual character can be switched between a first head posture and a second head posture. Specifically, the first head posture is looking down at the virtual communication device, and the second head posture is looking up in the direction of movement. This allows the first virtual character to simultaneously view information through the virtual communication device and look horizontally in the direction of movement while moving, achieving a visual effect of looking at the road and the virtual communication device at the same time, thus enhancing the realism of the game.
[0183] like Figure 6 As shown in the middle interface (b), the hand posture of the first virtual character 600 is that of holding the virtual phone 601, and the head posture of the first virtual character 600 is that of looking down at the virtual phone 601 held in the hand, as indicated by the dotted arrow. Subsequently, during the process of controlling the first virtual character to move in the game scene using the virtual communication device, as... Figure 6 As shown in the middle interface (c), the head posture of the first virtual character 600 changes from the first head posture of looking down at the virtual mobile phone held in the hand along the direction indicated by the dotted arrow to the second head posture of looking in the direction of movement along the horizontal dotted arrow.
[0184] In an optional implementation, during the process of controlling the first virtual character to move in the game scene in a second posture, the game interaction method provided in this application embodiment further includes step S7041:
[0185] S7041. Control the first virtual character to move in the game scene with a first movement posture and a first head posture.
[0186] The first movement posture of the first virtual character may include, but is not limited to, walking, running, jumping, swinging, flying, swimming, riding, etc. The first head posture is the head posture for viewing the virtual communication device; optionally, the first head posture is looking down at the virtual communication device.
[0187] In this embodiment, while controlling the first virtual character to move in the game scene in a second posture, the first virtual character is also controlled to move in the game scene in a first movement posture and a first head posture. This allows the first virtual character to view virtual communication devices while moving, enhancing the realism of the game.
[0188] In an optional implementation, based on steps S7021-S7022, the game interaction method provided in this application embodiment further includes steps S7051-S7052:
[0189] S7051. During the process of controlling the first virtual character to move in the game scene in a first posture, if the position of the first virtual character in the game scene is an air area, in response to the first virtual character using a virtual communication device, control the first virtual character to descend from the air area to the surface of the virtual object.
[0190] S7052, In response to the first virtual character landing from the air area onto the surface of the virtual object, the head posture of the first virtual character is controlled to a first head posture. The first head posture is looking down at the virtual communication device.
[0191] The virtual objects mentioned above can be the ground of a virtual scene, the surface of an object placed in a virtual scene, such as virtual buildings, virtual vegetation, virtual vehicles, etc. This embodiment does not specifically limit them.
[0192] That is, in this embodiment, when the first virtual character is in the air before using the virtual communication device, if the first virtual character uses the virtual communication device, the first virtual character is controlled to land and land on the surface of a virtual object, and then moves on the surface of the virtual object in a first movement mode or a second movement mode.
[0193] Optionally, if the first virtual character moves in the air using a first movement method such as jumping, flying, swinging, or shuttle movement, then after the first virtual character uses a virtual communication device, the first virtual character is controlled to move using a second movement method such as walking, running, or sprinting on the surface of an object.
[0194] If the first virtual character moves in the air using a first movement mode such as walking, running, or sprinting, it can continue to move on the virtual object surface using that first movement mode when it lands on the virtual object surface. In response to the first virtual character landing from the air area onto the virtual object surface, the head posture of the first virtual character is controlled to a first head posture for viewing virtual communication. This first head posture can be looking down at the virtual communication device.
[0195] This allows for different ways of interaction for players, enriching their visual experience.
[0196] The following section provides an example of the first and second movement methods of the first virtual character before and after using the virtual communication device.
[0197] Scenario 1: In a game scenario where the first virtual character is walking: Before using the virtual communication device, the first virtual character moves through the game scene on foot, with the character looking up in the direction of movement and at a first walking speed. After using the virtual communication device, the player continues to move through the game scene on foot, but the walking speed is adjusted from the first speed to a slower second speed, and the first virtual character looks down at the held virtual communication device, i.e., walking at a slower speed while looking at the virtual communication device. If the second speed is 0, the first virtual character is standing while looking at the virtual communication device. In this case, both the first and second speeds are preset speeds corresponding to the first virtual character's walking movement.
