Game match processing method and device, terminal device and storage medium
Patent Information
- Application Number
- CN202611116066.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-27
- Publication Date
- 2026-11-03
AI Technical Summary
In existing search, attack, and withdrawal games, the equal attributes of game characters lead to a simple combat structure, making it difficult for the game system to dynamically adjust the pace of the game and the changes in the situation, thus reducing the efficiency of server resource utilization.
An asymmetric identity system is introduced, assigning a first identity role and a second identity role to game characters. The first identity role participates independently and has higher attributes than the second identity role. The two have an adversarial relationship. Players control the target identity role to perform game actions and leave the game with virtual resources when certain conditions are met.
It enriches the competitive structure and strategic dimensions, enhances the rhythm and emotional tension of the game, improves the novelty and replayability of the gameplay, and improves the efficiency of server resource utilization.
Smart Images

Figure CN123024304A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to methods, apparatus, terminal devices, and storage media for processing game sessions. Background Technology
[0002] In search, attack, and retreat games, players must search and collect virtual resources within the game environment, engage in combat with other players or teams, and then proceed to an extraction point to collect their loot and exit the game. The game characters associated with each account typically have homogeneous configurations, maintaining consistent attributes such as maximum health, defense, and perception range. Player strength is primarily determined by skill level, the quality of acquired equipment, and tactical coordination. Because all characters have identical attributes, the game system struggles to construct asymmetrical competitive relationships within a single match, resulting in a relatively simplistic competitive structure. This makes it difficult for the system to dynamically adjust the pace and dynamics of the game, leading to unpredictable match durations and reduced server resource utilization. Summary of the Invention
[0003] This disclosure provides a method, apparatus, terminal device, and storage medium for processing game matches, to at least partially solve the aforementioned problems existing in the related art.
[0004] In a first aspect, this disclosure provides a method for processing game matches, which provides a graphical user interface through a first terminal device, the first terminal device corresponding to a first account. The method includes: in response to the start of a game match, displaying a target identity character representing the first account participating in the game match in the graphical user interface, the target identity character being one of the following: a first identity character and a second identity character; wherein the first identity character participates in the game match independently, the second identity character participates in the game match as a team, the first identity character's character attributes are higher than the second identity character's character attributes, and the first identity character has a game adversarial relationship with other game characters; in response to a control command received through the first terminal device, controlling the target identity character to perform corresponding game actions in the game match; and in response to the target identity character meeting the match completion conditions, controlling the target identity character to exit the game match carrying virtual resources obtained from the game match.
[0005] Secondly, this disclosure provides a game match processing apparatus that provides a graphical user interface through a first terminal device, the first terminal device corresponding to a first account, comprising: an identity module, configured to display a target identity character representing the first account participating in the game match in the graphical user interface in response to the start of the game match, the target identity character being one of the following: a first identity character and a second identity character; wherein the first identity character participates in the game match independently, the second identity character participates in the game match as a team, the first identity character's character attributes are higher than the second identity character's character attributes, and the first identity character has a game adversarial relationship with other game characters; an execution module, configured to control the target identity character to perform corresponding game actions in the game match in response to control instructions received through the first terminal device; and an exit module, configured to control the target identity character to exit the game match carrying virtual resources obtained from the game match in response to the target identity character meeting the match completion conditions.
[0006] Thirdly, this disclosure provides a terminal device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer program instructions that, when executed by a processor, are used to implement any of the above methods.
[0008] The game processing method, apparatus, terminal device, and computer storage medium disclosed herein, by assigning and displaying differentiated identity roles to target accounts at the start of a game, enable an asymmetrical adversarial relationship between a first identity role that participates independently and has higher attributes and a second identity role that participates in a team within the same game. This helps to enrich the adversarial strategies and variations of the game. Since the differences in identity roles are determined during the game initialization phase, it helps to reduce the amount of dynamic balancing calculations during runtime and improve the utilization efficiency of server resources. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0010] Figure 1 A schematic diagram of a game system with hardware environment provided in one implementation of this disclosure;
[0011] Figure 2 This is a flowchart of the game match processing method provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the interface for the first identity role provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the interface for the second identity role provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the structure of the game processing device provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation
[0012] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0013] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In existing search, combat, and evacuation (SLOCK) games, players typically search for and collect virtual resources within the game environment, engage in combat with other players or teams, and then proceed to an evacuation point to collect their loot and exit the game. In this type of gameplay, the characters associated with each account usually have homogeneous configurations, meaning all characters share similar attributes such as maximum health, defense, and perception range. Players are primarily differentiated by their skill level, the quality of their acquired equipment, and tactical teamwork. However, because all characters have completely equal attributes, the game system lacks the ability to construct asymmetrical competitive relationships within the same match. This results in a relatively simplistic competitive structure, making it difficult for the system to dynamically adjust the pace and dynamics of the game based on character differences. The system cannot proactively drive the game's progress, leading to uncontrollable match durations and reduced server resource utilization.
[0014] To address the aforementioned issues, this disclosure proposes the following technical concept: An asymmetrical role system is introduced within a single game match. A target role is assigned to the first account participating in the match, which can be either a first role or a second role. The first role participates independently, while the second roles participate in a team. The first role's attributes are higher than the second role's, and the first role has an adversarial relationship with other game characters. This creates an asymmetrical competitive dynamic within a single match: "one high-attribute first role versus multiple teamed second roles." The game system responds to game control commands, controlling the target role to perform corresponding game actions. When the target role meets the match completion conditions, it exits the match carrying virtual resources acquired during the match. Building upon this foundation, the primary role can be equipped with exclusive skills (such as a primary skill that summons virtual units for search and capture, and a secondary skill that automatically triggers and exposes the location of the secondary role as the game progresses). This allows the primary role to exert continuous pursuit pressure on the secondary role by leveraging higher attributes, information detection, and location control capabilities. The secondary role, under this pressure, must complete resource gathering and evacuation, and can receive corresponding material compensation when their location is exposed to balance risk and reward. Through these technical means, this invention achieves differentiated role allocation, asymmetric ability configuration, and information asymmetry-driven situational evolution within the same game. This effectively solves the problems of homogenized game structures, singular situational variables, and lack of correlation between participation methods and role abilities in existing search-attack-evacuation gameplay. It enriches the competitive structure and strategic dimensions of the game, enhances the tiered changes in game rhythm and emotional tension, improves the freshness, replayability, and strategic depth of the gameplay, provides differentiated and mutually restraining game experiences for different types of players, and improves the utilization efficiency of server resources.
[0015] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.
[0016] First, the hardware environment required for this disclosure will be introduced.
[0017] In one optional implementation, the game processing method, apparatus, storage medium, and terminal device provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and may also include a client, which can be a game client, browser client, instant messaging client, or mini-program. The server can be a standalone physical server, a server cluster consisting of multiple physical servers, or a distributed game system. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0018] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0019] For example, when this disclosure is run 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 servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client 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.
[0020] It should be noted that the executing entity in this disclosure 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 application does not limit the type of executing entity.
[0021] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.
[0022] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.
[0023] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.
[0024] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.
[0025] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. 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 disclosure are equally applicable to similar technical problems.
[0026] The preceding text described the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution entity, will detail various embodiments of the game processing method provided in this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.
[0027] Please refer to Figure 2 This is a flowchart of a game match processing method provided in one implementation of this disclosure. In this method, a graphical user interface is provided through a first terminal device, which corresponds to a first account. As shown in the figure, the game match processing method includes the following steps: Step S1: In response to the start of a game, the target identity role representing the first account participating in the game is displayed in the graphical user interface. The target identity role is one of the following: a first identity role and a second identity role. The first identity role participates in the game independently, while the second identity role participates in the game as a team. The character attributes of the first identity role are higher than those of the second identity role, and the first identity role has an adversarial relationship with other game characters.
[0028] Here, the first account refers to the user's identity identifier for logging into the game application and participating in game matches. In an optional implementation, the first account refers to the unique identity credential used by a player after registering on the game platform to log into the game, save game progress and assets. The first account corresponds to the first terminal device, meaning that the first account is used to log in and control the game through the first terminal device. For example, the first account can be a game account registered by a player using a mobile phone number, and the player can enter a game match after logging into this account on their mobile phone (first terminal device); another example is that the first account can also be a game account generated by a player through authorization login on a third-party platform (such as a social platform), and the player can participate in matches after logging into this account on their personal computer (first terminal device).
[0029] In this context, a game match refers to a complete process in which several game accounts compete together in the same game scene within the same time period. In one optional implementation, a game match has clearly defined start and end conditions, constituting an independent, result-based competitive unit from start to finish. For example, in a game match using the "search, attack, and withdraw" gameplay, multiple game accounts enter the same prison map after the match begins, collect resources, fight each other, and settle accounts at the end of the match based on whether they successfully withdrew and the resources they carried. Alternatively, a game match can be a competition with a fixed duration (e.g., 20 minutes), ending and settling accounts when the match time expires or specific end conditions are met.
[0030] The start of a game refers to the moment when the game system completes the game initialization and makes each game character available for operation. For example, the start of a game could be the moment when all matched game accounts complete scene loading, the countdown ends, and the game system officially unlocks the controls; another example is when the game character controlled by the player lands from the spawn point or enters the game scene and begins to move and interact freely.
[0031] The target identity role refers to a virtual character representing the first account in the current game, and its identity type is either a first identity role or a second identity role. In an optional implementation, the target identity role is a virtual image assigned to the first account by the game system at the start of the game and presented in the graphical user interface. Players control this target identity role to move, fight, and collect resources in the game scene. For example, when the first account is assigned the first identity role, the target identity role is presented in the graphical user interface as a virtual character with the appearance of a warden; as another example, when the first account is assigned the second identity role, the target identity role is presented in the graphical user interface as a virtual character with the appearance of an infiltrator.
[0032] In this context, the primary role refers to a privileged role that participates independently in a game, possesses relatively higher attributes, and is hostile to all other game characters. In an optional implementation, the number of primary roles in a single game is limited to a specific number (e.g., one). This primary role participates independently, is not part of any team, and is hostile to all other game characters in the game environment, capable of attacking any other character. For example, the primary role could be the "Warden," who, in a Bounty Prison game, faces all infiltrators alone and exerts pressure to capture them. Alternatively, the primary role could be a privileged character in other game modes, such as the "Hunter" or "Guardian," who has a dominant role, acts alone, and is hostile to the entire game.
[0033] In this context, the secondary role refers to a regular role that participates in a game by forming a team and has relatively lower attributes. In one optional implementation, secondary roles participate in games as teams, with secondary roles within the same team acting as teammates and cooperating, while secondary roles in different teams are adversaries. For example, a secondary role could be an "Infiltrator," with multiple Infiltrators forming a team to enter the prison map, cooperating to collect resources and fight against the warden and other teams; alternatively, a secondary role could also be a regular role such as an "Escapee" or "Agent" participating in team play in other game modes.
[0034] In this context, character attributes refer to a set of numerical indicators describing the various abilities a game character possesses in a match. In one optional implementation, character attributes include, but are not limited to, health, defense, perception range, movement speed, and attack power, which determine a character's strength in survival, combat, and information gathering. For example, a character with a higher maximum health than a character with a higher identity might be harder to defeat in combat; another example is a character with a higher perception range (such as hearing range) than a character with a higher identity, allowing them to detect the presence of other characters earlier. When a character with a higher attribute than a character with a higher identity means that the character with the higher attribute has a better numerical value in one or more of the aforementioned attributes than the character with a higher identity, thus creating an asymmetrical situation of "one against many, but stronger in a single instance" in the match.
