Game character interaction method and device, electronic equipment and readable storage medium
By controlling player characters to use virtual items to adjust game status and enabling interactive methods such as moving and viewing information, the game addresses the issue of weakened interaction between players and virtual characters, enhances game immersion and engagement, and reduces player churn.
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
AI Technical Summary
In games, players often cut off control of their virtual characters when viewing relevant game information, which weakens the interaction between players and virtual characters, reduces emotional connection, and disrupts the continuity and immersion of the game world, leading to player churn and server wastage.
By controlling the player character to move in the game scene in the first game state, responding to interface display commands to use virtual props, displaying virtual interfaces, and adjusting the game state to the second state while using virtual props to continue moving, an interactive method of moving and viewing information can be achieved.
It enhances the realism of character interactions in the game, strengthens the game's immersion and stickiness, improves player retention, and reduces server idle time.
Smart Images

Figure CN122298016A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically to a method, apparatus, electronic device, and computer-readable storage medium for game character interaction. Background Technology
[0002] Currently, in games, when players view relevant game information, their control over the virtual character is usually cut off. This weakens the interaction between the player and the virtual character, reduces the emotional connection between the player and the virtual character, and disrupts the continuity and immersion of the game world, leading to player churn and further server wastage. Summary of the Invention
[0003] In view of this, this application provides a method, device, electronic device, and computer-readable storage medium for game character interaction, which can enhance the realism of character interaction in games, improve game immersion, and increase game stickiness and appeal.
[0004] In a first aspect, embodiments of this application provide a method for game character interaction, the method comprising:
[0005] Control the player character to move within the game scene in a first game state; respond to interface display instructions, control the player character to use virtual items and display the virtual interface of the virtual items; while the player character uses the virtual items, control the player character to move within the game scene in a second game state.
[0006] Secondly, embodiments of this application provide a game character interaction device, which includes: a control unit and a display unit; the control unit is used to control a player character to move in a game scene in a first game state; the display unit is used to control the player character to use virtual items and display the virtual interface of the virtual items in response to an interface display instruction; the control unit is used to control the player character to move in the game scene in a second game state when the player character uses the virtual items.
[0007] Thirdly, embodiments of this application provide an electronic device, including:
[0008] A processor; and a memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, performs the method as described in the first aspect.
[0009] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.
[0010] The game character interaction method provided in this application controls the player character to move in the game scene in a first game state; responds to the interface display command, controls the player character to use virtual items and displays the virtual interface of the virtual items; and controls the player character to move in the game scene in a second game state while the player character uses virtual items.
[0011] The aforementioned interactive method allows players to control their characters to use virtual items to view information. When a player uses a virtual item, their game state is switched from a first state to a second state, and the character moves within this second state. This allows players to view information while simultaneously moving in a more suitable game state, achieving a seamless information viewing experience. This further enhances the realism of character interactions, improves immersion, increases player engagement and appeal, improves player retention, and reduces server idle time. Attached Figure Description
[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 A schematic diagram of an example game system for implementing a game character interaction method, provided in an embodiment of this application;
[0014] Figure 2 A flowchart illustrating an example of a game character interaction method provided in an embodiment of this application;
[0015] Figure 3 A schematic diagram illustrating an example of a player character's posture change before and after using virtual items, provided in an embodiment of this application.
[0016] Figure 4 A schematic diagram illustrating the display style of the first interactive interface provided in an embodiment of this application;
[0017] Figure 5 A schematic diagram of an example interface display of the first interactive interface provided in the embodiments of this application;
[0018] Figure 6 Another example of an interface display diagram for the first interactive interface provided in the embodiments of this application;
[0019] Figure 7 A schematic diagram of an example of a reply operation provided in this application embodiment;
[0020] Figure 8 Another schematic diagram illustrating the response operation provided in the embodiments of this application;
[0021] Figure 9 A schematic diagram illustrating an example of an interface for receiving game tasks through a second interactive channel, provided as an embodiment of this application.
[0022] Figure 10 This is a schematic diagram illustrating an example of the interface display of the location sharing control provided in an embodiment of this application;
[0023] Figure 11 A schematic diagram illustrating an example of a user interface for transferring a player character via a location sharing control, provided in an embodiment of this application.
[0024] Figure 12 This is a schematic diagram illustrating an example of a dynamic interface display for game tasks provided in an embodiment of this application.
[0025] Figure 13 This is another example of a dynamic interface display for game tasks provided in this application embodiment;
[0026] Figure 14 A schematic diagram of an example interface display for a first interactive operation related to the dynamics of a game task, provided in an embodiment of this application;
[0027] Figure 15 Another example of an interface display diagram for a first interactive operation related to game task dynamics provided in an embodiment of this application;
[0028] Figure 16 This is a schematic diagram of an example interface for sending interactive information about game task dynamics through a first interactive channel, as provided in an embodiment of this application.
[0029] Figure 17 This is a schematic diagram illustrating an example of an interface display for interaction between a player character and a non-player character through a second interaction channel, as provided in an embodiment of this application.
[0030] Figure 18 This is a schematic diagram illustrating an example of an interface display for interacting with a non-player character through a second interactive channel, as provided in an embodiment of this application.
[0031] Figure 19 This is a schematic diagram illustrating another example of an interface display for interacting with a non-player character through a second interactive channel, as provided in an embodiment of this application.
[0032] Figure 20 This is a schematic diagram of the structure of the game character interaction device provided in the embodiments of this application;
[0033] Figure 21 This application provides a structural block diagram of an electronic device for implementing a game character interaction method. Detailed Implementation
[0034] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0035] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus 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 apparatuses.
[0036] It should be understood that in the embodiments of this application, "at least one" refers to one or more, "several" refers to one or more, and "more than" refers to two or more. "And / or" is merely a description of 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, and B existing alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship. "Contains A, B, and / or C" means containing any one, two, or three of A, B, and C.
[0037] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0038] Based on the problems existing in the related technologies described above, embodiments of this application provide a game character interaction method, device, electronic device, and computer-readable storage medium.
[0039] The game character interaction method provided in this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, or other similar device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers or as a single server. When the server is software, it can be implemented as multiple software programs or software modules (e.g., software or software modules used to provide distributed services) or as a single software program or software module. This application does not specifically limit this aspect.
[0040] In one alternative embodiment, when the game character interaction method is run on a terminal device, the terminal device stores a game application and a virtual game scene. The terminal device interacts with the player through a graphical user interface (GUI). The terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.
[0041] In an optional embodiment, when the game character interaction method runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and execution of the game character interaction method are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0042] It should be noted that, in this embodiment, the executing entity of the game character interaction method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of executing entity.
[0043] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a game character interaction method, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the player can connect to servers of different games via the network. The terminal is any device with computing hardware capable of supporting and executing software application tools corresponding to the game.
[0044] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanism (such as the game character interaction method provided in this application) and the received information, and sends the display data to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.
[0045] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0046] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the game system 1000 can include multiple databases, which are coupled to different servers, and can continuously store game-related information in the databases as different players engage in multiplayer online gaming.
[0047] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0048] It should be noted that the operations described in the subsequent detailed introduction of the game character interaction method provided in the embodiments of this application can all be regarded as operations performed by the player using their fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined based on the type of electronic device. For example, when the electronic device is a touchscreen device such as a mobile phone, tablet, or game console, the player can operate on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.
[0049] In addition, in this embodiment, when the game is a PC game, the terminal device is communicatively connected to at least one handheld device. When the handheld device is a keyboard and mouse device, the triggering operation in this embodiment may include pressing a physical button on the keyboard and / or mouse; when the handheld device is a game controller, the triggering operation in this embodiment may include pressing a physical button on the game controller. When the game is a mobile game, the triggering operation in this embodiment may include contact operations such as clicking, swiping, and pressing on virtual controls or virtual interfaces.
[0050] It should be noted that in this embodiment, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically; that is, there is no specific restriction on whether the virtual game is a landscape game or a portrait game. This embodiment uses a landscape virtual game and a horizontally placed terminal device as an example for the solution description. However, this does not mean that the game character interaction method provided in this application is not applicable to portrait games. The game character interaction method provided in this application is applicable to both landscape and portrait games; that is, the operation methods and corresponding game logic set in the virtual game are consistent in both landscape and portrait games, with only minor differences in the layout of interface elements in the graphical user interface.
[0051] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0052] like Figure 2 As shown, Figure 2 This is an example flowchart of a game character interaction method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a different logical order than those shown in the flowchart. The method may include the following steps S210 to S230.
[0053] Step S210: Control the player character to move in the game scene in the first game state.
[0054] Step S220: In response to the interface display command, control the player character to use virtual items and display the virtual interface of the virtual items.
[0055] Step S230: When the player character uses a virtual item, control the player character to move in the game scene in a second game state.
[0056] The following is a detailed description of steps S210 to S230.
[0057] Regarding step S210 above, the aforementioned Player Character (PC) refers to a virtual character controlled by a player through their game account. This virtual character is a model that the player can manipulate and move within the game. This model represents the player's image in the game and can be a three-dimensional or two-dimensional virtual model; this embodiment does not specifically limit this. The virtual object includes, but is not limited to, at least one of virtual characters, virtual animals, virtual machinery, virtual buildings, and virtual plants.
[0058] The game scene described above can be understood as a simulation of the real world within the game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: two-dimensional virtual scene, 2.5-dimensional virtual scene, or three-dimensional virtual scene. A virtual scene typically includes multiple scene elements, which are the various elements required to constitute the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, virtual vegetation elements, etc. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. The virtual scene is the environment in which the player controls a virtual character to complete the game logic.
[0059] In a game, a character's game state refers to a series of attributes and information describing the character in the game world. In this embodiment, the player character's game state may include, but is not limited to, the virtual actions performed by the player character, their posture when performing virtual actions, their movement speed, and their movement direction. The virtual actions performed by the player character may include, but are not limited to, walking, parkour, swinging, and flying. Swinging refers to the dynamic movement performed by the player character using virtual objects (such as vines or ropes) in the virtual scene.
[0060] The aforementioned first game state refers to the player character's game state when not using virtual items. As described above, the player character's game state may include, but is not limited to, the player character's movement method, posture, movement speed, and movement direction. Therefore, this first game state refers to the player character's movement method, posture, movement speed, and movement direction when not using virtual items.
[0061] Regarding step S220 above, the aforementioned interface display instruction refers to a processing instruction used to display the virtual interface of the aforementioned virtual item in the game interface. The virtual interface of the virtual item constitutes at least a portion of the display area of the game interface.
[0062] The aforementioned virtual props can be virtual communication devices set up in the game, allowing players to communicate and interact with non-player characters. In this embodiment, the style of the virtual prop is not specifically limited; for example, it can be a virtual phone, virtual crystal ball, virtual scroll, virtual token, or other props with communication functions. The specific style can be set according to the game's style.
[0063] The virtual interface of the aforementioned virtual prop refers to the panel area whose appearance outline matches the appearance outline of the virtual prop; when the virtual prop is a virtual communication device, the aforementioned virtual interface is the display interface of the virtual communication device.
[0064] This virtual interface is used to display interface elements associated with the virtual item. For example, the game menu, first interactive interface, second interactive interface, and third interactive interface can all be displayed in this virtual interface. The first, second, and third interactive interfaces will be described later and will not be elaborated upon here.
[0065] The aforementioned control of a player character to use virtual items refers to the process of controlling the player character to hold the virtual item and view the information displayed in the virtual interface through the virtual item.
[0066] Regarding step S230 above, the second game state refers to the game state when the player character is using virtual items.
[0067] In a specific embodiment, when a player character uses a virtual item, controlling the player character to move in the game scene in a second game state means that when the player character uses a virtual item, the player character's game state is adjusted from the first game state to the second game state, and the player character moves in the game scene in the second game state.
[0068] That is, through steps S210 to S230, the player character can be controlled to use virtual items to view information. When the player character uses a virtual item, their game state is adjusted from a first game state to a second game state, and the player character is controlled to move in this second game state. This allows the player to view information while simultaneously moving in a more suitable game state, achieving a game effect of viewing information while moving. This further enhances the realism of character interactions in the game, improves immersion, increases game stickiness and appeal, increases player retention, and reduces server idle time.
[0069] In an optional specific embodiment, when the game state includes the player character's posture in the game scene, the above step S210 can be implemented by the following step S211.
[0070] Step S211: Control the player character to move in the game scene in the first posture; the first posture is the preset posture of the player character when no virtual props are used.
[0071] In this embodiment, the preset posture of the player character when not using virtual items includes: the player character's first hand posture and first head posture; wherein, the first hand posture is the hand posture when not holding virtual items; and the first head posture is the head posture when looking horizontally towards the player character's direction of movement.
[0072] Accordingly, step S230 can be implemented through step S231.
[0073] Step S231: When the player character uses a virtual item, control the player character to move in the game scene in a second posture; the second posture is the preset posture of the player character to view information through the virtual item.
[0074] In this embodiment, when the player character uses virtual items, the player character's posture is adjusted from a first posture to a second posture, and the player character moves in the game scene in the second posture.
[0075] The preset postures for a player character to view information through virtual props may include: a second hand posture and a second head posture; wherein, the second hand posture is a hand posture of raising and holding the virtual prop; and the second head posture is a head posture of looking down at the virtual prop held in the hand.
[0076] That is, when the player character uses virtual items, the player character's hand is adjusted from the first hand posture to the second hand posture so that the player character's hand holds the virtual item in the second hand posture, and the player character's head is adjusted from the first head posture to the second head posture.
[0077] In summary, before and after the player character uses virtual items, the player character's posture is switched between the first posture and the second posture.
[0078] Optionally, in this embodiment, when the player character uses virtual props, the player character's head posture can be switched between a first head posture and a second head posture. This allows the player character to view information through virtual props while moving, and to look horizontally in the direction of movement, achieving a visual effect of looking at the road and virtual props at the same time, thus enhancing the realism of the game.
[0079] Below, in conjunction with Figure 3 And a specific example is provided to detail the changes in the posture of the player character before and after using virtual items.
[0080] exist Figure 3 The specific example shown is a case of using a virtual phone as a virtual prop.
[0081] like Figure 3 As shown, based on the game interface 2001, a game scene 100 is displayed in the game interface 2001, and a player character 10 is displayed in the game scene 100 in a first posture. The head posture of the player character 10 is the first head posture, which is looking in the direction indicated by the horizontal dotted arrow towards the direction of the player character's movement, and the hand posture of the player character 10 is the first hand posture, which is not holding a virtual mobile phone.
[0082] Based on the game interface 2001, in response to the interface display command, the player character 10 is controlled to use a virtual phone. That is, in response to the interface display command, the game interface 2001 is switched to the game interface 2025. In the game interface 2025, the player character 10 raises his hand and holds the virtual phone 51. That is, the hand posture of the player character 10 is adjusted to the second hand posture of holding the virtual phone 51. The head posture of the player character 10 is adjusted from the first head posture of looking in the direction of movement along the horizontal dotted arrow to the second head posture of looking down at the virtual phone in his hand along the direction indicated by the dotted arrow.
[0083] Additionally, in the game interface 2001, according to the interface display instructions, a virtual interface 18 with the same appearance outline as the virtual phone 51 is displayed.
[0084] Based on the game interface 2001, if the player closes the virtual interface 18, the game interface 2025 can be switched to display the game interface 2001, the head posture of the player character 10 can be switched from the second head posture to the first head posture, and the hand posture of the player character 10 can be switched from the second hand posture to the first hand posture.
[0085] In an optional specific embodiment, in addition to the above-mentioned posture, the game state of the player character may also include: the movement speed of the player character when moving in the game scene. In this case, the above-mentioned step S210 can be implemented by the following step S212.
[0086] Step S212: In response to a movement control operation on the player character, control the player character to move at a first preset speed.
[0087] In this embodiment, the movement control operation refers to a series of inputs used by the player to control the player character's movement in the game scene.
[0088] For example, in PC games, the movement control operation can include pressing preset shortcut keys on the physical keyboard. In games, shortcut keys for controlling the player character's movement usually include the W key, S key, A key, and D key; therefore, the movement control operation can include pressing the above four keys.
[0089] For example, in mobile games, this movement control operation can include: triggering an operation on a preset movement control. Typically, this movement control is in the form of a wheel, with a virtual joystick displayed in the center. Players slide the virtual joystick to control their character's movement within the game scene.
[0090] The aforementioned first preset speed is the movement speed set for the player character when not using virtual items.
[0091] Accordingly, the step S230 above, "when the player character uses the virtual item, control the player character to move in the game scene in a second game state", can be specifically implemented through the following step S232.
[0092] Step S232: When the player character uses a virtual item, in response to the movement control operation for the player character, control the player character to move at a second preset speed; the second preset speed is less than the first preset speed.
[0093] That is, before and after the player character uses virtual items, the player character's movement speed is switched between a first preset speed and a second preset speed.
[0094] When the second preset speed is less than the first preset speed, it means that the player character will slow down after using virtual items, thus satisfying the game's realism and enhancing its realism.
