Game information processing method, device, computer device, and computer program
The game information processing method enables players to set and publish status information for asynchronous team formation and mood sharing, addressing the limitations of immediate online communication and enhancing interaction and social expression in games.
Patent Information
- Application Number
- JP2025513342
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-04-12
- Filing Date
- 2024-01-24
- Publication Date
- 2025-09-25
AI Technical Summary
Existing games lack efficient methods for asynchronous team formation and social interaction beyond immediate online communication, leading to missed opportunities and limited social expression.
A game information processing method that allows players to set and publish status information including interaction permissions, enabling asynchronous team formation and mood sharing through a state selection and setting interface, displayed on player lists and personal interfaces.
Enhances in-game interaction efficiency, improves social expression, and increases user engagement by allowing players to schedule team formations and share moods asynchronously, enriching the game's interactive functions.
Smart Images

Figure 2025531753000001_ABST
Abstract
Description
[Technical Field]
[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS)
[0002] This application is based on a Chinese patent application bearing application number 202310405154.8, filed with the China Patent Office on April 12, 2023, and claims priority to that Chinese patent application, the entire contents of which are incorporated herein by reference.
[0003] The present application relates to information processing technology, and in particular to a game information processing method, apparatus, computer device, computer-readable storage medium, and computer program product. [Background technology]
[0004] With the development of terminal and Internet technologies, games have become a popular form of entertainment. Moderate gameplay can relax the mind and body, relieve stress in daily life, and even train logical thinking. Currently, players can only communicate during gameplay, such as exchanging tactical opinions and scheduling team formations. After gameplay, immediate communication is limited to online friends, and interaction methods are limited. Summary of the Invention
[0005] The embodiments of the present application provide a game information processing method, apparatus, computer device, computer-readable storage medium, and computer program product, which can enrich the interactive functions of games and improve the social expression effects of games.
[0006] The technical solution of the present embodiment is implemented as follows:
[0007] An embodiment of the present application provides a game information processing method applied to a computer device, the method comprising: displaying a state selection interface in response to a trigger operation on a state setting entry displayed on the game application interface, wherein at least one state type waiting for selection is displayed on the state selection interface; determining a target state type in response to a state selection operation received at the state selection interface; If it is determined that a state setting is necessary based on the target state type, displaying a state setting interface corresponding to the target state type; acquiring status information in response to a status setting operation received by the status setting interface, the status information including at least status content and interaction permission information; In response to a setting completion operation received at the status setting interface, publishing the status information and displaying the status information on a player list interface and a personal information display interface.
[0008] An embodiment of the present application provides a game information processing device, the device comprising: a first display module configured to display a state selection interface in response to a trigger operation on a state setting entry displayed on the game application interface, wherein at least one waiting-for-selection state type is displayed on the state selection interface; and a first determination module configured to determine a target state type in response to a state selection operation received at the state selection interface; a second display module configured to display a state setting interface corresponding to the target state type when determining that a state setting is required based on the target state type; a first acquisition module configured to acquire status information in response to a status setting operation received by the status setting interface, the status information including at least status content and interaction permission information; and a status publishing module configured to publish the status information in response to a setting completion operation received at the status setting interface, and display the status information on a player list interface and a personal information display interface.
[0009] An embodiment of the present application provides a computer device, the computer device comprising: a memory for storing computer-executable instructions; and a processor configured to execute the computer-executable instructions stored in the memory to implement the game information processing method provided in the embodiments of the present application.
[0010] An embodiment of the present application provides a computer-readable storage medium having stored thereon a computer program or computer-executable instructions, the computer program or computer-executable instructions causing a processor to execute the game information processing method provided in the embodiment of the present application.