[0035] In this context, a hostile relationship in the game refers to an antagonistic state where two or more game characters can attack each other and pose a threat to one another. In one optional implementation, game characters with a hostile relationship can launch an effective attack and cause damage to the other. For example, the primary role (Warden) and all secondary roles (Infiltrators) in the scene are hostile to each other; the Warden can attack any Infiltrator, and any Infiltrator can also attack the Warden. Similarly, secondary roles belonging to different squads can also be hostile to each other; Infiltrators from different squads can fight each other, seize resources, and claim escape opportunities.
[0036] Step S2: In response to game control instructions, control the target character to perform corresponding game actions in the game.
[0037] Game control commands refer to the operation commands input by the player through the first terminal device to control the target character. In an optional implementation, game control commands can be generated by the player through a virtual joystick or virtual buttons on a touchscreen, or through input devices such as a keyboard, mouse, or gamepad, to instruct the target character to perform operations such as moving, attacking, picking up items, and using skills. For example, the player inputs a movement command by sliding the virtual joystick on the left side of the screen to control the target character to walk in the game scene; as another example, the player inputs an attack command by clicking the fire button on the screen to control the target character to fire in the aiming direction.
[0038] In this context, game behavior refers to the specific actions performed by a target character in response to game control commands during a game session. In one optional implementation, game behavior includes, but is not limited to, moving within the scene, searching for and picking up virtual resources, attacking enemy characters, using configured skills, and dodging or defending. For example, a target character might move towards the extraction point in a prison map in response to a movement command; or, in response to a pick-up command, a target character might pick up scattered weapons, armor, and high-value items in the scene and add them to their inventory.
[0039] Step S3: In response to the target character meeting the game completion conditions, control the target character to exit the game with the virtual resources obtained from the game.
[0040] The match completion condition refers to the preset judgment rule used to determine whether a target character has successfully ended the match. In an optional implementation, the match completion condition can be determined based on whether the target character has reached a specific location and met specific requirements. For example, the match completion condition could be that the target character reaches an extraction point set in the game scene and stays at the extraction point for a preset time to complete the extraction; another example is that the match completion condition could be that the target character triggers the extraction operation under the premise of meeting extraction requirements (such as eliminating a specified number of enemy characters or collecting resources of a specified value).
[0041] Virtual resources refer to items and resources with in-game value that a target character collects, picks up, or acquires through combat during a game. In one optional implementation, virtual resources include, but are not limited to, weapons, ammunition, armor, medical supplies, and high-value tradable items. The value of virtual resources affects the game's settlement rewards, and some virtual resources can be taken out of the game for trading or subsequent use after a successful withdrawal. For example, virtual resources could be rare firearms and valuable accessories picked up by a target character in the prison map; or, for instance, items picked up by a target character after attacking an enemy character and causing them to drop their items.
[0042] The process of taking virtual resources out of the game refers to the process whereby, upon fulfilling the game completion conditions, a target character takes all virtual resources acquired and held during the game out of the game and adds them to the assets of the first account. In an optional implementation, the game system calculates all virtual resources carried by the target character upon successful withdrawal and saves the transferable virtual resources to the first account. For example, after the target character completes withdrawal at the withdrawal point, the weapons, armor, and high-value items in their backpack are calculated and saved to the first account's warehouse; or, if the target character fails to complete withdrawal before being defeated, their virtual resources cannot be taken out and may be dropped in the scene and picked up by other characters.
[0043] In one specific application, a player uses their primary account to enter a bounty prison mode in a hit-and-run game via their mobile phone (the primary terminal device). At the start of the game, the game system displays the Warden (the primary role) as the target character representing the player's primary account in the graphical user interface of the player's phone. The Warden participates independently in this game, and their maximum health, defense, and hearing range are all higher than those of the infiltrators participating in the scene as a team (the secondary roles). The Warden is hostile to all infiltrators in the scene. After entering the game, the player inputs game control commands by sliding the virtual joystick and clicking the operation buttons, controlling the Warden to patrol and search the prison map, pick up scattered supplies, and attack encountered infiltrators (i.e., perform corresponding game actions). In the later stages of the match, the player, controlling the Warden, used his attribute advantages to suppress multiple infiltrator squads and accumulate a large amount of high-value supplies. The player then controlled the Warden to go to the extraction point set at the edge of the map and stayed there until the extraction progress was completed. At this point, the game system determined that the Warden had met the conditions for completing the match and controlled him to exit the match with all the virtual supplies that could be taken out during the match. These virtual supplies were settled and saved under the player's primary account.
[0044] Through the steps described above, the game match processing method disclosed herein assigns a target identity role to the first account at the start of the match. This target identity role is either an independent player with higher attributes who is hostile to all other players, or a team player with lower attributes who is a second player. The system responds to game control commands to control the target identity role to perform game actions. When the target identity role meets the match completion conditions, it exits the match with the acquired virtual resources, thus constructing an asymmetrical identity confrontation structure within the same match. This technical solution enables the game system to drive the continuous evolution of the match situation based on differentiated identity allocation and asymmetrical ability configuration. It effectively solves the problems of homogenized match structures and single situation variables in existing search-attack-retreat gameplay, thereby enriching the confrontational levels and strategic dimensions of the match, enhancing the sense of pressure and emotional tension, improving the freshness and replayability of the gameplay, and providing differentiated experiences for different types of players.
[0045] Furthermore, in one embodiment of this disclosure, the role attributes include survival-related attributes and reconnaissance-related attributes; the role attributes of the first identity role are higher than those of the second identity role, including: The first identity role is superior to the second identity role in at least one of the survival-related attributes and the reconnaissance-related attributes.
[0046] Survival-related attributes refer to attributes used to measure a game character's ability to withstand damage and remain survivable during a match. In one optional implementation, survival-related attributes include, but are not limited to, maximum health, defense, damage reduction, and health regeneration speed. The higher the survival-related attributes, the less likely the character is to be defeated when attacked. For example, a character with a primary identity might have a maximum health that is 50% higher than a character with a secondary identity, allowing them to withstand more attacks under the same firepower. Another example is a character with a primary identity who possesses additional damage reduction, reducing the amount of damage they receive by a certain percentage.
[0047] Among them, reconnaissance-related attributes refer to attributes used to measure a game character's ability to obtain information about the surrounding environment and other characters during a match. In an optional implementation, reconnaissance-related attributes include, but are not limited to, perception range, hearing range, field of vision, and footstep detection distance. The higher the reconnaissance-related attribute, the earlier and farther the character can detect the presence and movement of other characters. For example, a first-person character's reconnaissance-related attribute might be that their hearing range is 20% wider than a second-person character's, allowing them to hear the footsteps and gunshots of infiltrators at a distance earlier; another example is a first-person character's reconnaissance-related attribute being that they have a wider field of vision, enabling them to detect enemy characters within a larger visible area.
[0048] In this context, the first role being superior to the second role in at least one of the survival-related attributes or the reconnaissance-related attributes means that the first role can be superior to the second role only in survival-related attributes, only in reconnaissance-related attributes, or in both types of attributes. For example, in one configuration, the first role (Warden) is superior to the second role (Infiltrator) in both maximum health (survival-related attribute) and hearing range (reconnaissance-related attribute), making them both more durable and better at hearing and seeing. In another configuration, the first role is superior to the second role only in defensive capabilities (survival-related attribute), while their reconnaissance capabilities are equal, thus maintaining a certain level of pressure while controlling their intensity.
[0049] In one specific application, when the game system assigns the primary role (Warden) to the first account, it simultaneously configures the Warden with higher survival and reconnaissance attributes than the infiltrator: their maximum health is increased by 50%, damage reduction by 10% (survival-related attributes), and hearing range is increased by 20% (reconnaissance-related attributes). When the player controls this Warden to patrol the prison corridor, they can use the increased hearing range to detect the footsteps of the infiltrator in the next room in advance, gaining a favorable position. In the subsequent head-on firefight with two infiltrators, the higher health and damage reduction allow the Warden to withstand the combined fire without being defeated, ultimately achieving a counter-kill.
[0050] Through the above steps, the game match processing method provided in this disclosure distinguishes character attributes into survival-related attributes and scouting-related attributes, and makes the first identity character superior to the second identity character in at least one of these attributes. This clarifies and refines the asymmetrical advantage of the first identity character relative to the second identity character from the attribute dimension, allowing the game system to flexibly configure the strength difference between identity characters in both survival and scouting directions. This enables more precise control over the intensity and balance of asymmetrical confrontation, enhancing the sense of pressure on the first identity character and the strategic tension of the match.
[0051] Furthermore, in one embodiment of this disclosure, the first identity role is superior to the second identity role in at least one of the survival-related attributes and the reconnaissance-related attributes, including at least one of the following: The maximum health of the first identity character is higher than the maximum health of the second identity character; The defensive attribute of the first identity role is higher than that of the second identity role; The perception range of the first identity role is higher than that of the second identity role.
[0052] Maximum health refers to the maximum number of health a game character can have when unharmed. In one optional implementation, maximum health determines the cumulative effective damage a character can withstand before being defeated; the higher the maximum health, the more durable the character. For example, the second-identity character has a maximum health of 100 points, while the first-identity character has a maximum health of 150 points, a 50% increase over the infiltrator. Alternatively, the first-identity character's maximum health dynamically increases based on their performance in the match, making them even harder to defeat in the later stages of the game.
[0053] Defensive attributes refer to a game character's ability to resist external damage and reduce the actual damage they receive. In one optional implementation, defensive attributes can be expressed as a damage reduction percentage or armor value; the higher the defensive attribute, the less health the character actually loses when attacked. For example, the defensive attribute of a primary character is that all damage received is reduced by an additional 10%, making the actual damage caused by the same bullet to them lower than the damage caused to an infiltrator; another example is that the defensive attribute of a primary character is that they have a higher armor value, which can offset more physical damage.
[0054] The perception range refers to the spatial range within which a game character can detect other characters or environmental information. In an optional implementation, the perception range can be manifested as hearing range, field of vision radius, etc. The larger the perception range, the more likely the character can detect the movements of other characters at a greater distance. For example, the perception range of the first-person character is manifested by their hearing range being 20% larger than that of the infiltrator, enabling them to hear footsteps and sounds of gunfire from a greater distance; another example is that the perception range of the first-person character is manifested by a larger detection radius for enemy character markers displayed on the minimap.
[0055] Through the above steps, the game match processing method provided in this disclosure further specifies the attribute advantages of the first role relative to the second role into three dimensions that can be configured independently or in combination: maximum health, defense attributes, and perception range. This provides a clear and quantifiable way to realize the strength difference between asymmetrical roles, allowing the game system to adjust the survivability and scouting ability of the first role with more granularity. This ensures the oppressiveness of the first role while facilitating numerical balance, further improving the playability and fairness of the match.
[0056] Furthermore, in one embodiment of this disclosure, before the game begins, the method further includes: During the matchmaking phase of the game, the graphical user interface displays various ways to participate in the game; wherein, the ways to participate in the game include at least: independent participation and team participation. In response to the selection of the independent participation mode, the game participation mode of the first account is determined to be the independent participation mode; and in response to the selection of the team participation mode, the game participation mode of the first account is determined to be the team participation mode.