[0198] Scenario 2: In a game scenario where the first virtual character is sprinting, before using the virtual communication device, the first virtual character moves through the game scene by sprinting, with the character looking up in the direction of movement and at a initial sprint speed. After using the virtual communication device, the player continues to move through the game scene by sprinting, but the sprint speed is adjusted from the initial speed to a slower second speed, and the first virtual character looks down at the held virtual communication device, i.e., sprinting while looking at the virtual communication device at a slower speed. In this case, both the initial and second speeds are preset speeds corresponding to the first virtual character's sprinting movement. Similarly, the changes in the game state before and after using the virtual communication device when the first virtual character is moving by riding or swimming can be referenced in Scenario 1 and Scenario 2 above, and will not be repeated here.
[0199] Scenario 3: In a game scenario where the first virtual character is running, before using the virtual communication device, the first virtual character moves through the game scene by running, with their head up looking in the direction of movement and running at a first speed. After using the virtual communication device, the player moves through the game scene by walking at a slower second speed, with the first virtual character looking down at the virtual communication device. Thus, after using the virtual communication device, the player can control the first virtual character to walk while looking at their phone at the second speed. In this game scenario, the player can switch the first virtual character's movement mode from running to walking before and after using the virtual communication device.
[0200] Scenario 4: In a game scenario where the first virtual character is controlled to swing, before using the virtual communication device, the first virtual character moves through the game scene using a swinging motion, with the character looking up in the direction of movement and at a first swing speed. After using the virtual communication device, the first virtual character falls from the air to the ground and moves on the ground using a walking motion, at a slower second speed, while looking down at the virtual communication device. Thus, after using the virtual communication device, the player can control the first virtual character to walk while simultaneously looking at the device at the second speed. In this game scenario, the ability to control the first virtual character to fall from the air to the ground before and after using the virtual communication device, allowing the character to walk while looking at the device, enhances the realism of the game and increases immersion.
[0201] In an optional implementation, based on steps S7021-S7022, the game interaction method provided in this application embodiment further includes steps S7061-S7062:
[0202] S7061. When the first virtual character is not using a virtual communication device, respond to the first control command and adjust the game view's perspective direction.
[0203] S7062. When the first virtual character uses the virtual communication device, respond to the first control command and control the selection icon to move in the game menu interface.
[0204] That is, in this embodiment, when the first virtual character is not using a virtual communication device, the first control instruction is an adjustment instruction for adjusting the view direction of the game view; when the first virtual character is using a virtual communication device, the first control instruction is a control instruction for controlling the selection mark to move.
[0205] It should be noted that when the first virtual character uses the virtual communication device, the game view's perspective direction does not change in response to the first control command. That is, when the first virtual character uses the virtual communication device, the game logic triggered by the first control command switches from the game logic of adjusting the game view's perspective direction to the game logic of controlling the selection mark to move.
[0206] The aforementioned game perspective refers to the shooting direction of the virtual camera that captures the game scene. Adjusting the game perspective means adjusting the shooting direction of the virtual camera that captures the game scene.
[0207] The first control command is a control command generated by applying a trigger operation to a preset shortcut key or virtual control. In this embodiment, the game logic triggered by the first control command is different before and after the first virtual character uses the virtual communication device.
[0208] For example, in a PC game, this preset shortcut key can be the mouse, and the first control command is generated in response to a mouse swipe operation. That is, when the first virtual character is not using the virtual communication device, the game view direction is adjusted by controlling the mouse swipe; and when the first virtual character is using the virtual communication device, the selection icon is moved by controlling the mouse swipe.