[0095] It should be noted that in a special case, if the player does not use virtual items and the first preset speed is 0 (i.e., the player character is standing still), and then the player starts using virtual items, the player character will remain standing still, meaning the second preset speed will also be 0.
[0096] Furthermore, the aforementioned movement control operation can control the movement direction of the player character. Therefore, the step S212 above, "in response to the movement control operation for the player character, control the player character to move at a first preset speed", can be specifically implemented through the following step S2120.
[0097] Step S2120: In response to a movement control operation for the player character, determine the movement direction of the player character based on the movement control operation.
[0098] Step S2121: Control the player character to move in the direction of movement at a first preset speed.
[0099] Accordingly, the step S232 above, "in response to the movement control operation for the player character, control the player character to move at a second preset speed", can be specifically implemented through the following steps S2320 to S2321.
[0100] Step S2320: In response to a movement control operation for the player character, determine the movement direction of the player character based on the movement control operation.
[0101] Step S2321: Control the player character to move in the direction of movement at the second preset speed.
[0102] As shown in the examples above, in the PC game, when the movement control operation is triggered by the W key, the player character can be moved forward; when the movement control operation is triggered by the S key, the player character can be moved backward; when the movement control operation is triggered by the A key, the player character can be moved left; and when the movement control operation is triggered by the D key, the player character can be moved right.
[0103] For example, in mobile games, this movement control operation can include: triggering operations on preset movement controls. Typically, these movement controls are in the form of a wheel, with a virtual joystick displayed in the center. Players interact with this virtual joystick, and the direction in which the virtual joystick moves determines the direction of the player character's movement.
[0104] In this embodiment, if the movement control operation does not change before and after the player character uses a virtual item, the player character's movement direction will not be adjusted.
[0105] In some optional embodiments, the game state of the player character in the game scene may also include: the player character's movement method. The player character's movement method refers to the movement mechanism used by the player character to move from one location to another in the game; for example, in this embodiment, the player character's movement method may include, but is not limited to: walking, running, jumping, swinging, flying, swimming, riding, etc.
[0106] In this case, step S210 can be implemented through step S213.
[0107] Step S213: Control the player character to move in the game scene using a first movement method.
[0108] In this embodiment, the first movement method refers to the movement method adopted by the current player when not using virtual items. The first movement method may include, but is not limited to, any one of the following: walking, running, jumping, swinging, flying, swimming, and riding.
[0109] Accordingly, step S230 can be implemented through step S233.
[0110] Step S233: When the player character uses a virtual item, control the player character to move in the game scene using either the first or second movement method.
[0111] In this embodiment, the second movement method refers to the movement method adopted by the player when using virtual items. This second movement method can include, but is not limited to, any one of the following: walking, running, sprinting, jumping, swinging, flying, swimming, and riding. It should be noted that the first and second movement methods are two different movement methods.
[0112] In this optional implementation, before and after the player character uses virtual items, the player character's movement mode can be switched between a first movement mode and a second movement mode; alternatively, the player character's first movement mode can remain unchanged. The specific settings can be configured according to the actual situation; please refer to the following descriptions of different game scenarios for details.
[0113] Furthermore, in some optional implementations, the step S213 above, "controlling the player character to move in the game scene in a first movement mode", can be specifically implemented through the following step S2130.
[0114] Step S2130: Control the player character to move in the air area of the game scene using the first movement mode.
[0115] That is, the player character is limited to moving using the first movement method and is located in the air area of the game scene. For example, when the player character moves by jumping, flying, swinging, or shuttle, the player character is in the air area in most cases.
[0116] Based on the above step S2130, the previously described step S233, "when the player character uses a virtual item, control the player character to move in the game scene in a first movement mode or a second movement mode", can be specifically implemented through the following steps S2330 to S2331.
[0117] Step S2330: When the player character uses a virtual item, control the player character to fall from the air area to the surface of the virtual object.
[0118] Step S2331: Control the player character to move on the surface of the virtual object using either the first or second movement method.
[0119] 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.
[0120] That is, in this embodiment, if the player character is in the air before using the virtual item, and the player character uses the virtual item, the player 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.
[0121] Optionally, if the player character moves in the air using a first movement method such as jumping, flying, swinging, or shuttle movement, then after the player character uses a virtual item, the player character can be controlled to move using a second movement method such as walking, running, or sprinting on the surface of an object.
[0122] If a player character moves in the air using the primary movement method such as walking, running, or sprinting, they can continue to move on the virtual object surface using that primary movement method after landing.
[0123] This allows for different ways of interaction for players, enriching their visual experience.
[0124] Below, we will provide an example of the first and second movement methods for player characters before and after using virtual items.
[0125] Scenario 1: In a game scenario where the player character is controlling walking: Before using a virtual item, the player character moves through the game scene on foot, with their head up looking in the direction of movement and their walking speed at a first preset speed. After using a virtual item, the player continues to move through the game scene on foot, but the walking speed is adjusted from the first preset speed to a slower second preset speed, and the player looks down at the virtual item they are holding, i.e., walking slowly while looking at the virtual item. If the second preset speed is 0, the player is standing and looking at the virtual item. In this case, both the first and second preset speeds are pre-set speeds corresponding to the player character's walking movement.
[0126] Scenario 2: In a game scenario where the player character is controlling a dash, before using a virtual item, the player character moves through the game scene by dashing, with their head up looking in the direction of movement and the dash speed at a first preset speed. After using the virtual item, the player continues to move through the game scene by dashing, but the dash speed is adjusted from the first preset speed to a slower second preset speed, and the player is controlled to look down at the virtual item they are holding, i.e., dashing while looking at the virtual item at a slower speed. In this case, both the first and second preset speeds are pre-set speeds corresponding to the player character's dash movement. Similarly, for changes in the game state before and after using a virtual item when the player character is moving by riding or swimming, refer to Scenario 1 and Scenario 2 above; they will not be repeated here.
[0127] Scenario 3: In a game scenario where the player character is running, before using a virtual item, the player character moves through the game scene by running, with their head up looking in the direction of movement and the running speed at a preset first speed. After using a virtual item, the player moves through the game scene by walking, at a slower preset second speed, and with their head down looking at the virtual item. Thus, after using a virtual item, the player can walk while simultaneously looking at their phone at the preset second speed. In this game scenario, the player character's movement mode can be switched from running to walking before and after using a virtual item.
[0128] Scenario 4: In a game scenario where the player character is controlled to swing, before using a virtual item, the player character moves around the game scene by swinging, with their head up looking in the direction of movement and the swing speed at a preset first speed. After using the virtual item, the player character falls from the air to the ground and moves on the ground by walking at a slower preset second speed, while looking down at the virtual item. This allows the player to walk while looking at the virtual item after using it. In this scenario, the player character can be controlled to fall from the air to the ground before and after using the virtual item, allowing them to walk while looking at the virtual item, enhancing the realism and immersion of the game.
[0129] In some optional embodiments, the “interface display instruction” in step S220 above may include, but is not limited to: a first interface display instruction and a second interface display instruction.
[0130] Optionally, when the interface display instruction is the first interface display instruction, the game character interaction method provided in this application may further include the following step S240.
[0131] Step S240: When the interface display instruction is the first interface display instruction, at least one function entry control is displayed through the virtual interface; the function entry control includes at least one of the following: game subsystem entry control; game settings entry control.
[0132] In this embodiment, the first interface display instruction is a processing instruction used to instruct the display of the game menu interface through the aforementioned virtual interface; specifically, the first interface display instruction can be generated by responding to a trigger operation on a preset shortcut key or a preset virtual control; in a PC game, the preset shortcut key can be the "Esc" key.
[0133] 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 virtual items can be used as the game menu interface to display multiple function entry controls in the virtual interface.
[0134] 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.
[0135] The interactive channels may include, but are not limited to, the first interactive channel, the second interactive channel, and the third interactive channel described above. In this embodiment, each interactive channel corresponds to a channel entry control, that is, the first interactive channel corresponds to the first channel control, the second interactive channel corresponds to the second channel control, and the third interactive channel corresponds to the third channel control.
[0136] The game settings entry controls mentioned above may include, but are not limited to: system settings entry controls and time settings entry controls.
[0137] like Figure 3 As shown, assuming, Figure 3 The specific example shown is a PC game. Based on the game interface 2001, in response to the player's click operation on the "Esc" key, the game interface 2001 can be switched to the game interface 2025. The virtual interface 18 of the virtual item 51 is displayed in the game interface 2025, and the above-mentioned game subsystem entry controls and game settings entry controls are displayed in the virtual interface 18. These will not be described in detail.
[0138] When displaying at least one function entry control in the virtual interface, the game character interaction method provided in this application may further include the following step S250.
[0139] Step S250: 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 allow player characters and non-player characters to perform virtual interactions.
[0140] 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.
[0141] In this embodiment, the game subsystem can be used to display specified game data and / or provide virtual interaction for player characters and non-player characters. Displaying specified game data may include, but is not limited to: map data, player character personal information, non-player character information, player achievement information, and information on game items currently owned by the player character; providing virtual interaction for player characters and non-player 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.
[0142] The following is a detailed description of each of the exemplary game subsystems described above.
[0143] 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.
[0144] 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-player characters that the player character has unlocked in the game; for example, non-player characters that the player unlocks through card draws in the game, non-player characters that the player encounters while performing game tasks, etc.
[0145] The character information displayed in the character system may include, but is not limited to: character model, character name, character backstory, character level, etc.
[0146] 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 player character. For example, the personal information may include, but is not limited to: the player character's character name, profession, character level, skill attributes, task progress, social information, and character information of non-player characters who meet the preset conditions with the player character.
[0147] 4. City Encyclopedia System: In response to the trigger command of 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-player character.
[0148] 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 player character's game account.
[0149] 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 player characters and non-player characters, and / or social interaction between player characters.
[0150] 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, player characters and non-player 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, player characters can interact with non-player characters through 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, player characters and non-player 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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-player characters from multiple non-player characters with different professions and skill combinations to form their own combat team to deal with different challenges and tasks.
[0155] 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.
[0156] 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 system displays information such as currently accepted and completed game quests for the player character. Additionally, players can set a real-world time for pending game quests within this Memo System to remind them to complete the quest at the designated time. It should be noted that the timer in this Memo System is a real-world time setting for the game quest, not the game time.
[0157] In addition to the exemplary game subsystems described above, this embodiment also includes a game settings system. Accordingly, the game character interaction method provided in this application may further include the following steps S260 to S270.
[0158] Step S260: Respond to the trigger command for the game settings entry control and provide the game settings interface;
[0159] Step S270: Respond to the settings operation for the game settings interface and adjust the game parameters.
[0160] 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.
[0161] As mentioned above, the game settings entry controls may include, but are not limited to: system settings entry controls and time settings entry controls.
[0162] 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.
[0163] 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 a setting operation on the volume setting control, the game volume parameters can be adjusted; in response to a setting operation on the sound effects setting control, the game sound effects parameters can be adjusted; in response to a setting operation 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); in response to a setting operation on the game screen command setting control, the game screen quality parameters (such as frame rate) can be adjusted.
[0164] 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 time parameters are adjusted; for example, if the current game time is 8:00, it means that the game scene is in daytime mode, displaying the visual effect of sunrise; 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.
[0165] 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 message chat channel between non-player characters and player characters), a second interactive channel (a voice call channel between non-player characters and player characters), 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.
[0166] Based on this, when the interface display instruction is the second interface display instruction, the game character interaction method provided in this application further includes the following step S280.
[0167] Step S280: When the interface display instruction is the second interface display instruction, open the target interactive channel indicated by the second interface display instruction in the interactive channel, and display the interactive interface corresponding to the target interactive channel through the virtual interface.
[0168] The second interface display instruction is a processing instruction used to instruct the display of the target interactive interface corresponding to the target interactive channel through the aforementioned virtual interface.
[0169] Optionally, the second interface display instruction can be generated in the following manner: in response to a non-player character issuing a game task to a player character, displaying an interactive control corresponding to the target interactive channel that issued the game task; in response to a trigger operation on the interactive control, generating a second interface display instruction corresponding to the target interactive channel.
[0170] The target interaction channel can be any one of the aforementioned interaction channels. For example, when a non-player character issues a game task to a player character through the first interaction channel, the target interaction channel is the first interaction channel mentioned above. In this case, the target interaction interface is the interaction interface corresponding to the first interaction channel. Specifically, the interaction interface can be the chat interface between the non-player character who issued the game task and the player character.
[0171] When a non-player character issues a game quest to a player character through a second interaction channel, and that target interaction channel is the aforementioned second interaction channel, then the aforementioned interaction interface is the second interaction interface corresponding to the second interaction channel; specifically, this interaction interface can be the interface for voice communication between the non-player character who issued the game quest and the player character.
[0172] When a non-player character participating in the same game quest as a player character posts game quest updates through a third interactive channel, the target interactive channel is the third interactive channel described above, and the target interactive interface is the interactive interface corresponding to the third interactive channel; specifically, this interactive interface can be the interface where the non-player character who posted the game quest and the player character post game quest updates.
[0173] For details regarding game quest updates and chat messages, please refer to the previous description; they will not be repeated here.
[0174] In some optional implementations, the game character interaction method provided in this application may further include the following steps S290 to S2100.
[0175] Step S290: When the player character is not using virtual items, respond to the first control command and adjust the view direction of the game camera.
[0176] Step S2100: When the player character uses a virtual item, respond to the first control command and control the selection mark to move.
[0177] That is, in this embodiment, when the player character is not using virtual items, the first control command is an adjustment command for adjusting the view direction of the game view; when the player character is using virtual items, the first control command is a control command for moving the selection mark.
[0178] It is important to note that when the player character uses this virtual item, the game's perspective does not change in response to the first control command. That is, when the player character uses this virtual item, the game logic triggered by the first control command switches from adjusting the perspective to controlling the movement of the selection marker.
[0179] 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.
[0180] 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 player character uses a virtual item.
[0181] For example, in a PC game, this preset shortcut key can be the mouse, generating the first control command in response to a mouse swipe. That is, when the player character is not using a virtual item, the game's camera angle is adjusted by controlling the mouse swipe; and when the player character is using a virtual item, the selection icon is moved by controlling the mouse swipe.
[0182] 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 the player's swipe gesture on this blank area. Specifically, when the player character is not using a virtual item, the swipe gesture adjusts the game's camera angle; while when the player character is using a virtual item, the swipe gesture moves the selection icon.
[0183] 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.
[0184] Optionally, regardless of whether the player character uses virtual items, 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, displaying the selection icon in the game interface when controlling the player character to use the virtual item according to the aforementioned interface display command; second, displaying the selection icon in the game interface in response to a trigger operation on a preset shortcut key. In a specific embodiment, the preset shortcut key can be the "Alt" key.
[0185] In some optional embodiments, the game character interaction method provided in this application may further include the following steps S2110 to S2120.
[0186] Step S2110: Provide a selection identifier.
[0187] Step S2120: In response to the second control command, display the function interface corresponding to the function entry control selected by the selection indicator.
[0188] 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.
[0189] 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.
[0190] 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.
[0191] In some optional implementations, the game character interaction method provided in this application may further include the following step S2130.
[0192] Step S2130: When the player character uses a virtual item, in response to a second interactive operation on the virtual interface, control the player character's hand to perform a virtual action that matches the second interactive operation.
[0193] It should be noted that the above-mentioned second interactive operation is any interactive operation on the virtual interface. For example, the second interactive operation may include the first interactive operation on the dynamics of the game task described in step S130 below, the trigger operation on the various function entry controls or other virtual controls displayed on the virtual interface, etc., and there are no specific restrictions in this step.
[0194] In this embodiment, the operation type of the second interactive operation mentioned above may include, but is not limited to: click operation, swipe operation, press operation, two-finger zoom operation, air gesture, etc.
[0195] When a player character uses a virtual item, the system can control the player character's hand to perform a virtual action that matches the second interactive operation the player applies to the virtual interface. For example, if the second interactive operation is a click on a function entry control, the system can control the player character's hand to click on the virtual item; if the second interactive operation is a swipe on the virtual interface, the system can control the player character's hand to swipe on the virtual item; if the second interactive operation is an "OK" gesture, the system can control the player character's hand that is not holding a virtual item to perform the "OK" gesture, and so on.
[0196] This can further enhance the game's immersion and improve the player's gaming experience.
[0197] In some optional implementations, the interactive interface in step S280 described above is used to display message information posted by the target character. The target character may include: the aforementioned player character, and / or at least one non-player character; the message information may include: chat messages posted by the target character and / or game quest updates. Game quest updates are information related to game quests, and may include, but are not limited to: virtual actions performed by the target character in the game quest, their emotions, opinions, personal achievements, and appearance / equipment while performing the game quest. This embodiment does not specifically limit this.
[0198] Based on this, the game character interaction method provided in this application can also respond to the first interactive operation on the aforementioned message information by publishing interactive information on the message information.