[0057] The matchmaking phase refers to the period before a game officially begins, during which the game system pairs, teams, and prepares participating accounts. In one optional implementation, the matchmaking phase is the process from when a player selects a particular gameplay mode until the game system completes account matching and game loading. During this phase, players can perform preparatory operations such as selecting their participation method and forming teammates. For example, the matchmaking phase could be the matchmaking lobby that a player enters after clicking the Bounty Prison gameplay entrance, where the game system displays available participation methods and waits to match with enough players. Alternatively, the matchmaking phase could also be the time period between a player confirming their participation method on the preparation screen and clicking "Start Matchmaking" until a successful match is found.
[0058] The match participation method refers to the mode options that an account chooses to join and participate in a game match. In one optional implementation, the match participation methods include at least two options: independent participation and team participation, used to determine whether an account enters the match alone or in a team with other accounts. For example, the match participation methods may be presented in the graphical user interface as two selectable buttons: "Solo Mode" and "Match Teammates"; or, alternatively, as two entry points: "Solo" and "Team," allowing players to select one to determine their participation method.
[0059] Independent participation refers to an account entering a match alone, without forming a team with other accounts. In one optional implementation, an account choosing independent participation will not belong to any squad in the match and will act independently. For example, after a player selects "Solo Mode" on the matchmaking screen, their primary account is designated as independent participation and will play a role independently, not belonging to any squad. Alternatively, independent participation could also correspond to the "I want to be the warden" option, allowing players to express their preference for playing a privileged role independently.
[0060] Team participation refers to an account joining a team with other accounts to enter a match. In one optional implementation, the account that chooses team participation belongs to a squad in the match and cooperates with teammates. For example, after a player selects "Match Teammates" on the matchmaking interface, their primary account is designated for team participation, and the game system matches them with several teammates to form an infiltrator squad to enter the prison map together; another example is that team participation can also support players inviting friends to team up, with several friends participating in the match as infiltrators in the same squad.
[0061] In one specific application, after a player opens the game and enters the matchmaking lobby (matchmaking stage) of the Bounty Prison gameplay, the graphical user interface displays two match participation modes: "Solo Mode" and "Match Teammates." If a player wants to experience the intense, one-against-many gameplay, they select "Solo Mode," and the game system responds by setting the player's primary account to solo participation. Simultaneously, if another player selects "Match Teammates," the game system sets that player's account to team participation and matches them with two teammates to form an infiltrator squad.
[0062] Through the above steps, the game match processing method disclosed herein provides players with the option to participate independently or in a team during the match matching phase. This establishes a link between the account's participation method and subsequent role allocation before the match officially begins. This allows the game system to differentiate the account's participation form based on the player's active choice, laying the foundation for the subsequent allocation of asymmetrical roles based on the participation method. At the same time, it empowers players with the decision-making power to choose their own game experience direction, enhancing the playability and decision-making significance of the gameplay.
[0063] Furthermore, in one embodiment of this disclosure, prior to the step of displaying the target identity character representing the first account participating in the game match in the graphical user interface in response to the start of a game match, the method further includes: When the first account participates in the game in the independent mode, the target identity role representing the first account in the game is determined to be the first identity role; When the first account participates in the game in a team mode, the target identity role representing the first account in the game is determined to be the second identity role.
[0064] Determining the target role based on the match participation method refers to the process by which the game system assigns a target role of the corresponding role type to the first account based on the match participation method selected during the matchmaking phase. In an optional implementation, the game system establishes a mapping relationship between participation methods and roles: independent participation is mapped to the first role, and team participation is mapped to the second role, thus completing the initial determination of the role before the match begins. For example, when the first account selects independent participation during the matchmaking phase, the game system determines its target role as the Warden (first role); as another example, when the first account selects team participation, the game system determines its target role as the Infiltrator (second role).
[0065] In one specific application, when players choose the independent participation mode during the matchmaking phase, the game system determines the target role representing the first account player as the Warden (the primary role) before the target role is displayed at the start of the match. Simultaneously, the second account player and their teammates, who chose the team participation mode, are identified by the game system as the Infiltrators (the secondary roles). When the match officially begins, the first account player's interface displays them as the Warden, while the second account player and their teammates' interfaces display them as the Infiltrators, thus creating an asymmetrical situation of one Warden against multiple Infiltrators in the same match.
[0066] Through the above steps, the game match processing method provided in this disclosure establishes a mapping relationship between the match participation method and the target identity role type, so that independent participation corresponds to the first identity role and team participation corresponds to the second identity role. This directly transforms the player's participation method selection during the matching phase into the identity allocation result in the match, enabling the game system to automatically and definitively complete the asymmetric identity assignment according to the player's wishes. This not only ensures the controllability and consistency of identity allocation, but also strengthens the substantial impact of the participation method selection on the player's actual game experience.
[0067] Furthermore, in one embodiment of this disclosure, the step of determining the target identity role representing the first account in the game match as the first identity role when the first account's game participation mode is independent participation mode includes: When the first account participates in the game using the independent participation method, and the number of game accounts that have selected the independent participation method does not exceed the specified number, the target identity role representing the first account in the game is determined to be the first identity role. When the first account participates in the game using the independent participation mode, and the number of game accounts that have selected the independent participation mode exceeds a specified number, the target identity role representing the first account in the game is determined to be the second identity role.
[0068] The designated number refers to the maximum number of accounts allowed to be assigned as the primary role in the same match. In an optional implementation, the designated number is a pre-set threshold to limit the number of primary roles, ensuring the controllability of the number of primary roles in a match. For example, considering that only one warden is set in a match in the Bounty Prison gameplay, the designated number can be set to 1; as another example, in gameplay variations that allow multiple privileged roles, the designated number can also be set to 2 or other values.
[0069] The number of game accounts that selected the independent participation mode refers to the total number of accounts that chose this mode in the same match. In one optional implementation, the game system counts the number of accounts that selected the independent participation mode during the matchmaking phase and compares it to a specified number to determine which of these accounts are assigned the primary role. For example, if only one account selected the independent participation mode in the same match, and the specified number is 1, then the number of such accounts does not exceed the specified number; conversely, if three accounts simultaneously selected the independent participation mode, and the specified number is 1, then the number of such accounts exceeds the specified number.
[0070] The rule of assigning accounts to the first role when the number of accounts participating independently is within the specified limit, and assigning them to the second role when the number exceeds the specified limit, refers to the game system's allocation rules when handling accounts participating independently. When the number of accounts choosing independent participation is within the specified limit, these accounts are assigned to the first role. When the number exceeds the specified limit, some or all of the excess accounts will be reassigned to the second role to prevent the number of first roles from becoming uncontrollable. For example, if the specified limit is 1 and only one player chooses independent participation, that player will be assigned as the Warden (first role). As another example, if the specified limit is 1, but the player, Xiao Gang, and Xiao Qiang all choose independent participation, the game system will only retain one of them as the Warden, and the other two will be reassigned as Infiltrators (second role).
[0071] In a specific application, during a Bounty Prison match, the specified number was set to 1. In the first scenario, only one player chose the independent participation mode, and the number of accounts selecting this mode was 1, which did not exceed the specified number. Based on this, the game system determined the target role representing the first account as the Warden (primary role). In the second scenario, the player, Xiao Gang, and Xiao Qiang all simultaneously chose the independent participation mode, resulting in 3 accounts selecting this mode, exceeding the specified number of 1. The game system only designated one of them (e.g., a player selected randomly or through queuing) as the Warden (primary role), while changing the target roles of Xiao Gang and Xiao Qiang to Infiltrators (secondary role), allowing them to team up and participate in the match. This ensured that the number of Wardens in the match always met the gameplay settings.
[0072] Through the above steps, the game match processing method provided in this disclosure introduces a quota constraint on the number of accounts that choose to participate independently. When the number of accounts does not exceed the quota, the first identity role is assigned; when it exceeds the quota, the accounts are assigned to the second identity role. This allows the game system to strictly control the number of first identity roles in the match while respecting the players' willingness to participate. This avoids the problem of an unbalanced identity structure in the match due to multiple players vying for privileged identities, and ensures the stability of the asymmetrical competitive pattern and the consistency of the gameplay rules.
[0073] Furthermore, in one embodiment of this disclosure, the first identity role is configured with a first skill, and when the target identity role is the first identity role, the method further includes: The skill control corresponding to the first skill is displayed in the graphical user interface; In response to the skill control being triggered, a virtual unit associated with the target identity role is generated in the game scene of the game, and the virtual unit is controlled to perform an attack on the second identity role in the game.
[0074] The first skill refers to an active skill specifically configured for the primary role, designed to enhance their ability to suppress the secondary role. In one optional implementation, the first skill is an active skill unique to the primary role, distinguishing it from the secondary role. It must be actively triggered by the player and enters a cooldown period after activation. For example, the first skill could be the warden's exclusive "Police Dog Search" skill, which, when triggered, summons police dogs to search for and attack intruders; or, alternatively, the first skill could be other active skills that can summon assisting units or create area suppression effects.
[0075] Skill controls refer to interactive interface elements displayed in the graphical user interface (GUI) that allow players to trigger corresponding skills. In one optional implementation, skill controls are presented as buttons, icons, etc., and can display information such as the skill's cooldown status and availability. Players trigger the corresponding skill by clicking or long-pressing the control. For example, the skill control corresponding to the first skill is presented as a police dog icon button in the lower right corner of the GUI, with a skill cooldown countdown overlaid on the button; another example is that the skill control is highlighted when the skill is available, grayed out when on cooldown, and displays the remaining cooldown time.
[0076] In this context, a virtual unit refers to a game entity generated in the game scene in response to the triggering of a first skill, associated with the target character, and assisting them in combat. In an optional implementation, the virtual unit is generated by and belongs to the target character's skill, and can act autonomously in the scene according to preset logic, such as searching, moving, and attacking enemy characters. For example, a virtual unit could be a guard dog summoned by the warden, automatically searching for and attacking nearby intruders in the scene; or, for another example, triggering the first skill once can generate two guard dogs simultaneously, working together to search around the target character.
[0077] The attack by a virtual unit on a second-identity character refers to the process by which a virtual unit initiates and inflicts harmful actions on a second-identity character in a game. In one optional implementation, when a virtual unit detects a second-identity character within range, it automatically moves to the character's location and attacks them. For example, a police dog (virtual unit) automatically pounces on an intruder (second-identity character) and bites them upon detecting them within range; or, for another example, the attack by the virtual unit on the second-identity character may cause them to lose health points and may also inflict additional effects such as causing them to drop supplies.
[0078] Please refer to Figure 3 This disclosure provides a schematic diagram of the interface for the first identity role provided in one implementation method. As shown in the diagram, the graphical user interface 300 corresponding to the first account displays a first identity role 301 configured as "Warden," which is equipped with the first skill "Police Dog Search" 302. When the player of the first account controls the Warden to patrol the prison area, clicking the first skill 302 triggers the release of the Police Dog Search skill in the game scene. The game system then generates two virtual units "Police Dogs" 303 around the Warden. The two Police Dogs 303 automatically patrol and search within a certain range around the Warden 301. When they discover a second identity role 304 playing the role of "Intruder" in a nearby cell, the two Police Dogs 303 immediately pounce on the Intruder 304 and attack them with bites. At the same time, after the first skill 302 is released, it enters a skill cooldown state. The Warden 301 must wait for the skill cooldown to end before triggering the first skill 302 again to summon the Police Dogs 303.