[0011] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions, which causes a processor to execute the game information processing method provided in the embodiment of the present application. [Effects of the Invention]
[0012] The embodiments of the present application have the following beneficial effects:
[0013] In an embodiment of the present application, a status setting entry is provided in a game application interface, and in response to a trigger operation on the status setting entry, a status selection interface is displayed, displaying at least one status type waiting for selection in the status selection interface. In response to a state selection operation received through the state selection interface, a target status type is determined. If it is determined that a status setting is necessary based on the target status type, a status setting interface corresponding to the target status type is displayed. A status setting operation is received through the status setting interface, and status information including at least status content and interaction permission information is obtained based on the status setting operation. If a setting completion operation is received through the status setting interface, the status information is published and displayed in a player list interface and a personal information display interface. In this way, publishing a status in the game application can notify in-game friends of the next online time, thereby improving the efficiency of in-game interactions and enabling asynchronous team formation and scheduling, thereby improving the efficiency of team formation. Publishing a mood state, etc., can enrich in-game interaction functions, improve the social expression effect of the game, and increase user engagement with the game application. [Brief explanation of the drawings]
[0014] [Figure 1A] FIG. 10 is a schematic diagram of an interface for inviting users to form a team using a team formation list in the related art. [Figure 1B] FIG. 1 is a schematic diagram of an interface for making team formation reservations within gameplay in the related art. [Figure 1C] FIG. 1 is a schematic diagram of an interface for rejecting a team-organizing reservation in the related art. [Figure 2] FIG. 1 is a schematic diagram of the network architecture of a game system provided in an embodiment of the present application. [Figure 3]4 is a schematic diagram of the structure of a terminal 400-1 provided in an embodiment of the present application. [Figure 4A] FIG. 1 is a schematic diagram of one implementation process of the game information processing method provided in an embodiment of the present application; [Figure 4B] FIG. 1 is a schematic diagram of an implementation process for obtaining state information provided in an embodiment of the present application; [Figure 5A] FIG. 1 is a schematic diagram of the implementation process of comment interaction and team-organized booking provided in an embodiment of the present application; [Figure 5B] FIG. 1 is a schematic diagram of an implementation process provided in an embodiment of the present application for reminding both parties to log in and form a team in a timely manner. [Figure 6] FIG. 1 is a schematic diagram of an implementation process for interacting with the state published by other players, provided in an embodiment of the present application. [Figure 7] FIG. 10 is a schematic diagram of a team organization list provided in an embodiment of the present application, which provides an entry point for setting personal status. [Figure 8] 1 is a schematic diagram of an interface provided in an embodiment of the present application for displaying published status in a team organization list. [Figure 9] FIG. 2 is a schematic diagram of a status setting interface provided in an embodiment of the present application. [Figure 10] FIG. 10 is a schematic diagram of another interface for displaying published status provided in an embodiment of the present application. [Figure 11] FIG. 1 is a schematic diagram of a status display on a personal homepage interface provided in an embodiment of the present application; [Figure 12] 10 is a schematic diagram of a new comment reminder mark being displayed in the comment display area provided in an embodiment of the present application; [Figure 13] FIG. 2 is a schematic diagram of a status return interface provided in an embodiment of the present application. [Figure 14] 1 is a schematic diagram of an interface for outputting a notification message in an instant communication application provided in an embodiment of the present application; [Figure 15]1 is a schematic diagram of an interface provided in an embodiment of the present application that outputs a prompt message to remind both parties to make a team-organized reservation. [Figure 16] FIG. 10 is a schematic diagram of an implementation process for starting state setting in a game information processing method provided in an embodiment of the present application; [Figure 17] 1 is a schematic diagram of an implementation process of viewing and commenting on other people's status provided in an embodiment of the present application; [Figure 18] FIG. 1 is a schematic diagram of the implementation process provided in an embodiment of the present application, in which the entity that published the status agrees to the reservation and the team is successfully formed. DETAILED DESCRIPTION OF THE INVENTION
[0015] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in more detail below with reference to the drawings. The described embodiments do not limit the present application, and all other embodiments that can be obtained by those skilled in the art without any creative efforts fall within the scope of protection of the present application.
[0016] In the following description, the term "some embodiments" describes a subset of all possible embodiments, but it is understood that "some embodiments" may be the same or different subsets of all possible embodiments, and may be combined with each other unless inconsistent.
[0017] In the following description, terms such as "first / second / third" are used merely to distinguish between similar objects and do not represent a particular order of the objects. It is understood that "first / second / third" can be used to interchange a particular order or order when possible, and that the embodiments of the present application described herein can be performed in an order other than that shown or described herein.
[0018] In the embodiments of this application, the term "module" or "unit" refers to a computer program or a portion of a computer program having a certain function, which cooperates with other related portions to achieve a certain purpose, and which may be fully or partially implemented by software, hardware (e.g., processing circuitry and memory), or a combination thereof. Similarly, one or more modules or units may be implemented using a single processor (or multiple processors or memories). Furthermore, each module or unit may be part of an overall module or unit that includes the functionality of that module or unit.