[0199] The first interactive operation in response to a message may include, but is not limited to: replying to a message, evaluating a message (such as liking or disliking), or commenting (image comment, audio comment, video comment), etc.; among which, image comments may include sending images or emoticons, etc., without specific restrictions.
[0200] The interactive information released in response to the message can be understood as: interactive information matching the first interactive operation. For example, when the first interactive operation is a reply, the interactive information is a reply to the message; when the first interactive operation is an evaluation, the interactive information is an evaluation, which is used to indicate the player character's positive or negative attitude towards the game task dynamic. For example, when the first interactive operation is a like, the interactive information could be a like, indicating that the player character likes the message.
[0201] Optionally, the game character interaction method provided in this application may also include the following step S2140.
[0202] Step S2140: When the player character uses a virtual item, adjust the player character's facial expression according to the first interaction operation so that the player character's facial expression matches the emotional information.
[0203] It should be noted that, in response to the first interactive operation, interactive information can be published for the message information. The interactive information may include the player character's emotional information, which may include, but is not limited to, happiness, surprise, frustration, sadness, etc. This embodiment does not impose any restrictions.
[0204] For example, when a player character posts a smiling emoji or a comment like "I'm happy" in response to a game quest, it indicates that the player character is currently in a happy mood. In this case, the player character's facial expression can be adjusted to a happy emoji to match the emotional information in the comment. Similarly, when a player character posts a sad emoji or a comment like "Oh no!" in response to a game quest, it indicates that the player character is currently in a sad mood. In this case, the player character's facial expression can be adjusted to a sad emoji to match the emotional information expressed in the comment.
[0205] This can further enhance the game's realism and immersion.
[0206] In some optional implementations, the game character interaction method provided in this application may further include the following step S2150.
[0207] Step S2150: When the player character uses a virtual item, display the lighting effect of the virtual item illuminating the player character's face.
[0208] In other words, when a player uses a virtual item to view relevant game information through its virtual interface, the virtual item is controlled to emit light, thus illuminating the player character's facial expression. For example, when the virtual item is a virtual phone, the virtual phone will illuminate the player character's facial expression.
[0209] In some optional implementations, step S220 can be specifically implemented through the following steps S221 to S222.
[0210] Step S221: Obtain the character feature information of the player character, and determine the display style of the virtual interface based on the character feature information;
[0211] Step S222: Display the virtual interface in the display style.
[0212] In this embodiment, the character characteristics information of the player character may include, but is not limited to: character profession characteristics, character appearance and clothing characteristics, player character personality characteristics, etc.
[0213] The purpose of this optional embodiment is to control the virtual interface to be displayed in a style that matches the character feature information of the player character.
[0214] For example, if a player character's profession is accountant, or if the player character's personality trait is set to a money-loving personality, then icons such as lucky cats can be displayed in the virtual interface, and lucky cat icon information can be attached to each function entry control displayed in the virtual interface.
[0215] For example, if a player's character is a graffiti artist, a preset graffiti background image can be displayed in the virtual interface, and relevant graffiti marks can be attached to the function entry controls displayed in the virtual interface.
[0216] In some optional implementations, the game character interaction method provided in this application may also include an immersion step S2160.
[0217] Step S2160: When the player character uses a virtual item, respond to the corresponding interaction event of the player character and control the virtual interface to display virtual animation effects that match the interaction event.
[0218] Optionally, in this embodiment, the interaction events corresponding to the player character may include, but are not limited to: collision events between the player character and non-player characters, wrestling events that control the player character to fall, and collision events that control the player character to collide with virtual objects in the game.
[0219] 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.
[0220] This concludes the description of the method provided in this embodiment. In the aforementioned interactive method, the player character can be controlled to use virtual items to view information. Furthermore, when the player character uses virtual items, the player character's game state is adjusted from a first game state to a second game state, and the player character is controlled to move in the second game state. This allows the player to view information while simultaneously controlling their character to move in a more suitable game state, 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.
[0221] In some optional embodiments, the role interaction method provided in this application may further include the following steps S110 to S130.
[0222] Step S110: Control the player character to accept the game quest.
[0223] Step S120: Display the game task dynamics posted by the first non-player character participating in the game task; wherein, the game task dynamics are information related to the game task.
[0224] Step S130: Receive the first interactive operation for the game task dynamics, and publish interactive information for the game task dynamics.
[0225] The following sections will provide a detailed description of each of the steps S110 to S130.
[0226] Regarding step S110 above, the game tasks mentioned above may include, but are not limited to: main storyline tasks, side storyline tasks, character tasks, exploration tasks, etc., without specific restrictions.
[0227] Among them, main story missions refer to game missions that drive the main plot development in the game, and these main story missions can form the core narrative structure of the game; side story missions refer to story missions that are different from the main story missions, and side story missions can provide additional story content; character missions refer to game missions that are related to non-player characters in the game, such as escort missions that escort non-player characters from location A to location B, game missions that reveal the backstory and personal experiences of non-player characters, and game missions that allow player characters to date non-player characters to increase the non-player characters' favorability; exploration missions refer to missions in the game that encourage players to actively explore the game world, discover new locations or hidden elements, and these exploration missions usually do not have a clear objective.
[0228] Accepting a game quest can be understood as a player character accepting or receiving a game quest. Once a player character accepts a game quest, that quest becomes a game task for the player character to perform.
[0229] In this embodiment, the ways in which a player character accepts game quests may include, but are not limited to: the player character accepting a game quest through dialogue with a non-player character; the player character accepting a game quest when entering a target area of the game scene; the player character accepting a game quest when obtaining a specific virtual item; the player character automatically accepting a game quest when certain game events are triggered; and accepting preset game quests in the game quest acceptance interface. Specific implementation methods for player characters accepting game quests will be described later and will not be elaborated here.
[0230] Regarding step S120 above, the first non-player character can be any one or more non-player characters participating in the game task accepted by the player. In this embodiment, the number of the first non-player characters is not specifically limited.
[0231] The aforementioned game task dynamics are information related to game tasks. For example, the game task dynamics may include, but are not limited to: virtual actions performed by the first non-player character in the game task, emotions, opinions, personal achievements, appearance equipment, etc. when performing the game task. This embodiment does not specifically limit these.
[0232] Optionally, the dynamic type of the aforementioned game task dynamics may include, but is not limited to, at least one of the following: text, images, videos, and audio. Audio may include voice messages posted by the first non-player character, or songs shared by the first non-player character.
[0233] In this embodiment, the game quest update can be automatically displayed in the currently displayed game interface when the first non-player character posts it; alternatively, it can be displayed when a player character views the game quest update. There are no specific restrictions on the timing of the display of the game quest update.
[0234] Regarding step S130 above, in this embodiment, the first interactive operation is an interactive operation that interacts with the game task dynamics. For example, the first interactive operation may include, but is not limited to, evaluation operations (such as like operations, dislike operations) or comment operations (image comments, audio comments, video comments) for the game task dynamics; wherein, image comments may be sending images or sending emoticons, etc., and there is no specific limitation.
[0235] The aforementioned interactive information regarding game task dynamics can be understood as: interactive information matching the first interactive operation. For example, when the first interactive operation is an evaluation operation, the interactive information is evaluation information, which is used to indicate the player character's positive attitude towards the game task dynamics. For instance, when the first interactive operation is a "like" operation, the interactive information could be a "like" message, indicating that the player character likes the game task dynamics.
[0236] The location where this interactive information is published will be described in detail later, and will not be elaborated here.
[0237] As can be seen, through the above methods, in addition to interacting during game quests, the player character and the first non-player character can also post game quest updates. Based on this, the player character and the first non-player character can also interact through game quest updates. This tightly links the social interaction between the player character and the first non-player character with game quests, further enhancing the attractiveness of the game's social features and effectively strengthening the connection between the first non-player character and the player character, thereby increasing the game's stickiness and appeal.
[0238] The game character interaction method provided in the embodiments of this application will be further described below.
[0239] In some optional implementations, the game character interaction method provided in this application may further include the following step S140.
[0240] Step S140: In response to the current game account's game data meeting the task conditions, control the second non-player character that matches the task conditions to issue a game task to the player character.
[0241] The purpose of step S140 is to limit the game quest accepted by the player character in step S110 to be issued by the second non-player character. That is, after the second non-player character issues the game quest, the player character is controlled to accept the game quest.
[0242] The aforementioned current game account is the game account that controls this player character.
[0243] The above game data must meet at least one of the following conditions: the game story progress reaches the first preset progress; the player character's level reaches the preset level; the player character's exploration progress on the game map reaches the second preset progress; the current game account unlocks any new non-player character; the second non-player character's affinity with the player character reaches the preset affinity.
[0244] Specifically, if the game's storyline progress reaches a first preset progress, for example, if the current game account's storyline progress reaches the stage of unlocking the second non-player character's experience, then the second non-player character can be controlled to issue a game quest to the player character to find the second non-player character; if the player character's level reaches a preset level, for example, if the game has a pre-set logic that when the player character reaches level 30, they can team up with the second non-player character and fight a certain monster, then when the player character reaches level 30, the second non-player character can be controlled to issue a game quest to the player character to fight that monster.
[0245] In this embodiment, the second non-player character and the first non-player character described above may be the same non-player character or they may not be the same non-player character.
[0246] For example, if non-player character A issues a game quest to a player character, and all other non-players besides non-player character A can participate in the game quest, such as if non-player character B participates in the game quest, then the game quest dynamics issued by non-player character B can be displayed; in this game scenario, the first non-player character and the second non-player character are not the same non-player character.
[0247] For example, if a non-player character A issues a quest about itself to a player character, only the player character and non-player character A can participate in the quest. In this case, only the quest activity issued by non-player character A can be displayed. In this situation, the first non-player character and the second non-player character are the same non-player character.
[0248] Below, we will provide a detailed introduction to some specific implementation methods for a second non-player character to issue game tasks to a player character.
[0249] In some games, step S140 can be implemented using step S141.
[0250] Step S141: Control the second non-player character to issue game tasks to the player character through the first interaction channel or the second interaction channel; the first interaction channel is the chat interaction channel for the second non-player character to send messages to the player character; the second interaction channel is the voice interaction channel for the second non-player character to have a voice call with the player character.
[0251] In an optional specific embodiment, the specific implementation of the second non-player character issuing game tasks to the player character through the first interaction channel can be achieved through the following step S141a:
[0252] Step S141a: Control the second non-player character to send the first chat message to the player character through the first interaction channel. The first chat message contains the task information of the game task.
[0253] In an optional specific embodiment, the specific implementation of the second non-player character issuing game tasks to the player character through the second interaction channel can be achieved through the following steps S141b-1 and S141b-2:
[0254] Step S141b-1: Control the second non-player character to send the first call invitation to the player character through the second interaction channel.
[0255] Step S141b-2: In response to the player character's answer instruction for the first call invitation, control the second non-player character to issue a game task to the player character.
[0256] That is, in this embodiment of the application, the second non-player character can issue game tasks to the player character by sending chat messages through the chat interaction channel, or by issuing game tasks to the player character by making voice calls through the call interaction channel.
[0257] The task information included in the first chat message may include, but is not limited to: task location, task name, task objective, task reward, etc.
[0258] The aforementioned first call invitation is used to request the player character to conduct a voice call with the second non-player character. If the player character accepts the first call invitation, the second non-player character can issue game tasks to the player character in the form of a voice call.
[0259] In this embodiment, the player character's instruction to answer the first call invitation refers to the player character's instruction to accept the first call invitation.
[0260] As described above, when a second non-player character can issue a game task to a player character through the first or second interactive channel, the player character can accept the game task through the first or second interactive channel.
[0261] Next, we will describe in detail the process of a player character accepting a game quest through the first or second interactive channel mentioned above.
[0262] First, we will provide an example of how to accept game tasks through the first interactive channel.
[0263] In a specific example, the player character can accept the game task through the first interaction channel through the following steps S111 to S112.
[0264] Step S111: Display the first chat message sent by the second non-player character through the first interactive interface of the first interactive channel; the first interactive interface is a chat interface between the player character and the second non-player character, and the first chat message contains the task information of the game task.
[0265] Step S112: In response to the reply operation to the first chat message, control the player character to accept the game task.
[0266] Regarding step S111 above, in some specific embodiments, in response to a second non-player character issuing a game task to a player character through a first interactive channel, the first chat message sent by the second non-player character is displayed through the first interactive interface of the first interactive channel. That is, as soon as it is detected that a second non-player character issues a game task to a player character through the first interactive channel, the first interactive interface is displayed directly without any further operations.
[0267] Optionally, the aforementioned first chat message is a chat message containing game task information sent by a second non-player character to a player character through a first interactive channel.
[0268] In this embodiment, the interface style of the first interactive interface corresponding to the first interactive channel is not specifically limited. Combined with... Figure 4 This section provides an example of the interface style of the first interactive interface in the game.
[0269] like Figure 4 As shown, Figure 4 (a) provides the first display style for the first interactive interface. Figure 4 Function (b) provides a second display style for the first interactive interface. Figure 4 (c) provides a third display style for the first interactive interface.
[0270] like Figure 4 As shown in (a), the game interface 2000 displays a game scene 100 and a first interactive interface 11 with a first display style. The game scene displays a player character 10, and the first interactive interface 11 is a chat interface for communication between the player character 10 and a non-player character A. The first interactive interface 11 displays a first chat message 13, the content of which is “XXX”.
[0271] like Figure 4 As shown in (b), the game interface 3000 displays a game scene 100 and a first interactive interface 14 with a second display style. The game scene displays a player character 10, and the first interactive interface 14 is the chat interface for player character 10 and non-player character A to communicate. The first interactive interface 14 includes a character identifier display area 15 and an information posting area 16. The character identifier display area 15 displays the character identifiers of non-player character A, non-player character B, non-player character C, and non-player character D; these non-player characters A through D are all non-player characters from whom player characters can send chat messages, and non-player character A is the first non-player character who participated in the game quest. The information posting area 16 displays the first chat message 13 posted by the first non-player character A.
[0272] like Figure 4 As shown in (c), the game interface 4000 displays the player character 10 and a first interactive interface 17 with a third display style. This first interactive interface 17 displays the first chat message posted by a non-player character A. It is understood that the player can long-press on this first interactive interface 17 to display a message reply control. Based on this message reply control, the player can quickly reply to the first chat message without needing to enter the game interface. Figure 4 (a) or Figure 4 The interactive interface shown in (b) is shown in the middle.
[0273] It is understandable that the above Figure 4 The display style of the first interactive interface shown is merely an example and does not constitute a specific limitation on the display style of the first interactive interface in this embodiment.
[0274] Regarding step S112 above, in this embodiment, the above reply operation is the operation used to determine the reply information corresponding to the first chat information; that is, in this embodiment, when the player replies to the first chat information containing task information of the game task, the player character controlled by the player can be triggered to accept the game task.
[0275] It should be noted that in general games, player characters and non-player characters can have multiple rounds of dialogue through the first interaction interface. That is, not all chat messages posted by non-player characters will trigger the player character to accept the quest. Only replying to the first chat message containing the quest information will trigger the player character to accept the quest.
[0276] For example, when a non-player character sends a chat message to a player character about the story background, the player's reply to the chat message will not trigger the player character to accept the game quest. However, if the chat message sent by the non-player character includes relevant preset quest information (such as quest location, quest name, quest rewards, etc.), then the player character will be triggered to accept the game quest.
[0277] Furthermore, in some optional embodiments, the step S111 above, "displaying the first chat message sent by the second non-player character through the first interactive interface of the first interactive channel", can be specifically implemented through the following steps S111a-1 to S111a-2.
[0278] Step S111a-1: Display the information selection interface corresponding to the first interactive channel. The information selection interface includes information entries corresponding to the second non-player character. The information entries include the first character identifier corresponding to the second non-player character and the information summary corresponding to the first chat information published by the second non-player character.
[0279] Step S111a-2: In response to the triggering operation of the information entry corresponding to the second non-player character, display the first interaction interface for the player character and the second non-player character to chat, and display the first chat information in the first interaction interface.
[0280] In this embodiment, the information selection interface includes: at least one information entry for a non-player character to send chat messages to a player character; the information entry includes a first character identifier of the non-player character who sent the chat messages and a message summary of the chat messages sent by the non-player character.
[0281] This information entry can also be understood as an information card, used to represent an interaction record between a player character and any non-player character, emphasizing the source of the information and a summary of the latest chat information between the player character and that source.
[0282] The message summary can be understood as a brief overview of the chat information that players see before entering the specific chat interface, helping players quickly understand the general content of newly received chat messages.
[0283] The primary character identifier refers to a specific element or characteristic used to distinguish different non-player characters. This identifier helps players quickly identify a non-player character and establish a connection between each information entry and the character who posted it. It is understood that this character identifier may include, but is not limited to: character avatar identifier, character name identifier, preset symbol, etc.
[0284] It should be noted that, under normal circumstances, the information items in the information selection interface can be sorted and displayed according to the time order of the received chat messages. For example, they can be arranged from most recent to oldest according to the time of the last message received in each information item, such as the newly received message from the second non-player character being displayed at the top.