[0079] Through the steps described above, the game match processing method disclosed herein grants the first-identity character the ability to proactively initiate searches and suppression by configuring a first skill that can be actively triggered by skill controls, and then generating a virtual unit associated with the target character in the scene to attack the second-identity character after triggering. This technical solution extends the oppressive power of the first-identity character beyond its own attributes to a controllable virtual unit with autonomous action capabilities, expanding the spatial dimension and tactical means for the first-identity character to exert pressure on the second-identity character in the match, further enriching the gameplay layers and strategic depth of asymmetric confrontation.
[0080] Furthermore, in one embodiment of this disclosure, the step of controlling the virtual unit to perform an attack on the second identity character in the game includes: Determine whether a second identity exists within a preset range of the current location of the target identity. If present, the virtual unit is controlled to move toward the location of the second identity role, and the attack behavior is executed when it moves into the preset attack range of the second identity role.
[0081] The preset range refers to a spatial area set based on the current location of the target character, used to detect the presence of a second character. In an optional implementation, the preset range is an area centered on the current location of the target character with a radius of a specific distance, within which virtual units detect hostile characters. For example, the preset range could be a circular area with a radius of 300 meters centered on the warden's current location, within which two police dogs detect the presence of intruders; furthermore, the preset range can be dynamically adjusted in size according to the first skill level or the stage of the game.
[0082] The preset attack range refers to the spatial area relative to the second-identity character that a virtual unit must be in to launch an effective attack. In an optional implementation, the preset attack range is an area where the distance between the virtual unit and the second-identity character is less than a specific attack distance; the virtual unit can only attack the second-identity character when it enters this range. For example, the preset attack range could be a close-range area where the distance between a police dog and an infiltrator is less than 2 meters; the police dog must move into this area to bite the infiltrator. Alternatively, for virtual units with long-range attack capabilities, the preset attack range could correspond to a larger attack distance.
[0083] The process of determining whether a second identity exists within a preset range and controlling a virtual unit to move to a preset attack range to execute an attack refers to the behavioral logic of the virtual unit first performing range detection, then approaching the target's location, and finally launching an attack. In one optional implementation, the virtual unit continuously detects hostile characters within a preset range of the target's current location. Once a second identity is detected, it moves towards that location and attacks the target once it enters the preset attack range. For example, if a police dog detects an intruder within a preset range of 300 meters, it automatically runs towards the intruder and begins its bite attack when the distance is reduced to within 2 meters (entering the preset attack range). Alternatively, if no second identity exists within the preset range, the virtual unit continues to patrol and search around the target's location without launching an attack.
[0084] In one specific application, after the player triggers the "Police Dog Search" skill, two police dogs (virtual units) will scan a preset area with a radius of 300 meters centered on the warden's (target character) current location to determine if an intruder (second character) exists within that area. The game system detects an intruder in a warehouse approximately 150 meters away, and then controls the two police dogs to run rapidly towards the intruder's location. When one of the dogs approaches to within about 2 meters of the intruder (entering the preset attack range), it immediately launches a biting attack, causing the intruder to continuously lose health and reveal its location.
[0085] Through the above steps, the game processing method provided in this disclosure defines a clear "detection-approach-attack" behavioral logic for the virtual unit's automatic combat by having the virtual unit first detect the second identity character within a preset range of the target identity character's current position, then move towards that position, and execute an attack after entering a preset attack range. This technical solution enables the virtual unit to intelligently and autonomously lock onto and pursue the second identity character within range, achieving effective suppression of the second identity character without requiring player frame-by-frame control. This reduces the operational burden on the first identity character player and enhances the rationality and oppressive effect of the virtual unit's attack behavior.
[0086] Furthermore, in one embodiment of this disclosure, the method further includes: In response to the attack hitting the second identity role, the system controls the display of the location information of the second identity role and / or the virtual resource information currently held by the second identity role in the graphical user interface.
[0087] In this context, "attack hitting the second identity character" refers to a situation where an attack launched by a virtual unit against the second identity character successfully affects that character. In an optional implementation, an attack is considered successful when the virtual unit's attack effectively collides with the second identity character's position and causes damage. For example, if a police dog pounces on an intruder and successfully bites them, causing them to lose health, this is considered a successful attack. Alternatively, a hit-related effect can be triggered if at least one of a virtual unit's multiple attacks successfully causes damage.
[0088] The location information of the second role refers to information used to indicate the location of the second role in the game scene. In an optional implementation, the location information may include the second role's coordinates in the scene, its marker on the minimap, and its orientation and distance relative to the target role. For example, when a police dog hits an infiltrator, the graphical user interface marks the infiltrator's real-time location on the minimap; or, for another example, the location information may be directly displayed on the main screen in the form of a perspective outline showing the location of the hit infiltrator.
[0089] The virtual resource information currently held by the second-identity character refers to information describing the virtual resources currently in the second-identity character's inventory. In an optional implementation, the virtual resource information may include the type, quantity, and value level of the resources held by the second-identity character. For example, when a police dog hits an infiltrator, the graphical user interface displays information such as "1 rare firearm and 2 high-value accessories" that the infiltrator is currently carrying, allowing the first-identity character player to assess their value; or, for example, the virtual resource information may be presented in a general way using tags such as "high-value target" and "low-value target".
[0090] In one specific application, the player's police dog (a virtual unit) successfully bites an infiltrator (a secondary identity character). The game system responds to this attack by displaying the infiltrator's real-time location on the minimap and main screen in the player's graphical user interface. Simultaneously, it displays information about the infiltrator's current virtual resources on the side of the screen (e.g., showing they are carrying a rare sniper rifle and several high-value accessories). Based on this, the player determines the infiltrator is a high-value target and then controls the warden to follow the location information to surround and eliminate them, attempting to defeat them and seize their resources before they can escape.
[0091] Through the steps described above, the game processing method disclosed herein transforms the attack results of virtual units into valuable intelligence output for the first-person player by displaying the location information and / or virtual resource information of the second-person player when the attack of a virtual unit hits the second-person player. This technical solution exposes the information of the second-person player while causing damage, helping the first-person player quickly locate and assess the target's value, make targeted pursuit and encirclement decisions, strengthen the information advantage of the first-person player in asymmetric combat, and enhance the strategic and goal-oriented nature of the game.
[0092] Furthermore, in one embodiment of this disclosure, the method further includes: in response to the attack hitting the second identity character, controlling the display of resource drop information in the graphical user interface, wherein the resource drop information is used to indicate that when the attack hits the second identity character, at least some of the virtual resources held by the second identity character have dropped in the game scene.
[0093] The resource drop information refers to information used to indicate that virtual resources held by the second-person character have been scattered into the game scene due to being hit by an attack. In an optional implementation, the resource drop information may include the type, quantity, and location of the dropped resources, and may be presented through interface text prompts, drop item icons in the scene, or special effects. For example, the resource drop information may be a text prompt on the main screen saying "Target dropped resources," and a pick-upable resource icon may be generated at the location where the infiltrator is hit; another example is that the resource drop information may also indicate the location of the dropped items on the minimap in the form of drop item markers.
[0094] The phrase "at least some virtual items fall into the game scene" refers to the process where, when a second-identity character is attacked, all or part of the virtual items held in their backpack are removed from their person and scattered throughout the game scene. In one optional implementation, the attacked second-identity character will lose some of their held items according to certain rules; these items will then appear in the scene and be available for other characters to pick up. For example, after an infiltrator is bitten by a police dog, some high-value items in their backpack will fall to the ground at their feet, and other characters (including the warden and other infiltrators) can go and pick them up; furthermore, the specific items that fall can be determined according to rules such as item value and random probability.
[0095] In one specific application, the player's police dog (a virtual unit) bites an infiltrator (a secondary role) carrying a large amount of supplies. The game system responds to this hit by displaying information about the dropped supplies in the graphical user interface: a notification pops up on the main screen saying "Target has dropped supplies," and several collectible supply icons appear at the location where the infiltrator was bitten. Simultaneously, the drop location is marked on the minimap. Upon seeing this, the player immediately controls the warden to rush to the location to collect the high-value supplies. Meanwhile, another infiltrator squad nearby also notices the drop notification and attempts to contest it, creating a new point of confrontation around the dropped supplies.
[0096] Through the steps described above, the game processing method disclosed herein displays resource drop information and causes some of the virtual resources to drop into the scene when a virtual unit's attack hits a secondary character. This expands the effect of an attack hit from simple health loss to a weakening and redistribution of the secondary character's resources. This technical solution not only increases the risk and cost for the secondary character when being hunted but also creates a contestable resource focal point in the scene, prompting multiple characters to engage in new games of strategy around the dropped resources, further enhancing the dynamic changes and competitive tension of the game.
[0097] Furthermore, in one embodiment of this disclosure, when the attack continues to hit the second identity character, the virtual resources held by the second identity character continue to fall into the game scene.
[0098] In this context, "continuous hit" refers to multiple consecutive and effective attacks by a virtual unit against a secondary identity character over a period of time. In one optional implementation, continuous hit constitutes an attack when a virtual unit repeatedly attacks and successfully bites the secondary identity character. For example, a police dog's persistent bite on an intruder, inflicting multiple instances of damage, constitutes continuous hit; similarly, multiple virtual units simultaneously attacking the same secondary identity character, causing them to be repeatedly hit over a period of time, also falls under the category of continuous hit.
[0099] The continuous dropping of virtual resources in the game scene refers to the process where, during the continuous hits of an attack, the virtual resources held by the second-person character are scattered into the scene in batches and continuously. In one optional implementation, the second-person character loses a portion of their resources every time they are continuously hit for a certain period of time or a certain number of times, and their resources are continuously reduced as the hits continue. For example, while an infiltrator is being continuously bitten by a police dog, the resources in their backpack are continuously scattered to the ground at short intervals, with more being lost the longer they are bitten; or, for another example, the continuous dropping means that if the infiltrator cannot get rid of the police dog quickly, they will face the risk of their resources being gradually depleted.
[0100] In one specific application, the player's two guard dogs (virtual units) work together to bite an intruder (secondary identity character) who is unable to escape, continuously hitting him with their attacks. During the several seconds of being bitten, virtual items from the intruder's backpack fall one after another to the ground behind him, forming a "supply trail." Realizing that he will suffer heavy losses if he doesn't get rid of the guard dogs, the intruder is forced to stop and prioritize attacking them, thus revealing his position and creating an opportunity for the player-controlled warden to encircle him.
[0101] Through the steps described above, the game processing method disclosed herein establishes a dynamic penalty mechanism where "the longer the pursuit lasts, the more resources are lost" by causing virtual resources to continuously drop into the scene when an attack continuously hits the second-person character. This technical solution forces the second-person character entangled by virtual units to make a decision as quickly as possible to prioritize escaping or counterattacking; otherwise, they will continuously lose their resources. This strengthens the oppressive effect exerted by the first-person character through virtual units, increases the risk-based game depth for the second-person character, and enhances the tension and strategic nature of the game.