[0019] Unless otherwise defined, all technical and scientific terms used in the examples of this application have the same meaning as commonly understood by those skilled in the art. The terms used in the examples of this application are merely for the purpose of describing the examples of this application and are not intended to limit the scope of this application.
[0020] To better understand the game information processing method provided in the embodiments of the present application, an information processing method applied to team formation in a game in the related art will be first described.
[0021] In the related art, when inviting players to form a team in a game, a list of online players is displayed in the team formation list, as shown in Fig. 1A. By clicking the team formation invitation button 001, an online team formation invitation can be sent to the opponent.
[0022] Furthermore, when both the inviter and the invitee are online, they can reserve a team. When the invitee is in battle in gameplay, they can send an in-game message to the invitee by clicking the reservation button 002 shown in FIG. 1B. The invitee can click accept or reject the reservation invitation in the in-game chat box. If they accept the invitation, after the invitee's current gameplay ends, the inviter will automatically join the invitee's team if the inviter meets the conditions.
[0023] If the invitee chooses to decline the team formation invitation after receiving it, several reply methods are available, as shown in 0031 of FIG. 1C. The inviting player who receives the decline message will be prompted with a prompt message, as shown in 0032 of FIG. 1C. After receiving the decline message, the inviting player knows that the invitee is currently unavailable, but is unable to determine when the invitee will be available. Furthermore, the "please wait a moment" message means that the inviting player does not know how long the invitee will have to wait, which could result in the loss of a subsequent team formation opportunity. Furthermore, if the invitee is offline, the game does not know when the invitee will be online, and the team formation request cannot be issued.
[0024] In view of this, the game information processing method provided in the embodiments of the present application provides a method for players to reserve team formation within a game to solve the problem of missing team formation opportunities due to not being able to predict when the other player will be online, thereby encouraging players to actively invite other players to team formation within team battle games such as team formation, allowing other players to more clearly understand the player's game time schedule and improving the success rate of team formation. Furthermore, various states and moods can be set within the game, thereby providing the game with more functions and social expression effects.
[0025] The embodiments of the present application provide a game information processing method, apparatus, computer device, computer-readable storage medium, and computer program product, which can solve the problem of a single in-game social communication method and a low success rate of team formation reservations. The following describes exemplary applications of the computer device provided in the embodiments of the present application. The computer device provided in the embodiments of the present application may be implemented as various user terminals such as laptop computers, tablet computers, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable game consoles, etc.), smartphones, smart speakers, smart watches, smart TVs, and in-car terminals, or may be implemented as a server. The following describes exemplary applications when the device is implemented as a terminal.
[0026] Referring to FIG. 2, FIG. 2 is a schematic diagram of the architecture of the game system 100 provided in an embodiment of the present application. As shown in FIG. 2, the game system 100 includes a server 200, a network 300, a terminal 400-1 and a terminal 400-2, and the terminal 400-1 and the terminal 400-2 are connected to the server 200 via the network 300. The network 300 can be a wide area network or a local area network, or a combination of both.
[0027] For example, a client 410-1 is executed on the terminal 400-1, and a client 410-2 (e.g., a network version of a game application) is executed on the terminal 400-2. The terminals 400-1 and 400-2 connect to a game server (i.e., the server 200) to interact with other users in the game. In an embodiment of the present application, a status setting entry is provided in the game application interface. In response to a trigger operation on the status setting entry, the terminal 400-1 displays a status selection interface, determines a target status type through the state selection interface, and, if it determines that status setting is necessary based on the target status type, displays a status setting interface corresponding to the target status type. Thus, the terminal 400-1 receives a status setting operation through the status setting interface and obtains status information including at least status content and interaction permission information. If a setting completion operation is received through the status setting interface, the terminal 400-1 transmits the status information to the server 200 to publish the status, and displays the status information on the player list interface and personal information display interface of the terminal 400-1.
[0028] Assuming that the object identifier of the player corresponding to terminal 400-1 is included in the player list of terminal 400-2, after terminal 400-1 publishes its status, the status published by the player corresponding to terminal 400-1 can be displayed in the player list of terminal 400-2, and if the status allows interaction, terminal 400-2 can obtain interaction information for the status, send the interaction information to terminal 400-1 via server 200, and output a new interaction reminder message. If the status published by terminal 400-1 is a team formation reservation and includes the time when the player himself went online, terminal 400-2 can log in to the game, check the status published by terminal 400-1, and then respond to the status information to make asynchronous team formation reservation with terminal 400-1, thereby improving team formation efficiency. Furthermore, the terminal 400-1 and the terminal 400-2 can also publish mood states and the like within the game application, thereby enriching the interaction function of the game and improving the social expression effect of the game.