[0209] In mobile games, the aforementioned virtual controls can be blank areas of the game interface (areas where virtual controls are not displayed). The first control command is generated in response to a player's swipe operation on this blank area. Specifically, when the first virtual character is not using a virtual communication device, the swipe operation adjusts the game's viewpoint; while when the first virtual character is using a virtual communication device, the swipe operation controls the selection icon to move.
[0210] The aforementioned selection identifier can be a graphic element displayed in the game interface to indicate the control position of the player's selection operation in the game interface. The virtual controls displayed in the game interface can be selected through this selection identifier.
[0211] Optionally, regardless of whether the first virtual character uses a virtual communication device, the selection icon can be permanently displayed in the game interface; or, in some games, the selection icon can be displayed in the game interface in response to a display command. The display command can be generated in any of the following ways: first, by controlling the first virtual character to use the virtual communication device according to the aforementioned interface display command, the selection icon can be displayed in the game interface; second, by responding to a trigger operation on a preset shortcut key, the selection icon can be displayed in the game interface. In a specific embodiment, the preset shortcut key can be the "Alt" key.
[0212] In an optional implementation, based on steps S7061-S7062, the game interaction method provided in this application embodiment further includes steps S7071-S7072:
[0213] S7071, Provide selection identifier.
[0214] S7072. Responding to the second control command, display the function interface corresponding to the function entry control selected by the selection indicator.
[0215] The selection indicator mentioned above can be understood as displaying the selection indicator in the game interface. The method for displaying the selection indicator can be referred to the previous description, and will not be repeated here.
[0216] The second control instruction refers to a processing instruction used to select the function entry control aligned with the selection identifier and display the function interface corresponding to the function entry control. It is understood that the function entry control can be the aforementioned game subsystem entry control or game settings entry control, or other virtual controls displayed in the game interface; this embodiment does not specifically limit this.
[0217] In PC games, the second control command can be generated by triggering a preset shortcut key, for example, in response to a left mouse button click.
[0218] The control device for the game provided in this application is described below. The control device described below can be referred to in correspondence with the control method described above.
[0219] Figure 7 This is a schematic diagram of the structure of a game control device provided in one embodiment of this application. Figure 7 As shown, the control device 700 in the game includes: an acquisition module 701, a determination module 702, and a display module 703.
[0220] The acquisition module is used to acquire the character feature information of the first virtual character currently being controlled;
[0221] The determination module is used to determine the display style of the game menu interface based on the character feature information;
[0222] The display module is used to respond to the display trigger command for the game menu interface and display the game menu interface in the display style in the graphical user interface.
[0223] In one alternative implementation, the game menu interface is a portion of the display area in a graphical user interface.
[0224] In one optional implementation, the game menu interface includes multiple function entry controls, including a game subsystem entry control and a game settings entry control.
[0225] In one optional implementation, the apparatus further includes a processing module, which is specifically used for:
[0226] In response to a trigger command for the game subsystem entry control, the corresponding game subsystem is activated. The game subsystem is used to display specified game data and / or to allow the first virtual character and non-virtual characters to perform virtual interactions.
[0227] In one optional implementation, the processing module is further configured to:
[0228] In response to a trigger command for the game settings entry control, a game settings interface is provided;
[0229] In response to settings operations performed on the game settings interface, the game parameters of the game are adjusted.
[0230] In one optional implementation, the game menu interface includes decorative elements; the determining module is specifically used for:
[0231] Control the display style of the decorative elements to match the character feature information.
[0232] In one optional implementation, the decorative element includes a background pattern, and the character feature information includes personality feature information; the determining module is specifically used for:
[0233] The background pattern is controlled to match the personality trait information.
[0234] In one optional implementation, the character feature information includes clothing feature information, and the determining module is specifically used for:
[0235] The shell pattern of the virtual device used by the first virtual character is associated with the clothing feature information.
[0236] In one optional implementation, the role characteristic information includes occupational characteristic information, and the processing module is specifically used for:
[0237] Based on the occupational characteristic information, at least one target function entry control matching the occupational characteristic information is set in the game menu interface.