[0102] Furthermore, in one embodiment of this disclosure, the step of controlling the generation of virtual units associated with the target identity character in the game scene of the game match includes: Determine the amount of virtual resources accumulated by the target character in the game scene; Based on the virtual resource quantity, determine the basic attributes of the virtual unit to be generated; wherein, the basic attributes are positively correlated with the virtual resource quantity; Control the generation of virtual units with the aforementioned basic attributes in the game scene.
[0103] The accumulated virtual resources refer to the quantity or total value of virtual resources collected and picked up by the target character in the current game scenario. In one optional implementation, the accumulated virtual resources can be obtained by statistically summarizing the value of each resource held by the target character, and can be represented as an evaluation value reflecting their "wealth level." For example, the accumulated virtual resources can correspond to the Warden's "value evaluation" value displayed in the upper left corner of the interface, which increases as the Warden collects and picks up more resources; alternatively, the accumulated virtual resources can also be simply measured by the total quantity or total value of the picked-up resources.
[0104] Here, basic attributes refer to the initial capabilities of the virtual unit at the time of its creation. In one optional implementation, the basic attributes of a virtual unit include, but are not limited to, movement speed, attack damage (such as bite damage), and defensive capabilities. These basic attributes determine the strength of the virtual unit. For example, the basic attributes of a police dog (virtual unit) include its movement speed, bite damage, and defense. Furthermore, basic attributes may also include other capabilities such as the virtual unit's health points and duration of existence.
[0105] The positive correlation between basic attributes and virtual resource quantity means that the basic attribute values of virtual units increase as the target character's accumulated virtual resource quantity increases. In an optional implementation, the greater the virtual resource quantity accumulated by the target character, the higher their "value rating," and the stronger the basic attributes of the virtual units generated accordingly. For example, when the warden's "value rating" is high, the police dogs he summons have higher movement speed, stronger bite damage, and higher defense; furthermore, the virtual resource quantity can be divided into several intervals, with different intervals corresponding to different strength levels of virtual unit basic attributes.
[0106] In one specific application, the player-controlled warden (the target character) collects a significant amount of high-value resources in the early stages of the game. The "Value Evaluation" value in the upper left corner of their interface increases accordingly, indicating a substantial amount of virtual resources accumulated. When the player triggers the "Police Dog Hunt" skill to generate a police dog (virtual unit), the game system first determines the amount of virtual resources the warden has accumulated, and then uses this to determine the basic attributes of the police dog to be generated. Due to the high amount of virtual resources, the game system grants the police dog faster movement speed, higher bite damage, and stronger defense. The police dog with these enhanced basic attributes is then generated in the scene. These enhanced police dogs move faster, deal higher bite damage, and are more difficult for intruders to repel when chasing them.
[0107] Through the above steps, the game processing method disclosed herein determines and positively correlates the basic attributes of the generated virtual units based on the amount of virtual resources accumulated by the target character in the scene, establishing a positive relationship between the target character's "development level" and the strength of their summoned units. This technical solution allows the primary character's active resource gathering behavior to be transformed into an increase in the combat power of virtual units, forming a growth incentive of "the more developed, the stronger." This not only enriches the growth dimensions of the primary character but also makes the strength of virtual units dynamically change with the progress of the game, enhancing the strategic depth of the gameplay and the layering of the game's rhythm.
[0108] Furthermore, in one embodiment of this disclosure, the virtual unit has multiple appearances, with different appearances indicating different basic attributes; after the step of controlling the generation of the virtual unit with the basic attributes in the game scene of the game match, the method further includes: The control configures the appearance of the virtual unit to match the appearance of the basic attributes.
[0109] The appearance of a virtual unit refers to its visual appearance in the game scene. In one optional implementation, the virtual unit has multiple switchable appearances, such as different colors, models, or effects, with different appearances visually distinguishable. For example, a police dog (virtual unit) can have multiple appearances, such as a golden wolf and a purple wolf; furthermore, the appearance of a virtual unit can also be reflected in different body sizes, armor, or lighting effects.
[0110] Different appearances indicate different basic attributes, establishing a correspondence between the appearance of a virtual unit and the strength of its basic attributes. The strength level of a virtual unit can be intuitively determined by its appearance. In one optional implementation, stronger basic attributes correspond to more "advanced" appearances. For example, a golden wolf appearance corresponds to the highest value basic attribute (corresponding to a higher value rating), while a purple wolf appearance corresponds to the next highest value basic attribute (corresponding to a relatively lower value rating). Players seeing a golden wolf will immediately recognize it as a more heavily enhanced police dog. Furthermore, appearances can be configured with more visual levels as the number of basic attribute tiers increases.
[0111] Configuring the appearance of a virtual unit to match its basic attributes refers to the process by which the game system assigns a corresponding appearance to the virtual unit based on the correspondence between appearance and basic attributes after the virtual unit is generated and its basic attributes are determined. In one optional implementation, the game system queries the corresponding appearance based on the virtual unit's basic attribute level and renders the virtual unit with that appearance. For example, when the generated police dog's basic attributes are at the highest level, the game system configures its appearance as a golden wolf; as another example, when the generated police dog's basic attributes are at the second highest level, the game system configures its appearance as a purple wolf.
[0112] In one specific application, the player-controlled warden, having collected a large amount of high-value resources, has an extremely high "value rating." The police dog (virtual unit) generated by triggering its first skill possesses the highest-level base attributes, and the game system accordingly configures its appearance as a golden wolf. In another scenario, the warden has accumulated fewer resources and its "value rating" is at a slightly lower level, resulting in a police dog with slightly lower base attributes. The game system then configures its appearance as a purple wolf. When infiltrators encounter the golden wolf in the scene, their striking golden appearance immediately identifies it as a highly enhanced police dog, leading them to prioritize avoidance over direct confrontation.
[0113] Through the steps described above, the game processing method disclosed herein provides multiple appearances for virtual units that correspond to their basic attributes, and configures these appearances to match the basic attributes after the virtual units are generated. This allows the strength of virtual units to be intuitively indicated by their appearance. This technical solution provides opposing secondary roles with visual cues to quickly identify the threat level of virtual units, facilitating their decisions to avoid or engage. Furthermore, it presents the development achievements of the primary role in a striking visual form, enhancing the intuitiveness of growth feedback and the expressiveness and recognizability of the gameplay.
[0114] Furthermore, in one embodiment of this disclosure, the first identity role is configured with a second skill that includes a skill trigger condition. When the target identity role is the first identity role, the method further includes: During the game, the skill triggering conditions are displayed in the graphical user interface; wherein, the skill triggering conditions include at least the following: the game has been played for a preset time period.
[0115] The second skill refers to a skill specifically configured for the primary role, with its own trigger conditions. In one optional implementation, the second skill differs from the primary skill, which requires active player interaction. Instead, it automatically activates when preset trigger conditions are met and operates independently of the primary skill. For example, the second skill could be the warden's passive skill "Prison Wanted Poster," which automatically issues a wanted notice at a specific point in the game. Alternatively, the second skill could be any other passive skill that automatically activates as the game progresses, applying a global suppression effect to the secondary role.
[0116] The skill trigger condition refers to the preset conditions used to determine whether the second skill is automatically triggered. In an optional implementation, the skill trigger condition includes at least the game's duration reaching a preset time node, i.e., using a certain time point in the game as the basis for triggering the second skill. For example, the skill trigger condition can be set to automatically trigger the wanted notice at the 5th and 15th minute of the game; or, for another example, the skill trigger condition can be determined by combining other factors (such as the number of infiltrators on the field, the warden's value evaluation, etc.).
[0117] The preset time node refers to a pre-set time point after the start of the game to trigger the second skill. In an optional implementation, one or more preset time nodes can be set, and the second skill is triggered once the game has been played for each preset time node. For example, the preset time nodes are set to the 5th minute and the 15th minute, and a round of wanted notices is automatically issued at these two points in the game; as another example, the preset time nodes can also be set in a fixed interval (such as every 10 minutes).
[0118] Displaying skill trigger conditions in the graphical user interface refers to the process of showing the trigger conditions and progress of the second skill to the player in the primary role during the game. In an optional implementation, the graphical user interface displays the conditions that need to be met before the next trigger of the second skill in the form of a countdown, progress indicators, etc. For example, the interface displays a countdown indicator such as "2:30 until the next wanted notice is issued," allowing the warden player to know that a wanted notice is coming soon; another example is that the interface can also mark the two wanted notice trigger points of 5 minutes and 15 minutes and the current game time in the form of timeline markers.
[0119] In one specific application, the player-controlled warden (the primary role) is the target role and is equipped with a second skill called "Prison Wanted Poster," which has specific trigger conditions: the match duration reaches two preset time points, 5 minutes and 15 minutes. During the match, the player's graphical user interface continuously displays these trigger conditions—a countdown timer indicating "01:20 remaining until the first wanted poster is issued." Based on this, the player plans their movements in advance, preparing to launch a surprise attack the moment the wanted poster is issued and the infiltrator's location is exposed.
[0120] Through the steps described above, the game match processing method provided in this disclosure configures a second skill with attached trigger conditions for the primary character, and displays the skill trigger conditions during the match, centered on the predetermined time point of the match duration. This allows the primary character to anticipate the automatic triggering timing of the second skill. This technical solution binds the second skill to the match progress, implanting deterministic rhythmic nodes into the match. It provides the primary character with predictable tactical windows and injects a periodically escalating, pressure-filled rhythm into the entire match, enhancing the layering and planarability of the match rhythm.
[0121] Furthermore, in one embodiment of this disclosure, the method further includes: When the skill triggering conditions are met in the game, the control triggers the second skill; During the period when the second skill is active, the system controls the display of the first location information corresponding to the second identity character participating in the game in the graphical user interface; the first location information is used at least to indicate the relative position between the second identity character and the target identity character.
[0122] Triggering the second skill refers to the process where the game system automatically activates the second skill when the skill triggering conditions are met during a game. In one optional implementation, when the game has lasted for a preset time, the game system automatically triggers the second skill without player intervention, and its effect remains active for a certain period. For example, at the 5-minute mark of the game, the game system automatically triggers the "Prison Wanted" second skill, issuing the wanted notice; or, for another example, the effect of the second skill remains effective for a preset period after activation, disappearing after the period ends.
[0123] The effective period of the second skill refers to the time during which the effect of the second skill lasts after it is triggered. In one optional implementation, the effective period of the second skill is a preset duration starting from the moment the skill is triggered. For example, after a wanted notice is triggered, the location of the wanted infiltrator is marked and displayed in perspective in the graphical user interface for a few seconds (e.g., 5 seconds), and this few seconds is the effective period of the second skill; furthermore, the length of the effective period can vary depending on the skill level or game settings.
[0124] The first location information refers to information used to indicate the location of the second identity role relative to the target identity role. In an optional implementation, the first location information is used at least to indicate the relative position between the second identity role and the target identity role, and may further include the distance between them. For example, the first location information is presented in the warden's interface as a directional arrow pointing to the wanted infiltrator, indicating that the infiltrator is located in a certain direction from the warden; or, for another example, the first location information can be combined with minimap markers to indicate the location and approximate distance of the wanted infiltrator relative to the warden.