[0029] In some embodiments, server 200 may be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, a content delivery network (CDN), and a big data and artificial intelligence platform. Terminal 400-1 and terminal 400-2 may be, but are not limited to, smartphones, tablet computers, notebook computers, desktop computers, smart speakers, smart watches, in-vehicle terminals, etc. The terminals and servers may be directly or indirectly connected via wired or wireless communication, and the present embodiment is not limited thereto.
[0030] Referring to FIG. 2, FIG. 2 is a schematic diagram showing the configuration of a terminal 400-1 provided in an embodiment of the present application. The terminal 400-1 shown in FIG. 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The components of the terminal 400-1 are coupled via a bus system 440. It should be understood that the bus system 440 is used to realize communication connections between these components. The bus system 440 includes a power bus, a control bus, and a status signal bus in addition to a data bus. However, for clarity, various buses are represented as the bus system 440 in FIG. 2.
[0031] The processor 410 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), a programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc., where the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0032] The user interface 430 includes one or more output devices 431 for displaying media content, including one or more speakers and / or one or more visual displays. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, and other input buttons and controls.
[0033] Memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. Memory 450 includes one or more storage devices physically separate from processor 410.
[0034] The memory 450 may include volatile memory or nonvolatile memory, or may include both volatile and nonvolatile memory. Nonvolatile memory may be read-only memory (ROM), and volatile memory may be random access memory (RAM). The memory 450 described in the embodiments herein is intended to include any suitable type of memory.
[0035] In some embodiments, memory 450 may store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as illustrated below.
[0036] The operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as a frame layer, a core library layer, a drive layer, etc., and is configured to realize various basic operations and handle hardware-based tasks; The network communications module 452 is for accessing other computing devices via one or more (wired or wireless) network interfaces 420, example network interfaces 420 including Bluetooth, wireless compatibility (WiFi), and Universal Serial Bus (USB), etc.
[0037] The input processing module 453 is for detecting one or more user inputs or interactions from one or more input devices 432 and interpreting the detected inputs or interactions.
[0038] 2 shows a game information processing device 454 stored in memory 450. The game information processing device 454 may be software in the form of a program, plug-in, or the like, and includes a first display module 4541, a first determination module 4542, a second display module 4543, a first acquisition module 4544, and a status publication module 4545. These modules are logical and can be combined or further divided as desired depending on the functions to be realized. The functions of each module are described below.
[0039] In some other embodiments, the device provided in the embodiments of the present application may be implemented in the form of hardware, and as an example, the device provided in the embodiments of the present application may be a processor of a hardware decoding processor type, which is programmed to execute the game information processing method provided in the embodiments of the present application, and for example, the processor of a hardware decoding processor type may employ one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic elements.
[0040] The game information processing method provided in the embodiment of the present application will be described with reference to the exemplary application and implementation of the terminal provided in the embodiment of the present application.
[0041] The game information processing method provided in the embodiment of the present application will be described below. As mentioned above, the computer device that realizes the game information processing method of the embodiment of the present application may be a terminal. Therefore, the execution entity of each step will not be described repeatedly below.
[0042] Referring to FIG. 4A, FIG. 4A is a flowchart of a game information processing method provided in an embodiment of the present application, which will be described with reference to the steps shown in FIG. 4A.
[0043] In step 101, a state selection interface is displayed in response to a trigger operation on a state setting entry displayed on a game application interface.
[0044] In an embodiment of the present application, a status setting entrance is added to the game application interface. For example, the status setting entrance can be displayed in the player list display area of the game application interface, and the status setting entrance can also be displayed in the personal information display interface (such as the personal homepage interface), thereby allowing the setting and publication (also called "distribution") of status information through the status setting entrance.
[0045] In some embodiments, when a trigger operation for a state setting entrance is received, a state selection interface can be displayed, and at least one state type waiting to be selected is displayed in the state selection interface. Illustratively, the state type waiting to be selected may be a team formation invitation type, a reservation participation type, a mood announcement type, a default state announcement type, and the like.
[0046] In step 102, a target state type is determined in response to a state selection operation received at the state selection interface.