[0285] Optionally, if there are unread chat messages in the message entry, an unread indicator can be displayed at the corresponding position of the message entry. For details on this unread indicator, please refer to the description of the text indicators in the first interactive control below; it will not be elaborated here.
[0286] In an optional specific embodiment, a first channel control corresponding to the first interactive channel can be provided in the game, and in response to a trigger operation on the first channel control, an information selection interface corresponding to the first interactive channel can be displayed.
[0287] It is understood that the aforementioned first channel control can be permanently displayed in the game interface, meaning that the first channel control is not hidden when the game interface is switched; or, in response to a first interface display command, the game menu interface is displayed, and the game menu interface includes the first channel control. The first interface display command can be generated by triggering a shortcut key or by triggering a pre-provided menu display control; this embodiment does not specifically limit this.
[0288] It should be noted that, under normal circumstances, in order to improve the player's visual experience and ensure the cleanliness of the game interface, the first channel control is not permanently displayed in the game interface. Instead, it is displayed when the game menu interface is shown. Therefore, the first channel control is the regular entry control for entering the first interactive interface. You need to open the game menu interface first and then view the first interactive interface through the first channel control.
[0289] Optionally, when controlling a second non-player character to issue game tasks to a player character through a first interactive channel, an unread indicator can be displayed at the corresponding position of the first channel control corresponding to the first interactive channel; when controlling a second non-player character to issue game tasks to a player character through a second interactive channel, an unread indicator can be displayed at the corresponding position of the second channel control corresponding to the second interactive channel. This unread indicator is used to indicate the existence of unread information in the corresponding interactive channel; the unread indicator may include, but is not limited to, the number of unviewed game tasks and preset character information. For a description of this number and character information, please refer to the later description of text indicators in the first interactive control; it will not be elaborated here.
[0290] In an optional embodiment, in response to a trigger operation on the first channel control, while displaying the information selection interface, a corresponding information selection control and a character selection control can also be displayed. In response to a trigger operation on the character selection control, the information selection interface can be switched to a character selection interface, which may include at least one first character identifier for a non-player character. In response to a selection operation, a target first character identifier among the first character identifiers is determined, and a chat interface between the player character and the non-player character corresponding to the target first character identifier is displayed. In this chat interface, the player character can send chat messages to the non-player character corresponding to the target first character identifier.
[0291] Therefore, when displaying the aforementioned character selection interface, in response to the trigger operation of the information selection control, the character selection interface can be switched to display as the information selection interface, which will not be described in detail here.
[0292] Below, in conjunction with Figure 5 And a specific example is provided to illustrate the display method of the first interactive interface described in this optional embodiment.
[0293] It should be noted that, in Figure 5 In the specific examples shown, the click operation on the preset shortcut key "Esc" is taken as a specific example of the trigger operation for generating the above-mentioned first interface display instruction; the information control is taken as a specific example of the first channel control described above; the click operation is taken as a specific example of the trigger operation on the first channel control described above; assuming that non-player character A has sent the first chat message to player character, then non-player character A can be taken as a specific example of the second non-player character described above.
[0294] like Figure 5 As shown, game scene 100 is displayed in game interface 2001, and player character 10 in the first game state is displayed in game scene 100. Based on game interface 2001, in response to the player's click operation on the preset shortcut key "Esc", a game menu interface is provided in the game interface, that is, the display content of game interface 2001 is adjusted to the display content shown in game interface 2002. In game interface 2002, player character 10 can be controlled to use virtual phone 51, and game menu interface 18 is displayed in the virtual interface of virtual phone 51. Game menu interface 18 includes information controls.
[0295] Based on the game interface 2002, when a player clicks on the information control, the displayed content of the game interface 2002 can be adjusted to the displayed content shown in the game interface 2003. In the game interface 2003, an information selection interface 19 is displayed, which shows four information items: information items corresponding to non-player character A, non-player character B, non-player character C, and non-player character D. Among them, the information item corresponding to non-player character A includes the first character identifier (avatar identifier + name identifier) of non-player character A and the non-player character's... The information summary of the first chat message posted by A is XXX. The information entry corresponding to non-player character B includes the first character identifier (avatar identifier + name identifier) of non-player character B and the information summary of the first chat message posted by non-player character B ZZZ. The information entry corresponding to non-player character C includes the first character identifier (avatar identifier + name identifier) of non-player character A and the information summary of the first chat message posted by non-player character C UUU. The information entry corresponding to non-player character D includes the first character identifier (avatar identifier + name identifier) of non-player character D and the information summary of the first chat message posted by non-player character C VVV.
[0296] It should be noted that, due to the size of the information selection interface 19 in the game interface 2003, only four information items corresponding to non-player characters are displayed. When the player slides their finger up and down, the information items displayed in the first selection interface 19 can be updated.
[0297] Based on the game interface 2003, if a player clicks on the first character identifier corresponding to a non-player character A, in response to the click, the display content of the game interface 2003 can be adjusted to the display content shown in the game interface 2004. The first interactive interface 20 is displayed in the game interface 2004, and the first chat message 13 posted by the non-player character A is displayed in the first interactive interface 20.
[0298] Alternatively, in some optional embodiments, the step S111 above, "displaying the first chat message sent by the second non-player character through the first interactive interface of the first interactive channel", can be specifically implemented through the following steps S111b-1 to S111b-2.
[0299] Step S111b-1: In response to the second non-player character issuing a game task to the player character through the first interaction channel, display the first interaction control corresponding to the first interaction channel.
[0300] Step S111b-2: In response to the trigger operation of the first interactive control, display the first interactive interface and display the first chat information in the first interactive interface.
[0301] That is, in this optional embodiment, a relatively quick way to view the first chat message posted by the second non-player character is provided. Compared with the specific implementation of viewing the first interactive interface through the first channel control as described in steps S111a-1 to S111a-2 above, in this optional embodiment, as long as the second non-player character posts the first chat message, the first interactive control can be displayed in the game interface. Players can directly view the first interactive interface through the first interactive control without having to open the game menu interface to view the first interactive interface, thus making the viewing efficiency of the first chat message higher.
[0302] In this embodiment, the first interactive control corresponding to the first interactive channel refers to a shortcut entry control for entering the first interactive interface; that is, compared with the first channel control, the first interactive control is a shortcut entry for viewing the chat interface between a specific non-player character and a player character, while the first channel control is a regular entry control for the first interactive channel.
[0303] The first interactive control may include: an icon symbol, and / or, a text prompt. The icon symbol may be a text box, a chat bubble, an envelope, a bell, or other custom icon styles; this embodiment is not specifically limited to these. The text prompt may include: the number of unread messages, preset character information, and / or the first chat message. For example, when there are 5 unread messages, the number 5 can be displayed near the icon symbol, indicating that the second non-player character sent 5 messages, all of which are unread. Alternatively, brief text information such as "New" or "Urgent" can be displayed near the icon symbol to help the player understand the status of the chat messages posted by the second non-player character. Or, when the icon symbol is a text box, the first chat message can be directly displayed in the text box, allowing the player to quickly view the content of the first chat message posted by the second non-player character without opening the first interactive interface.
[0304] Below, in conjunction with Figure 6 And a specific example is provided to illustrate the display method of the first interactive interface described in this optional embodiment.
[0305] like Figure 6 As shown, in the game interface 2005, when a non-player character A issues a game task to a player character through the chat interaction channel, an interactive control 21 can be displayed in the game interface 2005. The interactive control 21 includes a dialog bubble-style icon, and the number 5 is displayed in the upper right corner of the icon, indicating that there are 5 unread chat messages between the non-player character and the player character.
[0306] Based on the game interface 2005, if the player clicks on the interactive control 21, the display content of the game interface 2005 can be adjusted to the display content shown in the game interface 2004. In the game interface 2004, the player character 10 holds a virtual mobile phone 51, and the first interactive interface 20 is displayed in the virtual interface of the virtual mobile phone 51, and the first chat message 13 sent by the non-player character A is displayed in the first interactive interface 20.
[0307] Regarding step S111 above, the aforementioned reply operation for the first chat message refers to the trigger operation used to input reply information for the first chat message.
[0308] Optionally, based on the above reply operation, in addition to controlling the player character to accept the game quest, the following steps can also be performed: Based on the reply operation, display the reply information for the first chat message in the first interaction interface, and / or display the "Accepted" prompt message at the corresponding position in the first chat message to notify the player character that the game quest has been accepted. For details, please refer to the following text. Figure 6 Introduction.
[0309] In optional specific embodiments, the above response operation may include the following exemplary operation methods.
[0310] Example 1: Set at least one associated message option for the first chat message, with each message option corresponding to a preset reply message; the reply operation is a selection operation based on the message option.
[0311] Example 2: If a reply input control is set for the first chat message, the reply operation can include: an input operation based on the reply input control, and a posting operation of the reply message entered in the input operation.
[0312] Below, we will provide a detailed introduction to Examples 1 and 2 above.
[0313] Regarding Example 1 above, if at least one information option is set associated with the first chat message, the aforementioned information option can be simultaneously displayed in the first interactive interface when the first chat message is displayed. In this case, the reply operation is a selection operation based on the information option.
[0314] Based on Example 1, when the reply operation is a selection operation based on information options, the target information option among the at least one information options can be determined according to the reply operation, and the preset reply information corresponding to the target information option is displayed as the reply information for the first chat information in the first interactive interface.
[0315] Understandably, the displayed information options can mainly include two types of options. One type is for accepting game quests, and the other type is for rejecting game quests. When the option to accept a game quest is selected, the player character accepts the game quest; when the option to reject a game quest is selected, the player character rejects the game quest.
[0316] Below, in conjunction with Figure 7 The reply operation for Example 1 will be described in detail. It should be noted that... Figure 7 The specific example shown uses a click operation as a concrete example of the information-based option selection operation described above.
[0317] like Figure 7 As shown, the game interface 2004 displays a game scene 100 and a first interactive interface 20. The game scene 100 displays a player character 10 using a virtual phone 51; the first interactive interface 20 displays a character identifier 12 for a second non-player character A, a first chat message 13 posted by the second non-player character A containing task information for a specific game mission, and information options 1 and 2 associated with the first chat message. The preset response for information option 1 is "I accept your proposal," meaning information option 1 indicates acceptance of the game mission; the preset response for information option 2 is "I do not currently wish to perform this game mission," meaning information option 2 indicates refusal to accept the game mission.
[0318] Based on the game interface 2004, assuming the player clicks on information option 1, it means that information option 1 is the target information option. Based on this, the display content of the game interface 2004 can be adjusted to the display content shown in the game interface 2006, or the display content of the game interface 2004 can be adjusted to the display content shown in the game interface 2007.
[0319] In the game interface 2006, after clicking the information option 1, a "Accepted" message will be displayed below the first chat message 13, indicating that the player has accepted the game task corresponding to the task information contained in the first chat message 13. Similarly, if the information option 2 is selected, a "Not Accepted" message will be displayed below the first chat message 13, indicating that the player has refused to accept the game task corresponding to the task information contained in the first chat message 13.
[0320] In the game interface 2007, after selecting information option 1, the player character can post the preset reply message "I accept your proposal" on the first interactive interface 20. Based on this, players can more intuitively understand whether they have accepted the game quest.
[0321] Regarding Example 2 above: The aforementioned reply information input control is a UI control used by players to input text, images, emoticons, and other content; based on this, the aforementioned information input operation can be performed by using a physical keyboard or a virtual keyboard to input text, images, emoticons, and other content into the reply information input control.
[0322] If a reply input control is set for the first chat message, the reply operation can include: an input operation based on the reply input control, and a posting operation of the reply message entered in the input operation. For example... Figure 8 As shown, the first interactive interface displays a reply information input control 21 and a post control 22; the above-mentioned information input operation based on the reply information input control is the operation of inputting reply information in the reply information input control 21; the above-mentioned post operation may include a trigger operation on the post control 22. For example, in a PC game, the post operation may be a press operation on the shortcut key "Enter"; in a mobile game, the post operation may be a click operation on the post control 22.
[0323] This concludes the explanation of the process by which player characters accept game quests through the primary interactive channel.
[0324] Next, we will explain in detail the process of players accepting game quests through the second interactive channel.
[0325] In some optional embodiments, based on steps S141b-1 to S141b-2 described above, when the second non-player character issues a game task to the player character through the second interaction channel, the player character accepts the game task through the second interaction channel, which can be specifically achieved through the following step S113.
[0326] Step S113: According to the answering instruction, control the player character to accept the game task.
[0327] Optionally, the answer instruction can be generated in the following exemplary manner: when a second non-player character sends a first call invitation to a player character through a second interactive channel, a call invitation control is displayed; in response to a triggering operation on the call invitation control, an answer instruction is generated.
[0328] That is, in this embodiment, in response to the answer command, in addition to controlling the second non-player character to issue game tasks via voice call, the player character can also be controlled to automatically accept the game task. That is, as described above, in response to the answer command, it means that the player character and the second non-player character have started a voice call or video call. At this time, regardless of whether the player character and the second non-player character are talking or have ended the call, it means that the player character has accepted the game task.
[0329] The call invitation control may include only an answer control. In this case, the triggering operation for the call invitation control is the same as the triggering operation for the answer control. For example, the triggering operation may be a sliding operation that applies a sliding motion along a preset direction to the answer control. Alternatively, the call invitation control may include both an answer control and a reject control. In this case, the triggering operation for the call invitation control refers to the triggering operation for the answer control within the call invitation control. Based on this triggering operation, an answer command can be generated.
[0330] The trigger operation of the reject control can generate a reject command, indicating that the player character refuses to answer calls sent by a second non-player character.
[0331] In an optional embodiment, a first call identifier is displayed according to the answer instruction; the first call identifier is used to indicate that the player character and the sending second non-player character are in a call state.
[0332] Optionally, when the call type indicated by the first call invitation is a video call, the game status of the second non-player character and / or the game scene area where the second non-player character is located will be displayed as the first call identifier; when the call type indicated by the first call invitation is a voice call, a preset image will be displayed as the first call identifier, which can be set according to the actual situation.
[0333] The game state of the second non-player character may include, but is not limited to, the virtual actions, postures, movement speeds, and movement directions performed by the second non-player character. For example, when the second non-player character performs a walking action, the game scene area where the second non-player character is located is displayed as the first call identifier by the animation of the changes in the second non-player character.
[0334] The game scene area where the second non-player character is located may include: houses, trees, rivers, etc., and may also include other content, such as monsters, pets, game characters corresponding to other players, etc. This embodiment does not specifically limit this.
[0335] Optionally, the first call identifier may include a call end control, and in response to a trigger operation on the call end control, a call end command is generated; in response to the call end command, the call between the player character and the second non-player character is ended, and the first call identifier is hidden, making the first call identifier invisible.
[0336] Alternatively, in an optional implementation, the call end command can be generated when the second non-player character completes the game task via voice call. That is, the call ends automatically after the second non-player character completes the game task, without requiring any player intervention.
[0337] Below, in conjunction with Figure 9 And a specific example, describing in detail the process by which a player character accepts a game quest issued by a second non-player character through a second interaction channel.
[0338] It should be noted that non-player character A is a specific example of the second non-player character who issued the game quest.
[0339] like Figure 9 As shown, assuming that a non-player character A sends a first call invitation to a player character 10 through a second interactive channel, and the call type of the first call invitation is a voice call, then the call invitation control 23 can be displayed as shown in the game interface 2008. The call invitation control 23 includes an answer control 24, a reject control 25, and the character identifier of the non-player character A.
[0340] Based on the game interface 2008, if the player clicks on the answer control 24, the display content of the game interface 2008 can be adjusted to the display content shown in the game interface 2009. When the game interface 2009 is displayed, it means that the non-player character A is issuing a game task to the player character 10 through voice communication, and it is assumed that the player character 10 has accepted the game task.
[0341] In game interface 2009, the player character 10 using a virtual phone is displayed, along with a first call indicator 26. This first call indicator 26 indicates that player character 10 and non-player character A are in a call. The first call indicator 26 includes an end-call control 27. If the player clicks this end-call control 27, the display content of game interface 2009 will be adjusted to the display content shown in game interface 2001, making the first call indicator 26 invisible. This allows the player to intuitively understand that the call between player character 10 and non-player character A has ended.
[0342] This concludes the explanation of how player characters can accept game quests through the first or second interactive channel.
[0343] Next, we will further describe the remaining optional implementation methods of the game character interaction method provided in this application.
[0344] In some alternative implementations, based on the preceding step S140, a second non-player character matching the task conditions is controlled to issue the game task to the player character, and after executing the above step S110 "controlling the player character to accept the game task", the following step S150 can also be executed.
[0345] Step S150: Obtain the quest location information for the game quest sent by the second non-player character.
[0346] That is, after a player character accepts a game quest, the game system automatically obtains the quest's location information and displays the corresponding location tracking icon on the game interface.