[0125] In this context, relative orientation refers to the directional position of the second identity character relative to the target identity character. In one optional implementation, relative orientation can be expressed as directions such as north, south, east, and west, as directional arrows on the interface, or as the direction the relative character is facing (left, right, forward, backward, etc.). For example, relative orientation can be represented by a red arrow from the edge of the warden's interface pointing in the direction of the wanted infiltrator; another example is that relative orientation can also be represented by the angle of the wanted infiltrator marker on the minimap relative to the warden's marker.
[0126] In one specific application, at the 5-minute mark of the match, the trigger conditions for the second skill of "Prison Wanted" were met, and the game system automatically activated the skill. During the 5-second activation period, the player-controlled Warden (the target character) displayed the first location information of the wanted infiltrator (the secondary character) in their graphical user interface—an arrow pointing in the direction of the infiltrator appeared at the edge of the interface, and their position relative to the Warden was marked on the minimap, indicating that the infiltrator was to the player's northwest. The player immediately adjusted their direction of travel to the northwest, attempting to lock onto the target before the activation period ended.
[0127] Through the steps described above, the game match processing method disclosed herein automatically triggers the second skill when the skill triggering conditions are met, and displays the first position information of the second character relative to the target character to the first character during its effective period, thus achieving targeted exposure of the second character's location at specific time points. This technical solution enables the first character to obtain location intelligence of the second character at key points, quickly narrowing the search range and launching targeted pursuit, thereby strengthening the first character's pressure capabilities from an information perspective and intensifying the offensive and defensive transitions and tension in the match before and after the wanted stage.
[0128] Furthermore, in one embodiment of this disclosure, the step of controlling the display of the first location information corresponding to the second identity character participating in the game match in the graphical user interface during the period when the second skill is active includes: During the period when the second skill is active, a target second identity character that meets the preset screening conditions is determined from the second identity characters participating in the game, and the first location information of the target second identity character is displayed in the graphical user interface.
[0129] The preset screening criteria refer to the rules used to select the individuals whose positions need to be exposed from among the multiple secondary identities participating in the game. In an optional implementation, the preset screening criteria can be set based on factors such as the distance between the secondary identity and the target identity, the value of the secondary identity, and quantity restrictions. For example, the preset screening criteria could be "closest to the warden," thereby selecting a number of infiltrators who are closest to the warden from all infiltrators; or, for another example, the preset screening criteria could limit the number of exposed individuals (e.g., at most 2), selecting only the top few who meet the criteria.
[0130] Here, the target second identity role refers to the second identity role selected from the participating second identity roles according to preset filtering conditions, and whose first position information needs to be displayed. In an optional implementation, the target second identity role is one or more second identity roles that meet the preset filtering conditions. For example, when a wanted notice is triggered, the game system selects the two infiltrators closest to the warden from all infiltrators on the field as the target second identity roles; as another example, if there are no second identity roles on the field that meet the filtering conditions (such as all infiltrators have been eliminated or are outside the filtering range), then no target second identity role is generated, and the first position information is not displayed.
[0131] In one specific application, after the wanted poster (second skill) is triggered at the 15-minute mark of the match, during its effective period, the game system selects the two infiltrators (second identity roles) closest to the Warden from among the multiple surviving infiltrators (second identity roles) based on the preset filtering condition of "closest to the Warden." These two target second identity roles are then displayed on the Warden's interface controlled by the player, while other infiltrators at a greater distance remain undetected. This allows the player to focus their attention on the two closest targets and prioritize pursuing them.
[0132] Through the above steps, the game processing method provided in this disclosure achieves controllable filtering of exposed targets by selecting the target second identity character from numerous second identity characters based on preset filtering conditions during the second skill's active period and only displaying their primary position information. This technical solution avoids the imbalance caused by exposing the positions of all second identity characters at once, allowing the information exposure effect of the second skill to focus on the few targets that best meet the conditions (such as being closest). This ensures that the primary identity character gains an effective and appropriate intelligence advantage while maintaining the balance of the game and the targeted nature of pursuit, thus improving the strategic rationality of the gameplay.
[0133] Furthermore, in one embodiment of this disclosure, the step of determining the target second identity character that meets the preset screening criteria from the second identity characters participating in the game includes: Determine the real-time distance between the target identity and each of the second identities; The system determines the second identity role whose real-time distance to the target identity role meets a preset distance condition as the target second identity role that meets the preset filtering condition.
[0134] Here, real-time distance refers to the spatial distance between the target character and a secondary character in the game scene at the current moment. In an optional implementation, real-time distance can be calculated based on the real-time coordinates of the target character and the secondary character in the scene, and changes dynamically as both move. For example, the game system calculates the straight-line distance between the warden and every infiltrator on the field in real time; alternatively, real-time distance can also be measured using the reachable path distance between the two.
[0135] The preset distance condition refers to the distance-related rules used to determine whether a second identity role is selected as the target second identity role due to distance factors. In an optional implementation, the preset distance condition can be the minimum real-time distance, or the top several infiltrators with the minimum real-time distance. For example, if the preset distance condition is "the top 2 infiltrators closest to the warden in real-time", then the 2 infiltrators with the minimum real-time distance satisfy this condition; another example is that the preset distance condition can also be "real-time distance less than a certain threshold", then infiltrators within the threshold range satisfy the condition.
[0136] The process of identifying the second-identity character whose real-time distance meets a preset distance condition as the target second-identity character refers to the game system calculating the real-time distance between the target character and each second-identity character, and then selecting those that meet the preset distance condition as the target second-identity character. For example, after calculating the real-time distance between the warden and the five infiltrators on the field, the game system selects the two closest ones as the target second-identity characters; or, for another example, if the preset distance condition is within a distance threshold, then all infiltrators within the threshold are identified as the target second-identity characters.
[0137] In a specific application, when the wanted poster (second skill) is triggered, the game system calculates the real-time distances between the Warden (the target character) and the five infiltrators (secondary characters) on the field, which are 120 meters, 260 meters, 340 meters, 80 meters, and 450 meters respectively. Based on the preset distance condition of "the two closest infiltrators in real-time", the game system selects the two infiltrators with real-time distances of 80 meters and 120 meters, identifies them as the target secondary characters that meet the preset screening conditions, and displays the first location information of these two infiltrators in the Warden interface controlled by the player, thereby guiding the player to prioritize pursuing the nearest threat target.
[0138] Through the above steps, the game processing method provided in this disclosure calculates the real-time distance between the target character and each second-identity character, and identifies the second-identity characters whose real-time distance meets the preset distance conditions as the target second-identity characters. This provides a clear, objective, and dynamically updated distance criterion for selecting target second-identity characters. This technical solution ensures that the exposed location is always the few second-identity characters closest to the first-identity character (i.e., the most directly threatening), guaranteeing both the targeting and timeliness of wanted posters and ensuring that the exposure results are reasonably adjusted according to changes in the relative positions of both sides, thereby improving the dynamic balance and pursuit efficiency of asymmetric confrontation.
[0139] Furthermore, in one embodiment of this disclosure, the method further includes: When the skill triggering conditions are met in the game, the control triggers the second skill; During the period when the second skill is active, the combat attributes of the target character are enhanced; wherein, the combat attributes include at least one of the following: movement speed, attack damage, and damage reduction.
[0140] Combat attributes refer to attributes used to measure a game character's combat capabilities. In one optional implementation, combat attributes include, but are not limited to, movement speed, attack damage, and damage reduction. The higher the combat attributes, the stronger the character's mobility, damage output, and resilience in combat. For example, the movement speed attribute of a target character determines how fast they can run and chase; another example is that the attack damage attribute of a target character determines the amount of damage they inflict on enemy characters, and damage reduction determines their ability to resist enemy damage.
[0141] Movement speed refers to how quickly a game character moves within a scene. In one alternative implementation, higher movement speed means a greater distance the character travels per unit of time. For example, during the second skill's active period, the Warden's movement speed increases by 100%, doubling his running speed and allowing him to quickly close the distance to wanted infiltrators; another example is that increased movement speed also makes it more difficult for infiltrators to gain distance from the Warden.
[0142] Attack damage refers to the amount of damage dealt by a game character when attacking an enemy character. In one alternative implementation, higher attack damage results in a greater reduction of the enemy character's health with a single attack. For example, during the activation of the second skill, the Warden's attack damage is increased by 50%, allowing him to defeat an infiltrator with fewer attacks after catching up; furthermore, the increased attack damage also enhances the Warden's ability to break through when surrounded by multiple infiltrators.
[0143] Damage reduction refers to a game character's ability to mitigate damage received. In one alternative implementation, the higher the damage reduction, the less health the character actually loses when attacked. For example, during the second skill's active period, the Warden's damage reduction is increased by 50%, allowing him to maintain a high survival rate even when charging into a squad of infiltrators' focused fire; another example is that the increased damage reduction, combined with increased movement speed and attack damage, constitutes the Warden's "Berserk" enhanced state during its active period.
[0144] In one specific application, after the Wanted Order (second skill) is triggered at the 5-minute mark of the match, the game system applies a combat attribute boost to the player-controlled Warden (the target character) during its effective period: movement speed increased by 100%, attack damage increased by 50%, and damage reduction increased by 50%, putting the Warden into a brief "Berserk" state. Using this state, the player controls the Warden to charge at double the speed towards the wanted infiltrator whose location has been exposed, enduring their firepower (high damage reduction) to close the distance and quickly defeat them with enhanced attack damage. The Warden then uses the remaining Berserk time to hunt down a second wanted infiltrator.
[0145] Through the above steps, the game match handling method provided in this disclosure enhances at least one of the target character's combat attributes, such as movement speed, attack damage, and damage reduction, during the second skill's active period. This allows the first character to gain a short-term boost to their combat power while the second character's location is exposed during a bounty hunt. This technical solution combines information exposure and combat power enhancement within the same active period, enabling the first character to be "visible, catchable, and deadly" at key moments. This significantly increases the pressure and actual kill potential at bounty hunting points, further highlighting the first character's explosive advantage in asymmetrical combat and enhancing the climax of the match.
[0146] Furthermore, in one embodiment of this disclosure, the method further includes: When the skill triggering conditions are met in the game, the control triggers the second skill; During the period when the second skill is active, the control sends the second location information corresponding to the target identity character to the second terminal device corresponding to the second identity character participating in the game, wherein the second location information is at least used to indicate the distance between the target identity character and the target second identity character.
[0147] The second terminal device refers to the terminal device corresponding to the second identity role participating in the game, which is used by the player to perform game operations. In an optional implementation, the second terminal device interacts with the first terminal device through a game server, and the game system can send information to the second terminal device and display it in its graphical user interface. For example, the second terminal device can be the mobile phone used by the player who is a wanted infiltrator, and the game system pushes the location information of the target identity role to the mobile phone; as another example, the second terminal device can also be other forms of terminals such as tablet computers or personal computers.
[0148] The second location information refers to information used to indicate the location of the target character to the second identity character. In an optional implementation, the second location information is used at least to indicate the distance between the target character and the target second identity character, and may also include directional prompts. For example, the second location information in the interface of the wanted infiltrator may be presented as a distance prompt "The warden is 500m away from you," letting them know that the warden is approaching; or, for another example, the second location information may be combined with directional prompts to tell the infiltrator the approximate direction from which the warden is coming.