[0047] In some embodiments, when a state selection operation is received at the state selection interface, a target state type corresponding to the state selection operation is determined based on action point position information of the state selection operation, where the target state type is one of at least one waiting-to-be-selected state type.
[0048] In step 103, if it is determined that state setting is necessary based on the target state type, a state setting interface corresponding to the target state type is displayed.
[0049] In some embodiments, different status types have different configuration requirements. For example, for a team-organized reservation status type, status configuration is required, such as setting the online time and status content. On the other hand, for a default status type, status configuration is not required because the status content is fixed by default. After determining the target status type, it can be determined whether status configuration is required based on the target status type. For example, the system determines whether status configuration is required by determining whether the target status type is the default status type. If the target status type is the default status type, it determines that status configuration is not required. In this case, a prompt interface for confirming status publication is directly displayed. If an operation command confirming status transmission is received, default status content is published. For example, "CPDD" or the like can be published. If the target status type is not the default status type, it is determined that status configuration is required. In this case, a status configuration interface corresponding to the target status type is displayed. The status configuration interface provides at least a status content editing entry and a selection control for allowing or disallowing interaction.
[0050] In step 104, status information is obtained in response to a status setting operation received at the status setting interface.
[0051] Here, the state information includes at least state content and interaction permission information. In some embodiments, referring to Figure 4B, step 104 can be realized by the following steps 1041 to 1045, which will be described in detail below.
[0052] In step 1041, the default state content corresponding to the target state type is displayed in the state content display area of the state setting interface.
[0053] In some embodiments, different status types correspond to different default status content; for example, for a team formation booking type, the corresponding default status content may be "Book me for team formation" or "Book a team of four," etc.; for a mood status publication type, the corresponding default status content may be "I'm very happy today."
[0054] In step 1042, if an edit operation on the status content is received in the status content display area, the edited status content is obtained.
[0055] In some embodiments, if the state content that a player intends to publish is not the default state content corresponding to the goal type, an edit operation on the state content can be triggered in the state content display area, and edited state content can be obtained based on the edit operation. The edit operation can be at least one of a delete operation, a change operation, and an add operation on the default state content. For example, if the goal state type is a team formation reservation type and its corresponding default state content is "reserve me for team formation," an edit operation on the default state content can obtain edited state content of "I want to play one game this afternoon, reserve me for team formation."
[0056] In some embodiments, if no editing operation on the state content is received in the state content display area, the default state content corresponding to the target state type is determined as the state content to be published.
[0057] In step 1043, if the time setting entry is displayed in the status setting interface, time information is obtained in response to a time setting operation received at the time setting entry.
[0058] In some embodiments, if the target state type is a state type that requires time setting, for example, if the target state type is a team formation reservation type, a reservation participation type, etc., a time setting entrance is displayed in the state setting interface, and a time setting operation is received at the time setting entrance to obtain time information, where the time information may include year, month, day, hour, and minute. For example, the time information may be 30:30 on December 31, 2022.
[0059] In step 1044, the selection state of the interaction permission control displayed in the state setting interface is obtained, and the interaction permission information is determined based on the selection state of the interaction permission control.
[0060] Here, the selection state of the interaction allowance control may include a selected state and an unselected state, the selection state of the interaction allowance control is the selected state by default, and when one trigger operation on the interaction allowance control is received, the selection state of the interaction allowance control is changed once. Illustratively, when the current selection state of the interaction allowance control is the selected state and one trigger operation on the interaction allowance control is received, the selection state of the interaction allowance control is updated to an unselected state.
[0061] Here, when the interaction permission control is in a selected state, the interaction permission information indicates that interaction is permitted, and when the interaction permission control is in an unselected state, the interaction permission information indicates that interaction is not permitted. Here, permitting interaction means permitting other terminals to reply to status information, add "likes," etc., while not permitting interaction means permitting other terminals to only view status information, but not permitting them to reply to status information, add "likes," etc.,
[0062] In step 105, in response to a setting completion operation received in the status setting interface, status information is published, and the status information is displayed in a player list interface and a personal information display interface.