[0347] The location tracking identifier may include: a distance identifier between the player character and the corresponding mission location in the game, and / or a movement direction identifier indicating the player character's intended movement towards the mission location. The distance identifier may be a numerical identifier; for example, 1000 meters indicates a distance of 1000 meters between the player character and the mission location. The movement direction identifier may be a graphic or text identifier indicating direction, without specific limitations.
[0348] This helps players quickly find the location of game missions, reducing the possibility of players getting lost and thus enabling them to complete game missions efficiently, thereby improving the player's gaming experience.
[0349] In an optional specific embodiment, after obtaining the task location information of the above-mentioned game task, the game character interaction method provided in this application may further include the following step S160.
[0350] Step S160: Control the second non-player character to send a location sharing control to the player character. The location sharing control carries the task location information.
[0351] That is, the purpose of step S160 is to send the task location information to the player character in the form of a location sharing control. In this embodiment, the location sharing control refers to a UI card element that shares the task location of the game task with the player character. In this embodiment, the specific display style of the location sharing control is not limited; please refer to [reference needed]. Figure 10 The game interface 2010 provides an example of a location sharing control, namely location sharing control 28. Detailed information can be found in the following text. Figure 10 The details are omitted here.
[0352] In some optional embodiments, in addition to displaying the location sharing control described above, the game character interaction method provided in this application may further include the following step S170.
[0353] Step S170: In response to a trigger operation on the location sharing control, display a game map containing at least a portion of the task location of the game task based on the task location information, and display a location control at the task location in the game map.
[0354] In step S170, the location sharing control can serve as an entry control for entering the game map. It should be noted that in this embodiment, the game map containing the locations of game tasks can be displayed only in a portion of the game interface, or it can be displayed across the entire game interface; this embodiment does not specifically limit this.
[0355] Alternatively, in some optional implementations, the location sharing control can be displayed in the interactive interface corresponding to the first interactive channel. For example, the location sharing control can be displayed in the chat interface between the player character and the second non-player character. For details, please refer to the following description, which will not be elaborated here.
[0356] The aforementioned location control can mark the location of game missions on the game map, allowing players to intuitively view the location of the game missions through this location control.
[0357] Based on step S170, the embodiments of this application may also include the following step S180.
[0358] Step S180: In response to the trigger operation of the positioning control, control the player character located in the current game scene to be teleported to the game scene area corresponding to the mission location.
[0359] That is, in addition to marking the location of game tasks as described above, the positioning control can also have the function of teleporting the player character to the game scene area corresponding to the task location in response to a trigger operation.
[0360] This allows player characters to be instantly teleported from the current game scene to the quest location, improving quest completion efficiency. A detailed diagram of this teleportation function can be found later in the documentation. Figure 11 The details are omitted here.
[0361] It should be noted that, as described above, player characters can accept game tasks through either the first or the second interactive channel; in this embodiment, regardless of which interactive channel a player character accepts a game task through, they can obtain the task location information for the game task sent by a second non-player character.
[0362] First, a detailed explanation is given of the process by which a player character obtains and displays the location tracking marker corresponding to the task location information after accepting a game task through the first interactive channel.
[0363] In an optional specific embodiment, after performing the above step S112 "responding to the reply operation to the first chat message and controlling the player character to accept the game task", the task location information of the game task can be obtained through the following step S190.
[0364] Step S190: Control the second non-player character to publish a location sharing control in the first interactive interface; the location sharing control carries the task location information.
[0365] Optionally, when a second non-player character posts the location-sharing control, a location tracking icon corresponding to the quest location information can be displayed simultaneously in the game interface outside the first interactive interface. This allows players to be informed of the quest location in different ways, enriching their information access channels.
[0366] Alternatively, in some optional implementations, the display of the location tracking identifier can be achieved through the following step S1100.
[0367] Step S1100: After closing the first interactive interface, display the location tracking indicator corresponding to the task location information; the location tracking indicator includes: the distance indicator between the player character and the task location corresponding to the game task, and / or, the movement direction indicator of the player character to be moved to the task location.
[0368] That is, step S1100 stipulates that after the player character accepts the game task through the first interactive interface and the second non-player character publishes the location sharing control corresponding to the game task, the location tracking icon corresponding to the task location information can be displayed only when the first interactive interface is closed. This keeps the game interface clean, ensures that the amount of information on the game interface is not too much, and reduces the visual burden on the player.
[0369] Below, in conjunction with Figure 10 And a specific example is provided to describe in detail the process of obtaining location information through the first interactive interface and displaying the location tracking identifier corresponding to the location information.
[0370] like Figure 10As shown, based on the game interface 2007, when a player performs a reply operation on the first chat message 13 to control player character 10 to post the reply message "I accept your proposal" below the first chat message 13, it means that player character 10 accepts the game task issued by non-player character A.
[0371] Based on this, when controlling non-player character A to issue a location sharing control to player character 10 in the first interactive interface 20, the display content of game interface 2007 can be adjusted to the display content shown in game interface 2010. In game interface 2010, the location sharing control 28 issued by non-player character A is displayed. This location sharing control 28 carries the task location information "YYY" of the game task and a location diagram of the task on the game map.
[0372] Based on the game interface 2010, if the player closes the first interactive interface 20, the display content of the game interface 2010 can be adjusted to the display content shown in the game interface 2011. In the game interface 2011, the first interactive interface 20 is hidden and the position tracking mark 29 is displayed. The position tracking mark 29 includes: a distance mark "1000" meters between the player character 10 and the task position of the game task, and a movement direction mark used to indicate the player character 10 to move to the lower right corner of the screen.
[0373] In an optional implementation, based on the above steps S170 to S180, when the location sharing control is displayed in the first interactive interface, the player can click on the location sharing control to display a game map containing the mission locations in the game interface, and display a location control at the mission locations in the game map.
[0374] Optionally, clicking the share control at that location closes the first interactive interface, thereby reducing the amount of information in the game interface and alleviating the player's visual burden.
[0375] like Figure 11 As shown, based on the game interface 2010, if a player clicks on the location sharing control 28 posted by a non-player character A displayed in the game interface 2010, the display content of the game interface 2010 can be adjusted to the display content shown in the game interface 2012. The game map 30 is displayed in full screen in the game interface 2012, and the location control 31 is displayed at the task location in the game map 30.
[0376] Based on the game interface 2012, if the player clicks on the positioning control 31, the game interface 2012 can be switched to the game interface 2013. The game interface 2013 displays scene area 200, and the player character 10 is displayed in scene area 200, thus instantly teleporting the player character 10 from game scene 100 to scene area 200. It can be understood that scene area 200 is the game scene area corresponding to the quest location of the game task.
[0377] Secondly, the process of obtaining and displaying the location tracking marker corresponding to the task location information after the player character accepts the game task through the second interactive channel (call interactive channel) is described in detail.
[0378] In an optional implementation, the location tracking identifier corresponding to the task location information can be obtained and displayed in the second interactive channel through the following step S180.
[0379] Step S1110: In response to the call end command, display a location tracking identifier used to indicate the task location information of the game task.
[0380] For details regarding the call termination instruction, please refer to the previous description; it will not be repeated here.
[0381] In an optional embodiment, in response to a call end command, the location tracking icon is displayed at any location on the game interface. For example... Figure 9 As shown, based on the game interface 2009, when a player clicks the end call control 27, the displayed content of the game interface 2009 can be adjusted as follows in response to the click operation. Figure 10 The game interface 2011 shown in the figure hides the first call icon 26 and displays the task tracking icon 29 of the game task.
[0382] Alternatively, in some games, in response to a call end command, a second non-player character sends a location-sharing control to the player character via a first interactive channel. This location-sharing control is then displayed when the player character views the first interactive interface corresponding to the first interactive channel; the location-sharing control carries the game quest's location information. Thus, in this embodiment, the first and second interactive channels in the game can be interconnected, enhancing the player's social interaction experience.
[0383] For example, such as Figure 9 As shown, based on the game interface 2009, when a player clicks the end-of-call control 27, in response to this click, non-player character A can send a location sharing control to player character 10 through the first interaction channel. Furthermore, when the player opens... Figure 10When the game interface 2010 is shown, the sharing control 28 at that location can be displayed in the first interactive interface 20 corresponding to the first interactive channel.
[0384] This concludes the explanation of the implementation methods for player characters to accept game tasks through the first or second interactive channel.
[0385] Next, a detailed description will be given of the implementation method related to "displaying the game task dynamics posted by the first non-player character participating in the game task" in step S120 above. Same or similar concepts can be referred to in the preceding description and will not be repeated hereafter.
[0386] In some optional implementations, the step S120 above, "displaying the game task dynamics posted by the first non-player character participating in the game task", can be specifically implemented through the following step S121.
[0387] Step S121: In response to the game task progress reaching the preset progress, display the game task dynamics issued by the first non-player character participating in the game task.
[0388] In this embodiment, step S121 limits the timing when the first non-player character participating in the game task publishes the game task dynamics. That is, as long as the task progress of the game task reaches the preset progress, the first non-player character is controlled to automatically publish and display the game task dynamics.
[0389] The progress of a game quest can be understood as follows: the game quest is divided into multiple stages, and the progress refers to which stage the player character is currently executing in the game quest. The aforementioned preset progress can be a specified task stage. When the player character's game quest reaches the specified task stage, the system controls the first non-player character to issue a game quest update.
[0390] The preset progress can be any stage of the game task, and this embodiment does not have specific limitations.
[0391] The above game task dynamics can be referred to in the previous description of step S120, and will not be repeated here.
[0392] In some games, the "displaying the game quest dynamics posted by the first non-player character participating in the game quest" in step S120 or S121 above can be specifically achieved through the following step S122.
[0393] Step S122: Display the third interactive interface corresponding to the third interactive channel, and display the game task dynamics posted by the first non-player character participating in the game task in the third interactive interface.
[0394] Step S122 defines the display location of the game quest dynamic posted by the first non-player character. That is, in this embodiment, in addition to directly displaying the game quest dynamic posted by the first non-player character in the game interface, the game quest dynamic can also be displayed in the third interactive interface corresponding to the third interactive channel. In this way, players can view the game quest dynamic through a fixed channel location, which helps to maintain the continuity and realism of the game world and enhance the immersion of the game.
[0395] The aforementioned third interactive channel is the interactive channel for game quest dynamics where player characters or any non-player characters in the game release game quests.
[0396] The third interactive interface refers to the interactive interface corresponding to the third interactive channel. This third interactive interface is used to display game quest updates posted by player characters or any non-player characters. Optionally, when displaying this third interactive interface, player characters can be controlled to post game quest updates related to the game quests. The process of posting game quest updates will not be described in detail.
[0397] In this application embodiment, the following exemplary viewing method for a third interactive interface is provided.
[0398] In an optional specific embodiment, a third channel control corresponding to the third interactive channel can be provided in the game interface, and the third interactive interface can be displayed in response to a trigger operation on the third channel control.
[0399] Optionally, when controlling the first non-player character to publish game task updates through a third interactive channel, an unread indicator can be displayed at the corresponding location of the third channel control. This unread indicator is used to indicate that there are unviewed game task updates in the third interactive channel. The unread indicator may include, but is not limited to, the number of unviewed game task updates and preset character information. For an explanation of the number and character information, please refer to the previous introduction to the first interactive control, which will not be repeated here.
[0400] Alternatively, in some optional embodiments, in response to a first non-player character posting a game quest update for a game quest, a third interactive control is displayed; in response to a triggering operation on the third interactive control, the aforementioned third interactive interface is displayed.
[0401] It is understood that the aforementioned third channel control can be permanently displayed in the game interface, meaning that the first channel control is not hidden when the game interface is switched; or, in response to a first interface display command, the game menu interface is displayed, and the game menu interface includes the third channel control. The first interface display command can be generated by triggering a shortcut key or by triggering a pre-provided menu display control; this embodiment does not specifically limit this.
[0402] It should be noted that, under normal circumstances, in order to improve the player's visual experience and ensure the cleanliness of the game interface, the third-party channel control is not permanently displayed in the game interface. Instead, it is displayed when the game menu interface is shown. Therefore, the third-party channel control is the regular entry control for entering the third interactive interface. You need to open the game menu interface first and then view the third interactive interface through the third-party channel control.
[0403] The aforementioned third interactive control is a shortcut to view the third interactive interface. Whenever a non-player character posts a game task update, this third interactive control will be displayed in the game interface. Players can directly view the third interactive interface through this third interactive control without having to open the game menu interface separately.
[0404] In summary, compared to third-interaction controls, third-channel controls are regular entry controls for the third-interaction interface, while third-interaction controls are quick entry controls. This allows for different viewing methods to be provided for players with different personalities, making the viewing methods of the third-interaction interface more targeted.
[0405] As described above regarding the first interactive control, the third interactive control may include an icon symbol and / or a text prompt. The icon symbol may be a text box, a speech bubble, an envelope, a bell, or other custom icon styles; this embodiment does not specifically limit this. The text prompt may include: the number of unviewed game task updates, preset character information, and / or game task updates; for details, please refer to the previous description of the first interactive control, which will not be repeated here.
[0406] It should be noted that, in some optional embodiments, the first interactive channel, the third interactive channel, and / or the third interactive channel can be integrated into a virtual application. That is, a channel entry control can be set for the virtual application, and the virtual application can be opened in response to a trigger operation for the channel entry. The virtual application includes a first channel control corresponding to the first interactive channel, a second channel control corresponding to the second interactive channel, and a third channel control corresponding to the third interactive channel. Furthermore, in response to a trigger operation for the first channel control, a first interactive interface can be displayed; in response to a trigger operation for the second channel control, a second interactive interface can be displayed; in response to a trigger operation for the third channel control, a third interactive interface can be displayed, and so on.
[0407] Below, in conjunction with Figure 12 and Figure 13 This paper provides an exemplary method for viewing game quest dynamics posted by a first non-player character through a third interactive interface.
[0408] It should be noted that, in Figure 12 and Figure 13 In the specific example shown, non-player character A has posted game quest updates through a third-party interactive channel, and the game is a PC game. Figure 12 The specific example shown uses a dynamic control as a concrete example of the third-channel control described above.
[0409] like Figure 12 As shown, based on game interface 2001, if a player wants to view the game quest dynamics, they can click the shortcut key "Esc" to open the game menu interface; that is, in response to the click operation of the shortcut key "Esc", the display content of game interface 2001 is adjusted to the display content shown in game interface 2002. In game interface 2002, the player character 10 is controlled to use a virtual mobile phone, and the game menu interface 18 is displayed through the virtual interface of the virtual mobile phone. The game menu interface 18 displays dynamic controls, and the number "1" is displayed in the upper right corner of the dynamic controls, indicating that there is a game quest dynamic that has not been viewed in this interactive channel.
[0410] Based on the game interface 2002, if a player clicks on a dynamic control, in response to the click, the display content of the game interface 2002 can be adjusted to the display content shown in the game interface 2014. The third interactive interface 32 is displayed in the game interface 2014, and the game task dynamics 33 issued by the non-player character A are displayed in the third interactive interface 32.
[0411] It should be noted that for the introduction of game interface 2001 and game interface 2002, please refer to the previous section on... Figure 5 The details of that will not be repeated here.
[0412] like Figure 13 As shown, in response to a non-player character A publishing a game quest update through a third interactive channel, a third interactive control 34 can be displayed in the game interface 2015. The number "1" displayed in the third interactive control 34 indicates that there is currently a new game quest update that has not been viewed.
[0413] Based on the game interface 2015, if the player clicks on the third interactive control 34, the display content of the game interface 2015 can be adjusted to the display content shown in the game interface 2014. In the game interface 2014, the player character 10 is controlled to use the virtual phone 51, and the third interactive interface 32 is displayed in the virtual interface of the virtual phone 51. The game task dynamics 33 issued by the non-player character A are displayed in the third interactive interface 32.
[0414] Thus far, the implementation method for displaying the game task dynamics posted by a first non-player through a third interactive interface has been described. Next, specific implementation methods for "receiving the first interactive operation for the game task dynamics and posting interactive information for the game task dynamics" in step S130 above will be introduced.
[0415] In some optional embodiments, step S130 above can be specifically implemented by step S131.
[0416] Step S131: Receive the first interactive operation for the game task dynamics, and control the player character to publish interactive information for the game task dynamics through the first interactive channel, the second interactive channel, and / or the third interactive channel.
[0417] The purpose of step S131 is to limit the channels through which player characters can publish interactive information about game mission dynamics.
[0418] Optionally, the player character may publish interactive information about the game task dynamics through a first interactive channel, a second interactive channel, and / or a third interactive channel. That is, the interactive information may be published through only one of the three interactive channels, or through any two interactive channels simultaneously, or through all three interactive channels simultaneously. This embodiment does not specifically limit this.
[0419] The following sections provide a detailed explanation of the process by which player characters publish interactive information through the first, second, and / or third interactive channels.
[0420] In some optional embodiments, as described above, typically, the first non-player character publishes game task updates through a third interactive channel, and correspondingly, the player character can directly interact with the game task updates through the third interactive channel and publish interactive information related to the game task updates.