[0149] Sending the second location information to the second terminal device refers to the process by which the game system sends the second location information of the target character to the second terminal device corresponding to the exposed target second character during the second skill's activation. In an optional implementation, the game system performs bidirectional information processing simultaneously during the wanted notice's activation: on the one hand, it exposes the location of the target second character to the first character, and on the other hand, it informs the wanted target second character of the distance between them and the target character (the warden). For example, the wanted infiltrator receives a notification on their phone screen: "Attention! You are wanted by the warden! The warden is 500m away." Furthermore, as the warden approaches, this distance notification updates in real time, allowing the infiltrator to perceive the approaching threat.
[0150] Please refer to Figure 4 This is a schematic diagram of the interface of the second identity role provided in one implementation of this disclosure. As shown in the figure, the graphical user interface 400 corresponding to the second account displays the second identity role 401 set as "Infiltrator". When the game reaches the 5th minute, the second skill "Wanted" of the first identity role set as "Warden" is triggered. The wanted notice identifies Infiltrator 401 as one of the wanted targets and shows the location information of Infiltrator 401 to the Warden. At the same time, the game system immediately pops up a warning "Attention! You are wanted by the Warden!" 403 in the graphical user interface 400 of Infiltrator 401, and displays the second location information "The Sheriff is 500m away from you". Infiltrator 401 can realize that he has been exposed and that the Warden is about 500 meters away. Therefore, he immediately abandons the current search, moves quickly away from the Warden and looks for cover in order to get out of the wanted range before the Warden arrives. In this way, the arrest warrant exposes the infiltrator while also giving them an opportunity to warn and react, making the pursuit and manhunt between the two sides more equitable and more intense.
[0151] Through the steps described above, the game processing method disclosed herein sends the second location information of the wanted target's second identity to the second terminal device corresponding to the wanted target's second identity during the second skill's activation period, enabling the wanted party to perceive the distance between themselves and the target. This technical solution, while exposing the location of the second identity and giving the first identity an advantage in pursuit, also provides early warning information to the wanted party, creating strategic space for evasion and escape. Thus, it balances the oppressiveness and fairness of the wanted mechanism through two-way information interaction, making the pursuit and escape confrontation more intense and strategically layered.
[0152] Furthermore, in one embodiment of this disclosure, when the target identity role is the second identity role, the method further includes: The graphical user interface displays the game team to which the target identity role belongs. The second identity roles participating in the game are divided into multiple game teams, and different game teams have an adversarial relationship. Each game team includes at least two second identity roles.
[0153] In this context, a game team refers to a group unit composed of several secondary identities who cooperate internally. In one optional implementation, the multiple secondary identities participating in the game are divided into several game teams. Secondary identities within the same game team are teammates and act collaboratively, with each game team containing at least two secondary identities. For example, infiltrators participating in the game are divided into several three-person squads, each squad constituting a game team; alternatively, a game team can also be a fixed squad formed by players and their friends during the matchmaking phase.
[0154] The game team to which the target character belongs refers to the game team to which the target character belongs when the target character is a second-tier character. In an optional implementation, the graphical user interface displays relevant information about the game team to which the target character belongs, such as teammates' avatars, health status, and location. For example, in the interface of the target character as an infiltrator, the avatars and health of teammates are displayed on one side of the screen, and their locations are marked on the minimap; another example is that the interface can also display team identifiers to distinguish friendly teams from enemy teams.
[0155] In this context, the existence of adversarial relationships between different game teams means that the secondary identities belonging to different game teams can attack and fight each other. In one optional implementation, different infiltrator teams must both face the warden's pursuit and engage in combat, vying for resources and escape opportunities. For example, one infiltrator team might encounter another hostile team during their escape, leading to a firefight for control of the escape point; or, different teams might clash over high-value loot dropped in the scene.
[0156] Through the steps described above, the game match processing method provided in this disclosure displays the team to which the target role belongs when the target role is a second role, and divides the second role players participating in the match into multiple opposing teams, each containing at least two second role players. In addition to the vertical asymmetric confrontation of "one first role versus multiple second role players," this further constructs a horizontal confrontation structure of "multiple teams fighting each other" among the second role players. This technical solution forces second role players to contend with the pressure from first role players while also guarding against competition from other opposing teams, greatly enriching the confrontational layers and situational variables of the match, and enhancing the strategic complexity and multi-party game enjoyment.
[0157] Furthermore, in one embodiment of this disclosure, the method further includes: In response to the location information of the target identity being exposed to the first identity in the game, the system controls the display of the designated virtual resources assigned to the target identity in the graphical user interface.
[0158] In this context, "the location information of the target character being exposed to the first character" refers to the situation where the location of the target character (who is also a second character) is known to the first character. In an optional implementation, the location information of the target character is considered to have been exposed to the first character when the first character learns of the target character's location through a second skill (such as a wanted poster). For example, after a wanted poster is triggered, the location of the infiltrator (the target character), who is the wanted object, is exposed to the warden (the first character); another example is when the target character's location is exposed due to being hit by a virtual unit, which can also be considered a form of location information exposure.
[0159] In this context, designated virtual resources refer to virtual resources allocated by the game system to a target character as compensation when their location is exposed. In one optional implementation, the designated virtual resources can be several items of random value that can be traded, used to compensate the target character for the risk incurred due to location exposure. For example, a wanted infiltrator (target character) receives 3 tradable items of random value as designated virtual resources when their location is exposed; furthermore, the quantity and value of the designated virtual resources can be adjusted according to game settings or the degree of exposure.
[0160] Displaying the designated virtual resources assigned to the target character in the graphical user interface refers to the process of showing the target character the compensation resources they have received when their location is exposed. In an optional implementation, the graphical user interface displays the designated virtual resources assigned to the target character in the form of resource acquisition prompts, backpack resource updates, etc. For example, a wanted infiltrator's interface may display a prompt "Wanted Compensation: Received 3 items of resources," and the corresponding 3 items of resources may be added to their backpack; alternatively, the interface may also display the name, value, and other information of each acquired designated virtual resource.
[0161] In one specific application, after the wanted notice is triggered at the 5-minute mark of the game, the target character (player Xiaohong), acting as the infiltrator, becomes a wanted person, and her location information is exposed to the Warden (the primary character). Simultaneously, the game system allocates designated virtual resources to Xiaohong—3 tradable items of random value—and displays a notification in Xiaohong's graphical user interface: "Attention! Wanted by the Warden! Compensation: 3 items." These 3 items are then added to her inventory. Xiaohong faces the risk of being hunted by the Warden due to her exposed location, but also receives substantial compensation. After weighing the options, she decides to use these compensation items to quickly move towards the extraction point, aiming to "secure her position."
[0162] Through the steps described above, the game handling method disclosed herein establishes a "risk-reward balance" mechanism by allocating and displaying designated virtual resources as compensation to the target character (who is playing a secondary role) when their location is exposed to the primary role. This technical solution provides the secondary role with corresponding resource rewards while simultaneously imposing the risk of being hunted due to location exposure. This mitigates the one-sided disadvantage of the information exposure mechanism on the secondary role, maintains the fairness of the game, and prompts the secondary role to strategically weigh between "risking a retreat while holding onto compensation" and "playing it safe," thus enhancing the risk-taking depth and gameplay tension on the secondary role's side.
[0163] Furthermore, in one embodiment of this disclosure, an extraction point is set in the game scene, and the method further includes: in response to the target character being located at the extraction point and meeting the extraction conditions preset by the extraction point, determining that the target character meets the game completion conditions.
[0164] In this context, an extraction point refers to a specific area or location within the game scene that allows game characters to evacuate and exit the match. In one optional implementation, the game scene may have one or more extraction points, and game characters must travel to an extraction point and meet certain conditions to evacuate. For example, an extraction point could be a helicopter landing pad or tunnel exit located at the edge of a prison map; furthermore, extraction points may open or refresh their locations according to preset rules during the match.
[0165] The extraction conditions refer to the pre-set conditions for determining whether a game character located at an extraction point can complete the extraction. In an optional implementation, the extraction conditions may include requirements such as staying at the extraction point for a preset time or not being interrupted within the extraction point's area. For example, the extraction condition could be that the target character enters the extraction point's area and stays for 10 seconds without being defeated or forcibly removed during that time; another example is that the extraction condition could require the extraction point to be open or that the character meets specific extraction qualifications.
[0166] The process of determining whether a target character has met the game completion condition in response to being located at the extraction point and meeting the extraction conditions refers to the process by which the game system determines that a target character has met the game completion condition and can leave the game with virtual resources when the target character enters the extraction point and fulfills the extraction conditions. In an optional implementation, the game system detects whether the target character is located at the extraction point and whether the preset extraction conditions of the extraction point are met. If both are met, the game completion condition is determined to be met. For example, if an infiltrator enters the extraction point and successfully stays for the required extraction time, the game system determines that the game completion condition is met and controls the character to leave with resources. Alternatively, if the target character is defeated or forced to leave the extraction point while staying there, the extraction conditions are not met, and the game completion condition is not established.
[0167] In one specific application, an extraction point (helicopter helipad) is set at the edge of the prison map. The preset extraction condition is "staying within the extraction point area for 10 seconds without being defeated or moved out of the area during this time." The player controls an infiltrator (the target character) carrying a large amount of supplies who successfully reaches the extraction point after evading the warden's pursuit. Once inside the helipad area, the extraction timer begins. When the 10-second timer expires and the infiltrator has not been defeated, the game system determines that the infiltrator is at the extraction point and meets the extraction conditions, thus confirming that the player has met the game completion conditions. The player then controls the infiltrator to leave the game with all the virtual supplies they have acquired, successfully "escaping with the goods."
[0168] Through the above steps, the game processing method provided in this disclosure sets extraction points in the game scene and determines that the game completion condition is met when the target character is located at the extraction point and meets the preset extraction conditions of the extraction point. This provides a clear and operable spatial judgment mechanism for the completion of the game. This technical solution concretizes the core element of the "extraction" gameplay into the process of "arriving at the extraction point and meeting the extraction conditions," making the final benefit of the target character directly linked to whether they can safely arrive at and hold the extraction point under pressure. This not only clarifies the game objective but also creates a final climax of offensive and defensive game in the extraction phase, enhancing the integrity, sense of purpose, and tense and exciting ending experience of the game.
[0169] Secondly, this disclosure also provides a device for processing game sessions.
[0170] Please refer to Figure 5 This is a schematic diagram of the structure of a game processing device 100 provided in one implementation of this disclosure. As shown in the figure, the game processing device 100 includes: Identity module 101 is used to display, in response to the start of a game match, a target identity role representing the first account participating in the game match in the graphical user interface. The target identity role is one of the following: a first identity role and a second identity role. The first identity role participates in the game match independently, while the second identity role participates in the game match as a team. The first identity role has higher attribute values than the second identity role, and the first identity role has an adversarial relationship with other game characters. Execution module 102 is used to control the target identity character to perform corresponding game behaviors in the game in response to the control command received through the first terminal device; The withdrawal module 103 is used to control the target character to leave the game with the virtual resources obtained from the game in response to the target character meeting the game completion conditions.
[0171] It should be noted that the above is only a brief description of the game processing device 100 provided in this disclosure. The process steps and / or functions performed by the game processing device 100 provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the game processing method provided in the foregoing text, so they will not be described in detail here.