[0238] In one optional implementation, the occupational characteristic information includes multiple occupational information entries, and the processing module is specifically used for:
[0239] The control displays the icon of the target function entry control in a target display mode, the target display mode being used to control the display of at least one of the feature information.
[0240] In one optional implementation, different virtual characters correspond to different game menu interfaces, and the display module is specifically used for:
[0241] In response to switching the currently controlled first virtual character to the second virtual character, the control switches the game menu interface to the game menu interface corresponding to the second virtual character.
[0242] In one optional implementation, the device further includes a control module, which is specifically used for:
[0243] In response to an interaction event with the first virtual character, the game menu interface is controlled to display a display effect that matches the interaction event.
[0244] In one optional implementation, the interaction event includes a collision event between the first virtual character and the third virtual character; wherein the third virtual character is controlled by the system or manipulated by another game account;
[0245] The control module is specifically used for:
[0246] The control adds an impact and shattering display effect to the game menu interface.
[0247] In one optional implementation, the processing module is further configured to:
[0248] In response to an editing command for the game menu interface, obtain the editing object and editing operation corresponding to the editing command;
[0249] The system controls the execution of the editing operation on the editable object located in the game menu interface, and displays the editable object after the editing operation.
[0250] In one optional implementation, the response to a display trigger command for the game menu interface, displaying the game menu interface in the display style in the graphical user interface, includes:
[0251] In response to the display trigger command, the first virtual character is controlled to use the virtual communication device and the game menu interface is displayed, which is the display interface of the virtual communication device.
[0252] In one optional implementation, the display module is specifically used for:
[0253] When the first virtual character is not using the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene at a first speed;
[0254] When the first virtual character uses the virtual communication device, it responds to the movement control command and controls the first virtual character to move in the game scene at a second speed, wherein the second speed is less than the first speed.
[0255] In one optional implementation, the control module is further configured to:
[0256] When the first virtual character is not using the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene in a first posture.
[0257] When the first virtual character uses the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene in a second posture.
[0258] In one optional implementation, the control module is specifically used for:
[0259] The head posture of the first virtual character is controlled to switch between a first head posture and a second head posture; wherein, the first head posture is looking down at the virtual communication device, and the second head posture is looking up at the direction of movement.
[0260] In one optional implementation, the control module is specifically used for:
[0261] Control the first virtual character to move in the game scene with a first movement posture and a first head posture.
[0262] In one optional implementation, the control module is further configured to:
[0263] During the process of controlling the first virtual character to move in the game scene in a first posture, when the first virtual character is located in an air area in the game scene, in response to the first virtual character using the virtual communication device, the first virtual character is controlled to descend from the air area to the surface of the virtual object.
[0264] In response to the first virtual character landing from the air area onto the surface of the virtual object, the head posture of the first virtual character is controlled to be a first head posture.
[0265] In one optional implementation, the first movement posture is a walking posture, and the first head posture is looking down at the virtual communication device.
[0266] In one optional implementation, the control module is further configured to:
[0267] When the first virtual character is not using the virtual communication device, it responds to the first control command and adjusts the view direction of the game view.
[0268] When the first virtual character uses the virtual communication device, it responds to the first control command and controls the selection icon to move in the game menu interface.
[0269] In one optional implementation, the display module is further configured to:
[0270] Provide the selection identifier;
[0271] In response to the second control command, the function interface corresponding to the function entry control selected by the selection identifier is displayed.
[0272] The game control device provided in this embodiment can be used to execute the technical solution of the above-described game control method embodiment. Its implementation principle and technical effect are similar, and will not be described again here.
[0273] Figure 8 This is a schematic diagram of the hardware structure of an electronic device provided in one embodiment of this application, such as... Figure 8 As shown, the electronic device 800 of this embodiment includes: a processor 801 and a memory 802; wherein
[0274] Memory 802 is used to store instructions executed by the computer;
[0275] The processor 801 is used to execute computer execution instructions stored in the memory to implement the various steps performed by the control method in the game described in the above embodiments. For details, please refer to the relevant descriptions in the foregoing method embodiments.