[0063] In some embodiments, publishing the status information may involve the terminal sending the status information to a server, and the server pushing the status information to other players in a player list. When displaying the status information in a player list interface, a display area for the terminal's own object identifier is first determined from the player list interface, and the status information is displayed in a predetermined first status display area within the display area for the terminal's own object identifier. In some embodiments, when displaying the status information in the first status display area, since the display area of the first status display area is small, only the status content may be displayed. When displaying the status information in a personal information display interface, the status information is displayed in a predetermined second status display area of the personal information display interface, and displaying the status information in the second status display area may include displaying the status content, time information corresponding to the status, etc.
[0064] For example, after a first player publishes his / her status, if the object identifier of the first player is present in the friend player list of a second player, the status information will also be displayed in a first status display area of the friend player list of the second player, and the first status display area is an area for displaying the status within the display area of the object identifier of the first player.
[0065] In some embodiments, after the terminal publishes its status, it may also receive a modification operation on the status information, and in response to the modification operation, obtain modified status information. Then, in response to a publication operation on the modified status information, it publishes the modified status information and displays the modified status information in the player list interface and the personal information display interface.
[0066] In some embodiments, after publishing a status, the terminal determines an expiration time for the status information, and if it determines that the expiration time has been reached, cancels display of the status information in the player list interface and the personal information display interface. Here, if the status information does not include time information, e.g., if the status information is a mood state published by the player, the expiration time of the status information is determined based on the publication time of the status information, and the expiration time of the status information can be obtained by adding a predetermined first interval time to the status publication time. For example, if the status publication time is 8:30 AM on March 25, 2022, and the predetermined first interval time is 24 hours, the expiration time of the status information is 8:30 AM on March 26, 2022. If the status information includes time information, e.g., if the status information is a team formation reservation state published by the player, the time information included in the status information is the team formation time or the time the player went online. In this case, the expiration time of the status information can be obtained by adding a predetermined second interval time to the time information. For example, if the time information in the status information is 22:00 on Apr. 7, 2023, and the second interval time is 30 minutes, the expiration time of the status information will be 22:30 on Apr. 7, 2023.
[0067] In an embodiment of the present application, a status setting entry is provided in a game application interface, and in response to a trigger operation on the status setting entry, a status selection interface is displayed, displaying at least one status type waiting for selection in the status selection interface. In response to a state selection operation received through the state selection interface, a target status type is determined. If it is determined that a status setting is necessary based on the target status type, a status setting interface corresponding to the target status type is displayed. A status setting operation is received through the status setting interface, and status information including at least status content and interaction permission information is obtained based on the status setting operation. If a setting completion operation is received through the status setting interface, the status information is published and displayed in a player list interface and a personal information display interface. In this way, publishing a status in the game application can notify in-game friends of the next online time, thereby improving the efficiency of in-game interactions and enabling asynchronous team formation and scheduling, thereby improving the efficiency of team formation. Publishing a mood state, etc., can enrich in-game interaction functions, improve the social expression effect of the game, and increase user engagement with the game application.
[0068] In some embodiments, referring to FIG. 5A, after publishing the status through the above steps 101 to 105, the following steps 106 to 115 can be further performed to perform comment interaction and team formation reservation, which will be described below with reference to FIG. 5A.
[0069] In step 106, interaction information for the state information is received.
[0070] In some embodiments, after other players see the state information, they obtain interaction information for the state information, and the interaction information is sent to the terminal by the server.
[0071] In step 107, it is determined whether its own object identifier is in an offline state.
[0072] Here, if the own object identifier is in the offline state, it means that the own is not logged in to the game application and cannot receive notification messages through the game application, in this case, proceed to step 108. If the own object identifier is in the online state, it means that the own is logged in to the game application and can receive notification messages through the game application, in this case, proceed to step 109.
[0073] In step 108, a new interaction remind message is output by an instant communication application bound to the game application.
[0074] In some embodiments, when the player's object identifier is in an offline state, that is, when the player is not online, it means that the player is not logged in to the game application and cannot receive notification messages through the game application. Therefore, in order to allow the player to instantly receive interaction comments from other players on the state that the player has published, in the embodiments of the present application, a new interaction reminder message is output by a third-party instant communication application bound to the game application.
[0075] In step 109, a new interaction reminder mark is displayed in the first status display area.
[0076] In some embodiments, the first status display area is a display area located within a player list interface, and because the player list interface displays multiple player identifiers, the display area occupied by each player identifier is limited, and only a new interaction reminder mark is displayed in the first status display area, and the new interaction reminder mark can be displayed in the upper right corner of the first status display area, and the new interaction reminder mark can be a red dot or the number of unread interaction information. For example, if the number of unread interaction information is three, the new interaction reminder mark can be the number 3.