[0172] As described above, the game processing device 100 provided in this disclosure helps optimize the matchmaking process for asymmetrical games and improve the efficiency of server game configuration by assigning differentiated identity roles to game accounts based on the game participation method. Since the differentiated role attributes and asymmetrical adversarial relationships are determined at the game initialization stage, it helps reduce the data processing pressure on the server to dynamically balance and concurrently synchronize role states during operation, and also helps to enrich the diversity of combat strategies and improve the utilization efficiency of server resources.
[0173] Furthermore, this disclosure also provides a terminal device.
[0174] Please refer to Figure 6 This is a schematic diagram of the hardware structure of the terminal device 200 provided in one implementation of this disclosure. As shown in the figure, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203. The processor 201, the communication interface, and the memory 202 are connected via the bus 203. Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this game system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0175] Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.
[0176] In an optional implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. When processor 201 executes the computer-executable instructions, it provides a graphical user interface through a first terminal device. The first terminal device corresponds to the first account and can implement the above-mentioned game processing method, specifically including: In response to the start of a game, a target identity role representing the first account in the game is determined. The target identity role is one of the following: a first identity role or a second identity role. The first identity role participates in the game independently, while the second identity role participates in the game as a team. The first identity role has higher character attributes than the second identity role, and the first identity role has an adversarial relationship with other game characters. In response to a control command received through the first terminal device, the target identity character is controlled to perform corresponding game actions in the game match; In response to the target character meeting the game completion conditions, the target character is controlled to exit the game with the virtual resources obtained from the game.
[0177] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions performed by the terminal device 200 when it is working are largely the same as the steps and / or functions described in the various embodiments of the game processing method provided in the foregoing text. Therefore, they will not be described in detail here.
[0178] As described above, the terminal device 200 provided in this disclosure helps optimize the matchmaking process for asymmetrical games and improve the efficiency of server game configuration by assigning differentiated identity roles to game accounts based on the game participation method. Since the differentiated role attributes and asymmetrical adversarial relationships are determined at the game initialization stage, it helps reduce the data processing pressure on the server to dynamically balance the role status and synchronize concurrency during operation, and helps to enrich the diversity of confrontation strategies and improve the utilization efficiency of server resources.
[0179] Finally, this disclosure also provides a computer-readable storage medium.
[0180] In an optional implementation, the computer-readable storage medium stores computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor 201 to provide a graphical user interface through a first terminal device, which corresponds to the first account, and implement the aforementioned game processing method, specifically including the following steps: In response to the start of a game, a target identity role representing the first account in the game is determined. The target identity role is one of the following: a first identity role or a second identity role. The first identity role participates in the game independently, while the second identity role participates in the game as a team. The first identity role has higher character attributes than the second identity role, and the first identity role has an adversarial relationship with other game characters. In response to a control command received through the first terminal device, the target identity character is controlled to perform corresponding game actions in the game match; In response to the target character meeting the game completion conditions, the target character is controlled to exit the game with the virtual resources obtained from the game.
[0181] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the game processing method provided in the foregoing text disclosure, so they will not be described in detail here.
[0182] As described above, the computer-readable storage medium provided in this disclosure, by assigning differentiated identity roles to game accounts based on the game participation method, helps optimize the matchmaking process of asymmetrical games and improve the efficiency of server game configuration. Since the differentiated role attributes and asymmetrical adversarial relationships are determined in the game initialization stage, it helps reduce the data processing pressure on the server to dynamically balance the role status and synchronize concurrency during operation, and helps to enrich the diversity of confrontation strategies and improve the utilization efficiency of server resources.
[0183] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for processing game matches, characterized in that, The method includes providing a graphical user interface via a first terminal device, the first terminal device corresponding to the first account, the method comprising: In response to the start of a game, the target identity role representing the first account participating in the game is displayed in the graphical user interface. The target identity role is one of the following: a first identity role and a second identity role. The first identity role participates in the game independently, while the second identity role participates in the game as a team. The first identity role has higher character attributes than the second identity role, and the first identity role has an adversarial relationship with other game characters. In response to game control commands, the target character is controlled to perform corresponding game actions in the game. In response to the target character meeting the game completion conditions, the target character is controlled to exit the game with the virtual resources obtained from the game.
2. The method according to claim 1, characterized in that, The role attributes include survival-related attributes and reconnaissance-related attributes; the role attributes of the first role are higher than those of the second role, including: the first role is higher than the second role in at least one of the survival-related attributes and the reconnaissance-related attributes.
3. The method according to claim 2, characterized in that, The first identity role is superior to the second identity role in at least one of the survival-related attributes and the reconnaissance-related attributes, including at least one of the following: The maximum health of the first identity role is higher than the maximum health of the second identity role; The defensive attribute of the first identity role is higher than that of the second identity role; The perception range of the first identity role is higher than that of the second identity role.
4. The method according to claim 1, characterized in that, Before the start of the game, the method further includes: During the matchmaking phase of the game, the graphical user interface displays various ways to participate in the game; wherein, the ways to participate in the game include at least: independent participation and team participation. In response to the selection of the independent participation mode, the game participation mode of the first account is determined to be the independent participation mode; and in response to the selection of the team participation mode, the game participation mode of the first account is determined to be the team participation mode.
5. The method according to claim 4, characterized in that, Prior to the step of displaying the target identity role representing the first account participating in the game match in the graphical user interface in response to the start of a game match, the method further includes: When the first account participates in the game in the independent mode, the target identity role representing the first account in the game is determined to be the first identity role; When the first account participates in the game in a team mode, the target identity role representing the first account in the game is determined to be the second identity role.
6. The method according to claim 5, characterized in that, The step of determining the target identity role representing the first account in the game match as the first identity role when the first account's participation mode is independent participation mode includes: When the first account participates in the game using the independent participation method, and the number of game accounts that have selected the independent participation method does not exceed the specified number, the target identity role representing the first account in the game is determined to be the first identity role. When the first account participates in the game using the independent participation mode, and the number of game accounts that have selected the independent participation mode exceeds a specified number, the target identity role representing the first account in the game is determined to be the second identity role.
7. The method according to claim 1, characterized in that, The first identity role is configured with a first skill. When the target identity role is the first identity role, the method further includes: The skill control corresponding to the first skill is displayed in the graphical user interface; In response to the skill control being triggered, a virtual unit associated with the target identity role is generated in the game scene of the game, and the virtual unit is controlled to perform an attack on the second identity role in the game.
8. The method according to claim 7, characterized in that, The step of controlling the virtual unit to perform an attack on the second identity character in the game includes: Determine whether a second identity exists within a preset range of the current location of the target identity. If present, the virtual unit is controlled to move toward the location of the second identity role, and the attack behavior is executed when it moves into the preset attack range of the second identity role.
9. The method according to claim 8, characterized in that, The method further includes: In response to the attack hitting the second identity role, the system controls the display of the location information of the second identity role and / or the virtual resource information currently held by the second identity role in the graphical user interface.
10. The method according to claim 7, characterized in that, The method further includes: In response to the attack hitting the second identity character, the system controls the display of resource drop information in the graphical user interface, wherein the resource drop information is used to indicate that when the attack hits the second identity character, at least some of the virtual resources held by the second identity character have dropped in the game scene.
11. The method according to claim 10, characterized in that, As the attack continues to hit the second identity character, the virtual resources held by the second identity character continue to drop into the game scene.
12. The method according to claim 7, characterized in that, The step of controlling the generation of virtual units associated with the target identity character in the game scene of the game includes: Determine the amount of virtual resources accumulated by the target character in the game scene; Based on the virtual resource quantity, determine the basic attributes of the virtual unit to be generated; wherein, the basic attributes are positively correlated with the virtual resource quantity; Control the generation of virtual units with the aforementioned basic attributes in the game scene.
13. The method according to claim 12, characterized in that, The virtual unit has multiple appearances, with different appearances indicating different basic attributes; after the step of controlling the generation of the virtual unit with the basic attributes in the game scene of the game match, the method further includes: The control configures the appearance of the virtual unit to match the appearance of the basic attributes.
14. The method according to claim 1, characterized in that, The first identity role is configured with a second skill that has a skill trigger condition. When the target identity role is the first identity role, the method further includes: During the game, the skill triggering conditions are displayed in the graphical user interface; wherein, the skill triggering conditions include at least the following: the game has been played for a preset time period.
15. The method according to claim 14, characterized in that, The method further includes: When the skill triggering conditions are met in the game, the control triggers the second skill; During the period when the second skill is active, the system controls the display of the first location information corresponding to the second identity character participating in the game in the graphical user interface; the first location information is used at least to indicate the relative position between the second identity character and the target identity character.
16. The method according to claim 15, characterized in that, The step of controlling the display of the first location information corresponding to the second identity character participating in the game match in the graphical user interface during the period when the second skill is active includes: During the period when the second skill is active, a target second identity character that meets the preset screening conditions is determined from the second identity characters participating in the game, and the first location information of the target second identity character is displayed in the graphical user interface.
17. The method according to claim 16, characterized in that, The step of determining the target second identity character that meets the preset screening criteria from the second identity characters participating in the game includes: Determine the real-time distance between the target identity and each of the second identities; The system determines the second identity role whose real-time distance to the target identity role meets a preset distance condition as the target second identity role that meets the preset filtering condition.
18. The method according to claim 14, characterized in that, The method further includes: When the skill triggering conditions are met in the game, the control triggers the second skill; During the period when the second skill is active, the combat attributes of the target character are enhanced; wherein, the combat attributes include at least one of the following: movement speed, attack damage, and damage reduction.
19. The method according to claim 14, characterized in that, The method further includes: When the skill triggering conditions are met in the game, the control triggers the second skill; During the period when the second skill is active, the control sends the second location information corresponding to the target identity character to the second terminal device corresponding to the second identity character participating in the game, wherein the second location information is at least used to indicate the distance between the target identity character and the target second identity character.
20. The method according to claim 1, characterized in that, When the target identity role is the second identity role, the method further includes: The graphical user interface displays the game team to which the target identity role belongs. The second identity roles participating in the game are divided into multiple game teams, and different game teams have an adversarial relationship. Each game team includes at least two second identity roles.
21. The method according to claim 20, characterized in that, The method further includes: In response to the location information of the target identity being exposed to the first identity in the game, the system controls the display of the designated virtual resources assigned to the target identity in the graphical user interface.
22. The method according to any one of claims 1-21, characterized in that, The game scene includes an extraction point, and the method further includes: In response to the target identity being located at the extraction point and meeting the preset extraction conditions of the extraction point, it is determined that the target identity meets the game completion conditions.
23. A device for processing game sessions, characterized in that, A graphical user interface is provided through a first terminal device, which corresponds to the first account, including: An identity module is used to display, in response to the start of a game match, a target identity role representing the first account participating in the game match in the graphical user interface. The target identity role is one of the following: a first identity role and a second identity role. The first identity role participates in the game match independently, while the second identity role participates in the game match as a team. The first identity role has higher attribute values than the second identity role, and the first identity role has an adversarial relationship with other game characters. The execution module is configured to respond to control instructions received through the first terminal device and control the target identity character to perform corresponding game behaviors in the game. The withdrawal module is used to control the target character to leave the game with the virtual resources obtained from the game when the target character meets the game completion conditions.
24. A terminal device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the method as described in any one of claims 1 to 22.
25. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions that, when executed by a processor, are used to implement the method as described in any one of claims 1 to 22.