[0276] Alternatively, the memory 802 can be either standalone or integrated with the processor 801.
[0277] When the memory 802 is set up independently, the electronic device also includes a bus 803 for connecting the memory 802 and the processor 801.
[0278] One embodiment of this application also provides a computer-readable storage medium storing computer-executable instructions. When a processor executes the computer-executable instructions, it implements the technical solution corresponding to the control method in any of the above embodiments of the game executed by the above-mentioned electronic device.
[0279] One embodiment of this application also provides a computer program product, the program product including: a computer program, the computer program being stored in a readable storage medium, at least one processor of an electronic device being able to read the computer program from the readable storage medium, and at least one processor executing the computer program causing the electronic device to execute the technical solution corresponding to the control method in the game in any of the above embodiments.
[0280] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0281] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be indirect coupling or communication connection through some interfaces, devices, or modules, and may be electrical, mechanical, or other forms.
[0282] The integrated modules implemented as software functional modules described above can be stored in a computer-readable storage medium. These software functional modules, stored in a storage medium, include several instructions to cause an electronic device (which may be a personal computer, server, or network device, etc.) or a processor to execute some steps of the methods described in the various embodiments of this application.
[0283] It should be understood that the aforementioned processor can be a Central Processing Unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), etc. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in this invention can be directly manifested as being executed by a hardware processor, or executed by a combination of hardware and software modules within the processor.
[0284] The memory may include high-speed RAM, and may also include non-volatile storage (NVM), such as at least one disk storage device, and may also be a USB flash drive, external hard drive, read-only memory, disk or optical disc, etc.
[0285] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, the buses shown in the accompanying drawings are not limited to a single bus or a single type of bus.
[0286] The aforementioned storage medium can be implemented from any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium can be any available medium accessible to general-purpose or special-purpose computers.
[0287] Those skilled in the art will understand that all or part of the steps of the above-described method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments; and the aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.
[0288] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.
Claims
1. An information display method characterized by comprising: The method includes: Obtain the character feature information of the currently controlled first virtual character; The display style of the game menu interface is determined based on the character characteristic information; In response to a display trigger command for the game menu interface, the game menu interface is displayed in the graphical user interface in the specified display style.
2. The method according to claim 1, characterized in that, The game menu interface is a portion of the display area in the graphical user interface.
3. The method according to claim 1, characterized in that, The game menu interface contains multiple function entry controls, including game subsystem entry controls and game settings entry controls.
4. The method according to claim 3, characterized in that, The method further includes: In response to a trigger command for the game subsystem entry control, the corresponding game subsystem is activated. The game subsystem is used to display specified game data and / or to allow the first virtual character and non-virtual characters to perform virtual interactions.
5. The method according to claim 3, characterized in that, The method further includes: In response to a trigger command for the game settings entry control, a game settings interface is provided; In response to settings operations performed on the game settings interface, the game parameters of the game are adjusted.
6. The method according to claim 1, characterized in that, The game menu interface includes decorative elements; determining the display style of the game menu interface based on the character characteristic information includes: Control the display style of the decorative elements to match the character feature information.
7. The method according to claim 1, characterized in that, The decorative elements include background patterns, and the character characteristic information includes personality trait information; determining the display style of the game menu interface based on the character characteristic information includes: The background pattern is controlled to match the personality trait information.
8. The method according to claim 1, characterized in that, The character feature information includes clothing feature information, and the method further includes: The shell pattern of the virtual device used by the first virtual character is associated with the clothing feature information.
9. The method according to claim 3, characterized in that, The role characteristic information includes occupational characteristic information, and the method further includes: Based on the occupational characteristic information, at least one target function entry control matching the occupational characteristic information is set in the game menu interface.