[0421] Based on this, in this optional embodiment, the steps of the player character publishing interactive information about the game task dynamics through the third interactive channel are first described in detail.
[0422] As described above, the first interactive operation for game task dynamics can include: evaluation operations (such as liking or disliking) or comment operations (image comments, audio comments, video comments), etc. Below, we will first introduce the evaluation operation in detail.
[0423] In a specific embodiment, the step S131 above, "receiving the first interactive operation for the game task dynamics and controlling the player character to publish interactive information for the game task dynamics through the third interactive channel", can be implemented through the following steps S131a-1 to S131a-2.
[0424] Step S131a-1: Display the evaluation controls corresponding to the dynamic game task in the third interactive interface.
[0425] Step S131a-2: In response to the trigger operation of the evaluation control, control the player character to publish evaluation information about the game task dynamic at the corresponding position of the game task dynamic. The evaluation information is used to indicate the player character's positive attitude towards the game task dynamic.
[0426] In this embodiment, the evaluation control refers to the control element used by the player character to input feedback on the dynamics of the game task, such as favorability, satisfaction, or other evaluation content.
[0427] The evaluation control can be of various types, including but not limited to: like controls, dislike controls, and star rating controls. The like control is used to input interactive information indicating support or liking for the game task dynamic, and can be a heart-shaped control, a thumbs-up control, a smiley face control, or others; this embodiment is not specifically limited. The dislike control is used to input interactive information indicating dissatisfaction or dislike for the game task dynamic, and can be a thumbs-down control, a sad face control, or others; this embodiment is not specifically limited. The star rating control assigns a number of icon symbols based on the player's level of liking for the game task dynamic. These icon symbols can be stars, hearts, or any other style of icon symbol, and the number of icon symbols reflects the player's level of satisfaction with the game task dynamic.
[0428] It should be noted that, under normal circumstances, the evaluation controls corresponding to the game task dynamics are usually displayed near the game task dynamics, and the specific display position is not limited in this embodiment.
[0429] The aforementioned evaluation information for game task dynamics is matched with the control type of the evaluation control triggered by the player. For example, when the evaluation control is a "like" control, the interaction information indicates that the player character supports or likes the game task dynamics; when the evaluation control is a "dislike" control, the interaction information indicates that the player character does not support or dislikes the game task dynamics.
[0430] like Figure 14As shown, in the lower right corner of the game task dynamic 33 displayed in the game interface 2014, there is an evaluation control 35. The number "32" included in the evaluation control 35 is used to indicate the number of characters who have evaluated the game task dynamic 33. In other words, 32 characters have published evaluation information for the game task dynamic through the evaluation control 35.
[0431] If a player clicks on the evaluation control 35, the display content of the game interface 2014 can be adjusted to the display content of the game interface 2016. In the game interface 2016, the "heart" icon in the evaluation control 35 is displayed with a diagonal fill style, and the number corresponding to the evaluation control 35 is changed from "32" to "33" to indicate that the player character has posted evaluation information for the game task dynamic, and the number of game characters that have evaluated the game task dynamic is increased by 1.
[0432] Secondly, a detailed introduction is given to the player character's commenting actions on game mission dynamics in the third interactive interface.
[0433] In an optional specific embodiment, the step S131 above, "receiving the first interactive operation for the game task dynamic and controlling the player character to publish interactive information for the game task dynamic through the third interactive channel", can be specifically implemented through the following steps S131a-3 to S131a-5.
[0434] Step S131a-3: Display the comment input control corresponding to the game task dynamics on the third interactive interface.
[0435] Step S131a-4: Receive the comment information entered in the comment input control, and generate a comment information display area corresponding to the game task dynamics in the third interactive interface.
[0436] Step S131a-5: Display comment information in the comment information display area.
[0437] In this embodiment, the aforementioned comment input control refers to a control element provided in the third interactive interface that allows players to input and submit comment information. This comment input control typically includes a text input control and / or a post control. The text input control is where the player actually inputs the comment information, usually a text box, while the post control is the control element that submits the text information entered in the text input control. For example, the control style of this comment input control can be referenced... Figure 7 As shown, there is a reply information input control 21 and a post control 22.
[0438] Alternatively, the comment input control may also include an emoji input control, an image / video / audio input control, etc., as not specifically limited in this embodiment.
[0439] As described above, the information type of this comment can include, but is not limited to, text, images, videos, and audio. Images can include two-dimensional images or emoticons, and this embodiment does not specifically limit this.
[0440] Optionally, the display of the comment input control is associated with the display of the game task dynamics. That is, the comment input control is displayed at the corresponding position of the game task dynamics while the game task dynamics are being displayed. Alternatively, the comment input control may not be displayed when the game task dynamics are being displayed, but may be displayed at the corresponding position of the game task dynamics in response to a trigger operation on the game task dynamics. This embodiment does not specifically limit the timing of the display of the comment input control in the third interactive interface.
[0441] The comment information display area is usually located below the game task status. This comment information display area is used to display the comment information posted by various characters in the game (including player characters, the first non-player character, or other non-player characters, etc.) regarding the game task status.
[0442] Additionally, it should be noted that this comment information display area is usually generated in response to the posting of a comment. If no comment is posted, this comment information display area will not be present in the third interactive interface.
[0443] like Figure 15 As shown, based on the game interface 2014, if the player applies a long press operation to the game task dynamic 33, in response to the long press operation, the display content of the game interface 2014 can be adjusted to the display content shown in the game interface 2017. In the game interface 2017, the comment input control 36 corresponding to the game task dynamic 33 is displayed. The comment input control includes a text input control 37, a post control 39, and an emoticon input control 38.
[0444] Based on the game interface 2017, if a player enters the text comment "Let's go see!" in the text input control 37 and clicks the post control 39, then in response to the click on the post control 39, the display content of the game interface 2017 is adjusted to the display content shown in the game interface 2018. A comment information display area 40 corresponding to the text comment is generated below the game task dynamics 33 in the game interface 2018, and the player character's character identifier and the comment "Let's go see!" posted by the player character are displayed in the comment information display area 40.
[0445] Additionally, if a non-player character B posts a comment on game quest dynamic 33 asking "What is this?", a comment display area can be generated for the comment posted by the non-player character B. The non-player character B's character identifier and the comment "What is this?" can be displayed in the comment display area.
[0446] Alternatively, as... Figure 15 As shown in the game interface 2017, while displaying the game task dynamics 33, a comment input control 36 is also displayed. Players can directly input comment information through this comment input control 36 without needing to long-press to bring up the comment input control as in the previous example. In this example, when the player applies a long-press operation on the game task dynamics, it can be considered that the evaluation control 35 is quickly triggered, as shown below. Figure 14 As shown in the game interface 2016, in response to the long press operation, the "heart" icon in the evaluation control 35 is displayed with a diagonal fill style, and the number corresponding to the evaluation control 35 is adjusted from "32" to "33" to indicate that the player character has posted evaluation information for the game task dynamic, and the number of game characters evaluating the game task dynamic is increased by 1.
[0447] This concludes the explanation of the implementation method for player characters to release interactive information about game quest dynamics through a third interactive channel. Next, the implementation method for player characters to release interactive information about game quest dynamics through a first interactive channel will be introduced.
[0448] In an optional embodiment, the step S131 above, "receiving the first interactive operation for the game task dynamic and controlling the player character to publish interactive information for the game task dynamic through the first interactive channel", can be specifically implemented through the following step S131b-1.
[0449] Step S131b-1: According to the first interaction operation, control the player character to send interaction information to the first non-player character through the first interaction channel, so as to display the interaction information when the fourth interaction interface corresponding to the first interaction channel is displayed; the fourth interaction interface is the chat interaction interface between the player character and the first non-player character.
[0450] It should be noted that the aforementioned fourth interactive interface is the chat interaction interface between the player character and the first non-player character. When the first non-player character is the same as the second non-player character described above, the fourth interactive interface is the same as the first interactive interface described above. However, when the first non-player character is not the same as the second non-player character described above, the fourth interactive interface is different from the first interactive interface described above.
[0451] It should be noted that when a player character sends interactive information to a first non-player character through the first interactive channel, the interactive information may be displayed immediately in the game interface, or it may not be displayed immediately, but rather when the fourth interactive interface of the first interactive channel is opened. This embodiment does not specifically limit the timing of the display of this interactive information.
[0452] The purpose of step S131b-1 is that when a player character interacts dynamically with a game task, in addition to displaying the interaction information corresponding to the first interaction operation through the third interaction interface, the interaction information can also be sent to the player character through the first interaction channel. In this way, the non-real-time social interaction through the dynamic asynchronous interaction of game tasks can be quickly transformed into real-time social interaction through real-time chat, enriching the interaction methods of players in the game and improving the interaction efficiency between player characters and non-player characters in the game.
[0453] Based on step S131b-1, after controlling the player character to send interactive information to the first non-player character through the first interactive channel, the following step S131b-2 can also be executed.
[0454] Step S131b-2: Switch the third interactive interface to the fourth interactive interface and display the interactive information in the fourth interactive interface.
[0455] The purpose of step S131b-2 is to quickly transform the non-real-time social interaction of the game task's dynamic asynchronous interaction into real-time social interaction of real-time chat, so as to facilitate real-time chat between player characters and non-player characters.
[0456] Specifically, the third interactive interface is hidden, making it invisible, and the fourth interactive interface is displayed.
[0457] Optionally, in this step, after the player character sends interactive information to the first non-player character through the first interactive channel, the third interactive interface can be automatically switched to display as the fourth interactive interface.
[0458] Alternatively, after the player character sends interactive information to the first non-player character through the first interactive channel, the third interactive interface is switched to the fourth interactive interface in response to the interface switching operation. Typically, the latter method is used to enhance the player's sense of ownership. This interface switching operation can be triggered by a preset shortcut key (such as Alt and = keys), a preset switching control, or, as described above, the operation of entering the fourth interactive interface through the first channel control in the game menu interface; this embodiment does not specifically limit the method.
[0459] Furthermore, after performing step S131b-2 above, step S131b-3 can also be performed.
[0460] Step S131b-3: When displaying interactive information in the fourth interactive interface, control the first non-player character to publish the corresponding reply information through the fourth interactive interface.
[0461] The purpose of this step is to enable the first non-player character to quickly respond to the interactive information posted by the player character in the fourth interactive interface, thereby achieving instant social interaction.
[0462] Below, in conjunction with Figure 16 A specific example is provided to describe steps S131b-1 to S131b-3 in detail.
[0463] like Figure 16 As shown, based on the game interface 2018, when a player character posts a comment 40 on a game task update 33 posted by a non-player character A in the third interactive interface 32, if the player applies a trigger operation to a preset shortcut key, in response to the trigger operation, the display content of the game interface 2018 can be adjusted to the display content shown in the game interface 2019. In the first interactive interface 20 displayed in the game interface 2019, interactive information 41 is displayed. The interactive information 41 may include the game task update posted by the non-player character A, and the player character's comment information "What is this?" on the game task update.
[0464] Based on this, after player character 10 publishes interactive information 41 in the first interactive interface 20, non-player character A can publish reply information 42 in response to interactive information 41. Specifically, the content of reply information 42 can be "I am very happy".
[0465] As can be seen, the non-real-time social interaction of dynamic asynchronous interaction in game tasks can be quickly transformed into real-time social interaction of real-time chat, making it convenient for player characters and non-player characters to chat in real time.
[0466] This concludes the explanation of the implementation method for player characters to release interactive information about game quest dynamics through the first interactive channel. Next, the implementation method for player characters to release interactive information about game quest dynamics through the second interactive channel will be introduced.
[0467] In an optional specific embodiment, the step S131 above, "receiving the first interactive operation for the game task dynamic and controlling the player character to publish interactive information for the game task dynamic through the third interactive channel", can be specifically implemented through the following step S131c-1.
[0468] Step S131c-1: According to the first interaction operation, control the player character to send a second call invitation to the first non-player character through the second interaction channel; the second call invitation is used to request to send interactive information to the first non-player character in the form of a voice call or video call.
[0469] In other words, after a player dynamically performs the first interactive action in response to a game task, a second interactive channel can automatically call the first non-player character. This allows the player to communicate with the first non-player character via voice or video to inform them of the interaction information matched with the first interactive action. This enriches the social interactions between players and non-player characters and enhances the player's gaming experience.
[0470] Accordingly, based on the above step S131c-1, the game character interaction method provided in this application embodiment may further include the following step S131c-2.
[0471] Step S131c-2: In response to the call response command sent by the first non-player character to the second call invitation, display the second call identifier, which is used to indicate that the first non-player character and the player character are in a call state.
[0472] In this embodiment, the call response instruction sent by the first non-player character in response to the second call invitation refers to the processing instruction that controls the first non-player character to answer the voice or video call sent by the player character.
[0473] Optionally, when the call type indicated by the second call invitation is a video call, the game status of the first non-player character and / or the game scene area where the first non-player character is located will be displayed as the second call identifier; when the call type indicated by the second call invitation is a voice call, a preset image will be displayed as the second call identifier.
[0474] For an explanation of the second call identifier, please refer to the previous explanation of the first call identifier; it will not be repeated here.
[0475] Furthermore, based on the call response command sent by the first non-player character in response to the second call invitation, the player can conduct a voice or video call with the first non-player character. In this way, the player can send the interactive information to the first non-player character through the call.
[0476] This concludes the explanation of the process by which player characters publish interactive information through the first, second, and / or third interactive channels.
[0477] In some optional implementations, the game character interaction method provided in this application may further include the following step S1120.
[0478] Step S1120: Based on the first interaction operation, update the affinity between the player character and the first non-player character.
[0479] In this embodiment, the aforementioned affinity is an indicator used to measure the relationship status between player characters and non-player characters. This relationship status may include, but is not limited to, intimacy, friendliness, trust, charm, reputation, and influence. This embodiment does not impose any specific limitations.
[0480] Understandably, in games, the favorability between player characters and non-player characters is usually increased or decreased based on the interaction results between the player character and the non-player character. That is, the favorability changes dynamically in the game. Specifically, when the first interaction is used to dynamically express liking or support for the game task, the favorability between the player character and the non-player character increases, while when the first interaction is used to dynamically express dislike or lack of support for the game task, the favorability between the player character and the non-player character decreases.
[0481] For example, when the first interaction is triggered by the like control, it can increase the affinity between the player character and the first non-player character; when the first interaction is triggered by the dislike control, it can decrease the affinity between the player character and the first non-player character.
[0482] Furthermore, the game character interaction method provided in this application may also include the following step S1130.
[0483] Step S1130: When the affinity between the player character and the first non-player character reaches the preset affinity, add the first non-player character to the character display set corresponding to the current game account.
[0484] In this embodiment, the character display set refers to a set consisting of at least one non-player character whose affinity with the player character reaches a preset affinity level. The non-player characters in the character display set are configured to be displayed at specific times.
[0485] The purpose of adding the first non-player character whose favorability meets the preset favorability level to the character display set is to show the first non-player character to other players at a specific time.
[0486] Specifically, the first non-player character can be displayed through the following steps S1140.
[0487] Step S1140: In response to the character display command, display the character display interface and display the non-player characters in the character display set in the character display interface.
[0488] In this embodiment, the character display instruction can be generated as follows: a character display control is provided, and a character display instruction is generated in response to a trigger operation on the character display control. In some specific games, the character display control can be an entry control of a game data system used to display the player's character's personal information, such as... Figure 4 The personal information control in the first interactive interface 18 shown in the game interface 2002 can generate a character display command by applying a trigger operation to the personal information control. In response to the character display command, the character display interface is displayed in the first interactive interface 18.
[0489] In a specific embodiment, the character display control can be permanently displayed in the game interface, or it can be displayed in the game menu interface when the game menu interface is displayed, such as... Figure 5 The game interface 2002 shown in the game interface 2002 displays the game menu interface 18, and the game menu interface 18 displays the character control. This character control is a specific example of the character display control described here. By applying a click operation to this character control, the character display interface can be displayed, and non-player characters in the character display set can be displayed.
[0490] Understandably, the non-player characters in the character showcase are those who have reached a preset level of affinity with the player characters. This helps to increase the player's sense of accomplishment, further strengthen the social interaction between the player and the non-player characters, deepen the connection between the player and the non-player characters, enhance the game's immersion, and strengthen the game's stickiness and appeal.
[0491] As mentioned earlier, the game includes a second interaction channel (call interaction channel). The following is a more detailed explanation of how player characters can interact with non-player characters through this second interaction channel.
[0492] In some optional implementations, the game character interaction method provided in this application may further include the following steps S1150 to S1170.
[0493] Step S1150: Display the second interactive interface corresponding to the second interactive channel, and display the second character identifier corresponding to at least one non-player character through the second interactive interface; each non-player character corresponds to a preset number.
[0494] Step S1160: In response to the first selection operation, determine the target role identifier among the second role identifiers.