10. The method according to claim 9, characterized in that, The occupational characteristic information includes multiple occupational information entries, and the method further includes: The control displays the icon of the target function entry control in a target display mode, the target display mode being used to control the display of at least one of the feature information.
11. The method according to claim 1, characterized in that, Different virtual characters correspond to different game menu interfaces, and the method further includes: In response to switching the currently controlled first virtual character to the second virtual character, the control switches the game menu interface to the game menu interface corresponding to the second virtual character.
12. The method according to claim 1, characterized in that, The method further includes: In response to an interaction event with the first virtual character, the game menu interface is controlled to display a display effect that matches the interaction event.
13. The method according to claim 12, characterized in that, The interaction events include a collision event between the first virtual character and the third virtual character; wherein the third virtual character is controlled by the system or operated by another game account; The control refers to the display effect of the game menu interface matching the interactive event, including: The control adds an impact and shattering display effect to the game menu interface.
14. The method according to claim 1, characterized in that, The method further includes: In response to an editing command for the game menu interface, obtain the editing object and editing operation corresponding to the editing command; The system controls the execution of the editing operation on the editable object located in the game menu interface, and displays the editable object after the editing operation.
15. The method according to claim 1, characterized in that, The response to the display trigger command for the game menu interface, displaying the game menu interface in the graphical user interface according to the display style, includes: In response to the display trigger command, the first virtual character is controlled to use the virtual communication device and the game menu interface is displayed, which is the display interface of the virtual communication device.
16. The method according to claim 15, characterized in that, The method further includes: When the first virtual character is not using the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene at a first speed; When the first virtual character uses the virtual communication device, it responds to the movement control command and controls the first virtual character to move in the game scene at a second speed, wherein the second speed is less than the first speed.
17. The method according to claim 15, characterized in that, The method further includes: When the first virtual character is not using the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene in a first posture. When the first virtual character uses the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene in a second posture.
18. The method according to claim 17, characterized in that, The control of the first virtual character to move in the game scene in a second posture includes: The head posture of the first virtual character is controlled to switch between a first head posture and a second head posture; wherein, the first head posture is looking down at the virtual communication device, and the second head posture is looking up at the direction of movement.
19. The method according to claim 17, characterized in that, The control of the first virtual character to move in the game scene in a second posture includes: Control the first virtual character to move in the game scene with a first movement posture and a first head posture.
20. The method according to claim 17, characterized in that, The method further includes: During the process of controlling the first virtual character to move in the game scene in a first posture, when the first virtual character is located in an air area in the game scene, in response to the first virtual character using the virtual communication device, the first virtual character is controlled to descend from the air area to the surface of the virtual object. In response to the first virtual character landing from the air area onto the surface of the virtual object, the head posture of the first virtual character is controlled to be a first head posture.
21. The method according to claim 19 or 20, characterized in that, The first movement posture is a walking posture, and the first head posture is looking down at the virtual communication device.
22. The method according to claim 17, characterized in that, The method further includes: When the first virtual character is not using the virtual communication device, it responds to the first control command and adjusts the view direction of the game view. When the first virtual character uses the virtual communication device, it responds to the first control command and controls the selection icon to move in the game menu interface.
23. The method according to claim 22, characterized in that, The method further includes: Provide the selection identifier; In response to the second control command, the function interface corresponding to the function entry control selected by the selection identifier is displayed.
24. A control device for a game, characterized in that, The device includes: The acquisition module is used to acquire the character feature information of the first virtual character currently being controlled; The determination module is used to determine the display style of the game menu interface based on the character feature information; The display module is used to respond to the display trigger command for the game menu interface and display the game menu interface in the display style in the graphical user interface.
25. An electronic device, characterized in that, The electronic device includes: Processor; and A memory for storing a data processing program, which, when powered on and run by the processor, executes the control method in the game as described in any one of claims 1-23.
26. A computer-readable storage medium, characterized in that, It stores a data processing program, which is run by a processor to perform the control method in the game as described in any one of claims 1-23.