[0495] Step S1170: In response to the end of the first selection operation, according to the preset number corresponding to the target character identifier, control the player character to send a call request to the third non-player character corresponding to the target character identifier; the call request is used to request the third non-player character to conduct a voice call or video call with the player character.
[0496] It is understandable that the second interactive interface corresponding to the second interactive channel can be permanently displayed in the game interface, or it can be displayed in the following ways: displaying the second channel control corresponding to the second interactive channel; or displaying the second interactive interface in response to a trigger operation on the second channel control.
[0497] The second channel control serves as the entry point to the second interactive interface. This second channel control can be permanently displayed in the game interface, meaning it remains hidden regardless of game interface switching; alternatively, it can respond to a first interface display command by displaying the game menu interface, which includes the second channel control. The first interface display command can be generated by triggering a shortcut key or by triggering a pre-provided menu display control; this embodiment does not impose any specific limitations.
[0498] In this embodiment, the second interactive interface displays at least one second character identifier corresponding to each non-player character; each non-player character corresponds one-to-one with a preset number.
[0499] The aforementioned second character identifier refers to a specific element or feature used to distinguish different non-player characters in the second interactive interface. In other words, the second character identifier can help players quickly identify a non-player character in the second interactive interface.
[0500] It is understood that the second character identifier may include, but is not limited to: the character avatar, character name, and / or the default number corresponding to the non-player character.
[0501] It should be noted that the second role identifier may be the same as or different from the first role identifier described above. This embodiment does not specifically limit the identifier style of the second role identifier and the first role identifier.
[0502] The preset number refers to one or more virtual communication characters set in the game for non-player characters. Players can actively contact non-player characters through the second interaction channel using the preset number. The virtual communication characters can be Arabic numerals, Chinese characters, English letters, etc., and this embodiment is not specifically limited; for example, a preset number can be "111", or a preset number can be "12*", or a preset number can also be "abc", etc.
[0503] It should be noted that the number of characters in the preset number set for each non-player character can be the same or different. For example, the preset number for non-player character A is the number "1", and the preset number for non-player character B is the number "123".
[0504] The first selection operation mentioned above is an operation to select a target role identifier from each of the second role identifiers. For example, the operation can be a click operation, a press operation, or a swipe operation, etc., and this embodiment does not specifically limit it. When the first selection operation is a click operation, the second role identifier that coincides with the operation position of the click operation is taken as the target role identifier.
[0505] The aforementioned third non-player character is the non-player character corresponding to the target character identifier. Specifically, it can be the first non-player character participating in the game task or the second non-player character issuing the game task, as described above, or any other non-player character. There are no specific restrictions.
[0506] The end of the first selection operation mentioned above refers to the player ceasing to apply the first selection operation. For example, when the first selection operation is a click operation, the click operation can be considered to end when the player lifts their finger so that it no longer touches the game interface; similarly, when the first selection operation is a hover operation, the hover operation can be considered to end when the player moves their finger or other medium out of the display area of the target character icon.
[0507] For an introduction to the above voice or video calls, please refer to the previous description; it will not be repeated here.
[0508] Optionally, in some implementations, when the player character sends a call request to a third non-player character corresponding to the target character identifier, a call waiting indicator is displayed. This call waiting indicator is used to indicate that a call is being made to the third non-player character. The call waiting indicator may include, but is not limited to, an end-of-call control, a dial pad display control, a text prompt indicating that a call is in progress, a preset background image, etc., and this embodiment does not specifically limit the scope.
[0509] Below, in conjunction with Figure 17 And a specific example is provided to illustrate the second interactive interface in detail.
[0510] exist Figure 17 The specific example shown uses the call control as a concrete example of a second channel control.
[0511] like Figure 17As shown, based on game interface 2002, game menu interface 18 is displayed in game interface 2002, and a call control is displayed in game menu interface 18. When the player clicks on the call control, in response to the click operation, the display content of game interface 2002 can be adjusted to the display content shown in game interface 2020. In game interface 2020, the second interaction interface 43 can be displayed by default, and the second interaction interface 43 displays the second character identifiers of non-player character A, non-player character A1, non-player character B, and non-player character C.
[0512] It should be noted that, due to the size of the second interactive interface 43, only the second character icons corresponding to the four non-player characters are displayed in the game interface 2020. When the player slides their finger up and down, the second character icons displayed in the second interactive interface 43 can be updated.
[0513] Based on the game interface 2020, when a player clicks on the second character identifier of a non-player character A, in response to this click, the player character 10 can send a third call invitation to the non-player character A according to the preset number corresponding to the non-player character A. Specifically, the display content of the game interface 2020 can be adjusted to the display content shown in the game interface 2021, in which a call waiting indicator 46 is displayed. This call waiting indicator 46 indicates that a call is being made to the non-player character A; the call waiting indicator 46 includes the second character identifier of the non-player character A, the text message "Calling," an end-of-call control 47, and a dial pad display control 45.
[0514] Based on the game interface 2021, if a player clicks the end call control 47, the displayed content of the game interface 2021 can be adjusted as follows. Figure 9 The content displayed in the game interface shown in 2001 will not be described again here.
[0515] In some optional implementations, the second interactive interface provides a character identifier display control; based on this, the step of "displaying the second character identifier corresponding to at least one non-player character through the second interactive interface" in step S1150 above can be specifically implemented through the following step S1151.
[0516] Step S1151: In response to the trigger operation of the character identifier display control, display the second character identifier corresponding to at least one non-player character through the second interactive interface.
[0517] In this embodiment, the character identifier display control is a control element pre-configured with a processing instruction to display a second character identifier of a non-player character in the second interactive interface in response to a trigger operation.
[0518] If the second character identifiers of each non-player character are not currently displayed in the second interactive interface, a trigger operation can be applied to the character identifier display control to display the second character identifiers corresponding to at least one non-player character in the second interactive interface.
[0519] like Figure 17 The game interface 2020 shown in the game interface 2020 has a character identifier display control 44 in the second interactive interface 43. The character identifier display control is in a left diagonal fill state, which indicates that the character identifier display control 44 is currently selected. When the character identifier display control 44 is selected, the second character identifiers of the aforementioned non-player characters are displayed in the second interactive interface.
[0520] In some optional implementations, the game character interaction method provided in this application may further include the following steps S1160 to S1190.
[0521] Step S1160: Display the dial panel through the second interactive interface. The dial panel includes multiple character controls and dial controls.
[0522] Step S1170: In response to the second selection operation, determine the target character control among the multiple character controls, and determine the character corresponding to the target character as the first number.
[0523] Step S1180: When the first number is determined, in response to the trigger operation of the dialing control, if the first number is any of the preset numbers, a call waiting indicator is displayed; the call waiting indicator is used to indicate the non-player character corresponding to the first number.
[0524] Step S1190: Based on the trigger operation of the dialing control, if the first number is not any of the preset numbers, display a prompt message that there is no non-player character corresponding to the first number in the game.
[0525] In this embodiment, the dial panel refers to a panel used to display multiple preset character controls, each character control corresponding to a character, and each character is used to form a call number for calling a non-player character.
[0526] It should be noted that there are no specific restrictions on the character type in this embodiment. For example, it can be one of the 10 numeric characters from 0 to 9, a preset text character, or other special symbols (such as asterisk *, hash #).
[0527] A dialer control is a virtual control configured to send a call invitation to a non-player character corresponding to a first number in response to a trigger action in the game logic.
[0528] In an optional specific embodiment, the dial panel and the second character identifiers of the aforementioned non-player characters can be displayed simultaneously in the second interactive interface; alternatively, the dial panel and the second character identifier can be displayed selectively in the second interactive interface. If the second character identifier is displayed in the second interactive interface, a dial panel display control can be provided in the second interactive interface; in response to a trigger operation on the dial panel display control, the dial panel is displayed in the second interactive interface; and the second character identifier is hidden when the dial panel is displayed. The description of the dial panel display control can be found above and will not be repeated here.
[0529] The second selection operation mentioned above refers to the operation of selecting at least one target character control from a plurality of character controls displayed in the dial pad. For example, this second selection operation can be a click operation, which determines the character control selected by the click operation as the target character control.
[0530] The first number mentioned above is a character set consisting of the characters corresponding to one or more target character controls selected in the second selection operation; that is, the first number is the number to be dialed.
[0531] The aforementioned triggering operations for the dialer control may include, but are not limited to, click operations, swipe operations, and press operations, etc., and this embodiment does not specifically limit them.
[0532] As described above, in this embodiment of the application, a preset number can be set for each non-player character. Therefore, after determining the first number and applying a trigger operation to the dialing control, it is determined whether the first number is a preset number set for each non-player character. If so, it means that there is a non-player character corresponding to the first number in the game. At this time, a call waiting indicator can be displayed to indicate that the non-player character corresponding to the first number is being called. If not, it means that there is no non-player character corresponding to the first number in the game. At this time, a prompt message indicating that there is no non-player character corresponding to the first number in the game can be displayed to remind the player that the number dialed is incorrect.
[0533] Below, in conjunction with Figure 18 A specific example is provided to describe steps S1160 to S1190 in detail.
[0534] exist Figure 18 In the specific example shown, the click operation on the dial panel display control is used as a specific example of the trigger operation on the dial panel display control described above; the first number "1" is the preset number corresponding to the non-player character A.
[0535] like Figure 18 As shown, based on the game interface 2020, the second interactive interface 43 displayed in the game interface 2020 displays a dial panel display control 45. If the player clicks on the dial panel display control 45, in response to the click operation, the display content of the game interface 2020 can be adjusted to the display content shown in the game interface 2022. The second interactive interface 43 displayed in the game interface 2022 displays a dial panel 48, which displays a character control for 10 numeric characters from 0 to 9, a character control for the character "*", a character control for the character "#", and a dial control 49.
[0536] Based on the game interface 2022, if a player clicks on the character control "1", the character control "1" can be designated as the target character control in response to the click. If the player has only selected the character control "1", the display content of the game interface 2022 can be adjusted to the display content shown in the game interface 2023. In the game interface 2023, the numeric character "1" corresponding to the character control "1" is displayed as the first number in the dial panel. In addition, the display position of the character control "1" is displayed in gray to indicate that the character control "1" has been selected as the target character control.
[0537] Based on the game interface 2023, if the player triggers the dial control 49, they can control player character 10 to send a call invitation to non-player character A corresponding to the first number "1". This allows the display content of game interface 2023 to be adjusted to match the display content shown in game interface 2021, where a call waiting indicator 46 is displayed. For details on game interface 2021, please refer to the previous section on... Figure 17 The details of that will not be repeated here.
[0538] like Figure 19 As shown, assuming that the first number "1" is not any preset number, then... Figure 18 The game interface in 2023 has been adjusted to display the following content: Figure 19 The game interface 2024 shows the following content. In the second interactive interface 46 displayed in the game interface 2024, the message "Incorrect number, please redial" is displayed.
[0539] In some optional implementations, the second interactive interface also displays an add control. Based on this, the game character interaction method provided in this application may also include the following steps S1200 to S1220.
[0540] Step S1200: In response to the trigger operation for adding the control, display the editing interface.
[0541] Step S1210: In response to the input operation, enter the preset number corresponding to the target non-player character in the editing interface.
[0542] Step S1220: In response to the add command, add the preset number corresponding to the target non-player character to the second character identifier set; each second character identifier in the second character identifier set is configured to be displayed when the second interactive interface is displayed.
[0543] In this embodiment, the aforementioned added control refers to a virtual control configured to display an editing interface in the second interactive interface in response to a trigger operation. For example... Figure 18 As shown, the second interactive interface 43 displayed in the game interface 2020 shows the addition control 50.
[0544] The aforementioned editing interface is used by players to input and save preset numbers for new non-player characters. This interface typically contains multiple fields or form elements, allowing players to enter detailed information about the non-player character. For example, the editing interface may include, but is not limited to: input controls for the non-player character's avatar, name, preset number, notes, and save / cancel controls, etc., but this embodiment does not impose specific limitations.
[0545] The above input operation refers to the operation of entering the preset number corresponding to the target non-player character in each input control in the editing interface; optionally, in addition to entering the preset number corresponding to the target non-player character, this input operation can also enter additional information such as the background image of the target non-player character's avatar, name, and call icon.
[0546] It should be noted that if a player only enters the preset number of the target non-player character in the editing interface, this preset number can be displayed as the second character identifier of the target non-player character.
[0547] Understandably, the target non-player character can be any non-player character in the game.
[0548] The aforementioned second character identifier set can be understood as the address book corresponding to the current game account. That is, each preset number stored in the second character identifier set can be used by the player character controlled by the current game account to send a call invitation to the corresponding non-player character. Furthermore, each second character identifier in the second character identifier set is configured to be displayed when the second interactive interface is displayed, so as to facilitate the player's selection.
[0549] The aforementioned add instruction refers to the processing instruction that adds a preset number entered by the player to the second character identifier set. Optionally, this add instruction can be generated in the following way: a save control is provided, and the add instruction is generated in response to a trigger operation on the save control. That is, after the player enters the preset number of the target non-player character in the editing interface, a trigger operation is applied to the save control to add the preset number of the target non-player character to the second character identifier set.
[0550] This concludes the explanation of how player characters interact with non-player characters through this second interactive channel.
[0551] In summary, the implementation methods for interaction between player characters and non-player characters through a first, second, or third interaction channel have been described. Optionally, player characters can also interact with each other using the above-described implementation methods. For example, when player characters team up to perform game tasks, each player character in the team can send chat messages to each other through the first interaction channel, conduct voice or video communication through the second interaction channel, and publish game task updates through the third interaction channel.
[0552] It should be noted that when player characters and non-player characters can interact socially through the same interaction channel, a grouping function can be set in the corresponding interaction interface of that channel, that is, player characters and non-player characters can be grouped together for easy differentiation. Alternatively, in an optional embodiment, the aforementioned first, second, and third interaction channels are only for interaction between player characters and non-player characters. For social interaction between player characters, in addition to the public chat, guild chat, and team chat currently available in the game, separate interaction channels can be set up to enable player characters to send chat messages, make voice calls, make video calls, post game task updates, send emails, etc. This embodiment does not specifically limit this aspect.
[0553] As can be seen, through the above methods, in addition to interacting during game quests, the first non-player character can also post game quest updates. Based on this, the player character and the first non-player character can also interact through these updates. This tightly links the social interaction between the player character and the first non-player character with game quests, further enhancing the attractiveness of the game's social features, effectively strengthening the connection between the first non-player character and the player character, increasing game stickiness and appeal, improving player retention, and reducing server idle time.
[0554] Alternatively, under different circumstances, a second non-player character who meets the task requirements can be controlled to issue game tasks to the player character, instead of solely issuing game tasks through the game system. This allows for social interaction between the player character and the second non-player character through issuing and accepting game tasks. This integrates the game's storyline with the interaction between player and non-player characters. Furthermore, when the player character accepts a game task, they can obtain the task's location information, allowing them to intuitively understand the location of the task issued by the second non-player character. This enables the player character to quickly locate the task and complete it more efficiently.
[0555] It should be noted that the dashed lines in the following figures are fictitious lines for ease of understanding, and these dashed lines do not exist on the graphical user interface displayed on the terminal device.
[0556] Furthermore, it is understandable that the above is similar to... Figures 3 to 19 The dimensions, appearance, layout, and text displayed in the illustrations are exemplary and should not be construed as limiting the actual graphical user interface.
[0557] It should be noted that in each of the attached figures, the same pattern represents the same element. Therefore, each pattern is labeled and introduced when it first appears, and although it is not labeled when it appears in subsequent attached figures, the introduction in the attached figures can be referred to.
[0558] Corresponding to the game character interaction method provided in the embodiments of this application, the embodiments of this application also provide a game character interaction device 3000, such as... Figure 20 As shown, the device 3000 includes: a control unit 3001 and a display unit 3002;
[0559] The control unit 3001 is used to control the player character to move in the game scene in the first game state.
[0560] The display unit 3002 is used to respond to the interface display command, control the player character to use virtual items, and display the virtual interface of the virtual items.
[0561] The control unit 3001 is used to control the player character to move in the game scene in a second game state when the player character uses the virtual prop.
[0562] Optionally, the control unit 3001 is also used to control the player character to accept game tasks;
[0563] Optionally, the display unit 3002 is used to display game task dynamics posted by the first non-player character participating in the game task; wherein, the game task dynamics are information related to the game task;
[0564] Optionally, the display unit 3002 is also configured to receive a first interactive operation in response to the game task dynamics and to publish interactive information in response to the game task dynamics.
[0565] Optionally, the control unit 3001 is also configured to, in response to the current game account's game data meeting the task conditions, control a second non-player character matching the task conditions to issue the game task to the player character.
[0566] Optionally, the game data meeting the task conditions includes at least one of the following: the game story progress reaches a first preset progress; the player character's level reaches a preset level; the player character's exploration progress on the game map reaches a second preset progress; the current game account unlocks any new non-player character; and the second non-player character's affinity with the player character reaches a preset affinity.
[0567] Optionally, the above-mentioned device 3000 further includes an acquisition unit 3003;
[0568] The acquisition unit 3003 is also used to acquire the task location information for the game task sent by the second non-player character.
[0569] Optionally, the control unit 3001 is further configured to control the second non-player character to send a location sharing control to the player character, the location sharing control carrying the task location information.
[0570] Optionally, the display unit 3002 is further configured to, in response to a trigger operation on the location sharing control, display a game map containing at least a portion of the task location of the game task based on the task location information, and display a location control at the task location in the game map.
[0571] Optionally, the display unit 3002 is also configured to, in response to a trigger operation on the positioning control, control the player character located in the current game scene to be teleported to the game scene area corresponding to the task location.
[0572] Optionally, the control unit 3001 is specifically used to control the second non-player character to issue game tasks to the player character through a first interactive channel or a second interactive channel; the first interactive channel is a chat interactive channel for the second non-player character to send messages to the player character; the second interactive channel is a voice interactive channel for the second non-player character to conduct voice calls with the player character.
[0573] Optionally, the control unit 3001 is specifically used to control the second non-player character to send a first chat message to the player character through the first interaction channel, the first chat message containing the task information of the game task.
[0574] Optionally, the control unit 3001 is specifically used to display the first chat message sent by the second non-player character through the first interactive interface of the first interactive channel; the first interactive interface is the chat interface between the player character and the second non-player character; in response to the reply operation to the first chat message, the control unit 3001 controls the player character to accept the game task.
[0575] Optionally, the display unit 3002 is specifically used to display an information selection interface corresponding to the first interactive channel. The information selection interface includes information entries corresponding to the second non-player character. The information entries include a first character identifier corresponding to the second non-player character and an information summary corresponding to the first chat information published by the second non-player character. In response to a trigger operation on the information entry corresponding to the second non-player character, the first interactive interface for the player character and the second non-player character to chat is displayed, and the first chat information is displayed in the first interactive interface.
[0576] Optionally, the display unit 3002 is specifically used to provide a first channel control corresponding to the first interactive channel; in response to a trigger operation on the first channel control, it displays an information selection interface corresponding to the first interactive channel.
[0577] Optionally, the display unit 3002 is specifically configured to, in response to the second non-player character issuing a game task to the player character through the first interactive channel, display a first interactive control corresponding to the first interactive channel; in response to a trigger operation on the first interactive control, display the first interactive interface, and display the first chat information in the first interactive interface.
[0578] Optionally, the control unit 3001 is further configured to control the second non-player character to post a location sharing control in the first interactive interface; the location sharing control carries the task location information of the game task.
[0579] Optionally, the display unit 3002 is further configured to display a location tracking identifier corresponding to the task location information after the first interactive interface is closed; the location tracking identifier includes: a distance identifier between the player character and the task location corresponding to the game task, and / or a movement direction identifier of the player character to move to the task location.
[0580] Optionally, the display unit 3002 is specifically used to set at least one associated information option for the first chat information, and each information option corresponds to a preset reply information;
[0581] The reply operation is a selection operation based on the information options.
[0582] Optionally, the display unit 3002 is further configured to determine a target information option among the at least one information options based on the response operation, and display the response information corresponding to the target information option.
[0583] Optionally, the control unit 3001 is further configured to control the second non-player character to send a first call invitation to the player character through the second interactive channel; and in response to the player character's answer instruction for the first call invitation, control the second non-player character to issue a game task to the player character.
[0584] Optionally, the control unit 3001 is also used to control the player character to accept the game task according to the answering instruction.
[0585] Optionally, the control unit 3001 is further configured to display a call invitation control when the second non-player character sends a first call invitation to the player character through the second interactive channel; and to generate the answer instruction in response to a trigger operation on the call invitation control.
[0586] Optionally, the display unit 3002 is further configured to display a first call identifier according to the answer instruction; the first call identifier is used to indicate that the player character and the second non-player character are in a call state.
[0587] Optionally, the display unit 3002 is also configured to display a location tracking identifier that indicates the task location information of the game task in response to a call end command.
[0588] Optionally, the first call identifier includes a call end control;
[0589] The display unit 3002 is also configured to generate the call end command in response to a trigger operation on the call end control.
[0590] Optionally, the dynamic type of the game task dynamic includes at least one of the following: text, image, video, and audio.
[0591] Optionally, the display unit 3002 is also specifically used to display the game task dynamics published by the first non-player character participating in the game task in response to the task progress of the game task reaching a preset progress.
[0592] Optionally, the display unit 3002 is also specifically used to display the third interactive interface corresponding to the third interactive channel, and to display the game task dynamics published by the first non-player character participating in the game task in the third interactive interface.
[0593] Optionally, the control unit 3001 is further configured to control the player character to publish game task dynamics for the game task in the third interactive interface.
[0594] Optionally, the display unit 3002 is further configured to display the third channel control corresponding to the third interactive channel; and to display the third interactive interface in response to a trigger operation on the third channel control.
[0595] Optionally, the control unit 3001 is further configured to receive a first interactive operation in response to the game task dynamics, and control the player character to publish interactive information in response to the game task dynamics through a first interactive channel, a second interactive channel, and / or, the third interactive channel.
[0596] Optionally, the control unit 3001 is further configured to display an evaluation control corresponding to the game task dynamic in the third interactive interface; in response to a trigger operation on the evaluation control, control the player character to publish evaluation information on the game task dynamic at the corresponding position of the game task dynamic, the evaluation information being used to indicate the player character's positive attitude towards the game task dynamic.
[0597] Optionally, the control unit 3001 is further configured to display a comment input control corresponding to the dynamic game task on the third interactive interface; receive comment information input from the comment input control and generate a comment information display area corresponding to the dynamic game task on the third interactive interface; and display the comment information in the comment information display area.
[0598] Optionally, the comment information includes at least one of the following types: text, image, video, and audio.
[0599] Optionally, the control unit 3001 is further configured to control the player character to send the interactive information to the first non-player character through the first interactive channel according to the first interactive operation, so as to display the interactive information when displaying the fourth interactive interface corresponding to the first interactive channel; the fourth interactive interface is a chat interaction interface between the player character and the first non-player character.
[0600] Optionally, the display unit 3002 is further configured to switch the third interactive interface to the fourth interactive interface and display the interactive information in the fourth interactive interface.
[0601] Optionally, the control unit 3001 is further configured to control the first non-player character to publish the corresponding reply information through the fourth interactive interface when the interactive information is displayed in the fourth interactive interface.
[0602] Optionally, the display unit 3002 is further configured to control the player character to send a second call invitation to the first non-player character through the second interactive channel according to the first interactive operation; the second call invitation is used to request the release of the interactive information to the first non-player character in the form of a voice call or a video call.
[0603] Optionally, the display unit 3002 is further configured to display a second call identifier in response to a call response instruction sent by the first non-player character in response to the second call invitation. The second call identifier is used to indicate that the first non-player character and the player character are in a call state.
[0604] Optionally, the display unit 3002 is further configured to display the game state of the first non-player character and / or the game scene area where the first non-player character is located as the second call identifier when the call type indicated by the second call invitation is a video call; and to display a preset image as the second call identifier when the call type indicated by the second call invitation is a voice call.
[0605] Optionally, the above-mentioned device 3000 further includes an update unit 3004;
[0606] The update unit 3004 is used to update the affinity between the player character and the first non-player character based on the first interaction operation.
[0607] Optionally, the control unit 3001 is further configured to add the first non-player character to the character display set corresponding to the current game account when the affinity between the player character and the first non-player character reaches a preset affinity level.
[0608] Optionally, the display unit 3002 is also configured to respond to a character display instruction, display a character display interface, and display non-player characters from the character display set in the character display interface.
[0609] Optionally, the display unit 3002 is also used to display the second interactive interface corresponding to the second interactive channel, and to display the second character identifier corresponding to at least one non-player character through the second interactive interface; each non-player character corresponds one-to-one with a preset number.
[0610] Optionally, the control unit 3001 is further configured to, in response to the first selection operation, determine the target role identifier among the second role identifiers; in response to the end of the first selection operation, control the player character to send a third call invitation to the third non-player character corresponding to the target role identifier according to the preset number corresponding to the target role identifier; the third call invitation is used to request the third non-player character to conduct a voice call or video call with the player character.
[0611] Optionally, the second interactive interface includes a character identifier display control;
[0612] The display unit 3002 is also specifically used to respond to a trigger operation on the character identifier display control and display the second character identifier corresponding to at least one non-player character through the second interactive interface.
[0613] Optionally, the display unit 3002 is further configured to display a dial panel through the second interactive interface, the dial panel including multiple character controls and a dial control; in response to a second selection operation, a target character control among the multiple character controls is determined, and the character corresponding to the target character control is determined as a first number; when the first number is determined, in response to a trigger operation on the dial control, if the first number is any of the preset numbers, a call waiting indicator is displayed; the call waiting indicator is used to indicate calling the non-player character corresponding to the first number.
[0614] Optionally, the display unit 3002 is further configured to, based on the trigger operation on the dialing control, display a prompt message indicating that there is no non-player character corresponding to the first number in the game if the first number is not any of the preset numbers.
[0615] Optionally, the second interactive interface includes a dial panel display control; the display unit 3002 is specifically used to display the dial panel on the second interactive interface in response to a trigger operation on the dial panel display control.
[0616] Optionally, the display unit 3002 is specifically used to display the second channel control corresponding to the second interactive channel; and to display the second interactive interface in response to a trigger operation on the second channel control.
[0617] Optionally, the second interactive interface includes adding controls;
[0618] The control unit 3002 is also configured to display an editing interface in response to a trigger operation for the added control; input a preset number corresponding to the target non-player character in the editing interface in response to an input operation; add the preset number corresponding to the target non-player character to a second character identifier set in response to an add command; and configure each second character identifier in the second character identifier set to be displayed when the second interactive interface is displayed.
[0619] Corresponding to the game character interaction method provided in the embodiments of this application, the embodiments of this application also provide an electronic device 4000 for implementing the game character interaction method, such as... Figure 21 As shown, the electronic device 4000 includes: a processor 4001; and a memory 4002 for storing a program for a game character interaction method. After the device is powered on and the processor runs the program for the game character interaction method, it performs the following steps:
[0620] Control the player character to move around the game scene in the initial game state;
[0621] In response to the interface display command, control the player character to use virtual items and display the virtual interface of the virtual items;
[0622] When the player character uses the virtual item, control the player character to move in the game scene in a second game state.
[0623] Corresponding to the game character interaction method provided in the embodiments of this application, the embodiments of this application also provide a computer-readable storage medium storing a program for the game character interaction method, which is executed by a processor to perform the following steps:
[0624] Control the player character to move around the game scene in the initial game state;
[0625] In response to the interface display command, control the player character to use virtual items and display the virtual interface of the virtual items;
[0626] When the player character uses the virtual item, control the player character to move in the game scene in a second game state.
[0627] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the embodiments of this application, please refer to the relevant description of the game character interaction method embodiments provided in the embodiments of this application, which will not be repeated here.
[0628] 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.
[0629] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0630] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0631] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0632] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0633] 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.
Claims
1. A method for game character interaction, characterized in that, The method includes: Control the player character to move around the game scene in the initial game state; In response to the interface display command, control the player character to use virtual items and display the virtual interface of the virtual items; When the player character uses the virtual item, control the player character to move in the game scene in a second game state.
2. The method according to claim 1, characterized in that, The virtual prop is a virtual communication device; the virtual interface is the display interface of the virtual communication device.
3. The method according to claim 1, characterized in that, The player character's game state includes the player character's posture in the game scene; The control of the player character to move within the game scene in a first game state includes: Control the player character to move within the game scene in a first posture; The first posture is the preset posture of the player character when the virtual item is not used.
4. The method according to claim 3, characterized in that, The step of controlling the player character to move within the game scene in a second game state when the player character uses the virtual item includes: When the player character uses the virtual item, the player character is controlled to move in the game scene in a second posture; the second posture is a preset posture for the player character to view information through the virtual item.
5. The method according to claim 1, characterized in that, The game state includes the movement speed of the player character in the game scene. The control of the player character to move within the game scene in a first game state includes: In response to a movement control operation on the player character, the player character is controlled to move at a first preset speed.
6. The method according to claim 5, characterized in that, The step of responding to a movement control operation on the player character and controlling the player character to move at a first preset speed includes: In response to a movement control operation on the player character, the movement direction of the player character is determined based on the movement control operation; Control the player character to move in the direction of movement at the first preset speed.
7. The method according to claim 5, characterized in that, The step of controlling the player character to move within the game scene in a second game state when the player character uses the virtual item includes: When the player character uses the virtual item, in response to a movement control operation on the player character, the player character is controlled to move at a second preset speed; the second preset speed is less than the first preset speed.
8. The method according to claim 7, characterized in that, The response to a movement control operation on the player character, controlling the player character to move at a second preset speed, includes: In response to a movement control operation on the player character, the movement direction of the player character is determined based on the movement control operation; Control the player character to move in the direction of movement at the second preset speed.
9. The method according to claim 1, characterized in that, The player character's game state in the game scene includes the player character's movement method; The control of the player character to move within the game scene in a first game state includes: Control the player character to move within the game scene using a first movement method.
10. The method according to claim 9, characterized in that, The step of controlling the player character to move within the game scene in a second game state when the player character uses the virtual item includes: When the player character uses the virtual item, control the player character to move in the game scene using either the first movement mode or the second movement mode.
11. The method according to claim 10, characterized in that, The control of the player character to move in the game scene in a first movement mode includes: Control the player character to move in the air area of the game scene using a first movement method.
12. The method according to claim 11, characterized in that, The step of controlling the player character to move within the game scene using either the first or second movement method when the player character uses the virtual item includes: When the player character uses the virtual item, control the player character to fall from the air area onto the surface of the virtual object; Control the player character to move on the surface of the virtual object in either the first or the second movement mode.
13. The method according to claim 1, characterized in that, The interface display instructions include first interface display instructions; the method further includes: When the interface display instruction is the first interface display instruction, in response to the first interface display instruction, at least one function entry control is displayed in the virtual interface; the function entry control includes at least one of the following: an entry control for the game subsystem; an entry control for the game settings system.
14. The method according to claim 13, characterized in that, The method further includes: When the player character is not using the virtual item, the game camera angle is adjusted in response to the first control command. When the player character uses a virtual item, the system responds to the first control command and controls the selection icon to move.
15. The method according to claim 14, 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.
16. The method according to claim 13, 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 virtual interaction between the player character and non-player characters.
17. The method according to claim 13, 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.
18. The method according to claim 13, characterized in that, The interface display instructions include second interface display instructions; the game subsystem includes at least one interactive channel; the method further includes: When the interface display instruction is a second interface display instruction, the target interactive channel indicated by the second interface display instruction in the interactive channel is opened according to the second interface display instruction, and the interactive interface corresponding to the target interactive channel is displayed through the virtual interface.
19. The method according to claim 18, characterized in that, The second interface display instructions are generated in the following way: In response to a non-player character issuing a game quest to the player character, the interactive controls corresponding to the target interactive channel that issued the game quest are displayed; In response to a trigger operation on the interactive control, a second interface display instruction is generated.
20. The method according to claim 18, characterized in that, The interactive interface includes messages posted by the target character; the method further includes: In response to a first interactive operation on the message information, interactive information on the message information is published.
21. The method according to claim 20, characterized in that, The interaction information includes the player character's emotional information; the method further includes: When a player character uses a virtual item, the player character's facial expression is adjusted according to the first interaction operation so that the player character's facial expression matches the emotional information.
22. The method according to claim 1, characterized in that, The method further includes: When the player character uses the virtual item, in response to a second interactive operation on the virtual interface, the player character's hand is controlled to perform a virtual action that matches the second interactive operation.
23. The method according to claim 1, characterized in that, The method further includes: When the player character uses the virtual item, a lighting effect is displayed on the player character's face where the virtual item illuminates.
24. The method according to claim 1, characterized in that, The virtual interface displaying the virtual items includes: Obtain the character feature information of the player character, and determine the display style of the virtual interface based on the character feature information; The virtual interface is displayed in the specified display style.
25. The method according to claim 1, characterized in that, The method further includes: When the player character uses the virtual item, in response to the interaction event corresponding to the player character, the virtual interface is controlled to display virtual animation effects that match the interaction event.
26. The method according to claim 25, characterized in that, The interaction event is a collision event in which the player character participates; The step of responding to an interaction event corresponding to the player character and controlling the virtual interface to display virtual animation effects matching the interaction event includes: In response to the collision event, the virtual interface is controlled to display a virtual shattering animation.
27. A game character interaction device, characterized in that, The device includes: a control unit and a display unit; The control unit is used to control the player character to move in the game scene in the first game state; The display unit is used to respond to interface display instructions, control the player character to use virtual items, and display the virtual interface of the virtual items; The control unit is used to control the player character to move in the game scene in a second game state when the player character uses the virtual item.
28. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method as described in any one of claims 1 to 26.
29. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1 to 26.