[0077] In step 110, a target object identifier corresponding to the interaction information is obtained, and the target object identifier and a new interaction reminder mark are displayed in the second status display area.
[0078] In some embodiments, the second status display area is an area in the personal information display interface for displaying a status, and the size of the second status display area is usually larger than the size of the first status display area. Therefore, when interaction information for the status information is received, a new interaction reminder mark and a target object identifier corresponding to the interaction information can be displayed in the second status display area. If multiple pieces of interaction information are received, the target object identifier displayed in the second status display area can be the object identifier of the most recently received interaction information, and the target object identifiers corresponding to the multiple pieces of interaction information can be displayed by auto-scrolling.
[0079] In step 111, a status display interface is displayed in response to the received interaction viewing operation.
[0080] In some embodiments, the status display interface may be displayed in the form of a floating window, the status display interface may be displayed in front of the game application interface, and the interface size of the status display interface may be smaller than or equal to the interface size of the game application interface.
[0081] In step 112, the status display interface displays the status information, one interaction information for the status information, and a reply control corresponding to each interaction information.
[0082] In some embodiments, status information can be displayed in a first region within the status display interface, and at least one interaction information for the status information and a reply control corresponding to each interaction information can be displayed in a second region within the status display interface.
[0083] For example, the first area may be the upper half area of the status display interface, the second area may be the lower half area, or the first area may be the left half area of the status display interface, and the second area may be the right half area.
[0084] In some embodiments, the second area further displays a target object identifier corresponding to each interaction information, where the target object identifier includes at least a target user name and may also include a target user avatar.
[0085] In step 113, if the target state type is a team formation invitation type and the first interaction information indicates accepting the team formation invitation, when reply information agreeing to the team formation is received by a first reply control corresponding to the first interaction information, a notification message agreeing to the team formation is sent to the first terminal corresponding to the first interaction information.
[0086] If the target state type is a team formation invitation type, the player may receive interaction information indicating acceptance of the team formation invitation for the state information, and may also receive other interaction messages. For example, if the state information is "Let's form a game together at 10 a.m. today," the received interaction information for the state information may be an interaction message accepting the team formation invitation, such as "I'd like to form a team with you and play a game. Let's meet later!", or an interaction message rejecting the team formation invitation, such as "I'm not free at 10 a.m. today. How about next time?", or an interaction message ambiguous as to whether to accept the team formation invitation, such as "Are you free to play a game today? lol!". If the first interaction information indicates acceptance of the team formation invitation and reply information agreeing to the team formation is received through a first reply control corresponding to the first interaction information, this means that the player who published the state has agreed to form a team with the player corresponding to the first terminal. In this case, the player may send a notification message agreeing to the team formation to the first terminal corresponding to the first interaction information.
[0087] In some embodiments, if the first object identifier corresponding to the first interaction information is in an online state, it means that the first terminal can receive a notification message through a game application, in which case a notification message agreeing to team formation can be sent to the first terminal by the game application based on the first object identifier. If the first object identifier is in an offline state, it means that the first terminal cannot currently receive a notification message through a game application, in which case a notification message agreeing to team formation can be sent to the first terminal by an instant communication application bound to the game application so that the first terminal can receive the notification message in a timely manner.
[0088] In step 114, if a state completion operation is received, a notification message is sent to the second terminal to reject the team formation.
[0089] Here, the second terminal is another terminal other than the first terminal that has sent interaction information accepting the team formation invitation.
[0090] In some embodiments, after a player determines that he has completed the team formation reservation, he can trigger a status completion operation. When the terminal receives the status completion operation, it means that the player no longer needs to form a team with other players. In this case, a notification message rejecting the team formation is sent to a second terminal corresponding to other interaction information accepting the team formation invitation other than the first interaction information, so that the second terminal can timely obtain a message that the player who published the status has completed the team formation. The notification message rejecting the team formation can be "I've already formed a team with other people. See you next time."
[0091] In step 115, the status information is deleted, and the display of the status information on the player list interface and the personal information display interface is canceled.
[0092] Since the player has already decided which players to form a team based on the status that he / she has published, after receiving the status completion operation, the player can delete the status information and cancel the display of the status information in the player list interface and personal information display interface, thereby avoiding duplicate team formation.
[0093] In the above steps 106 to 115, after a player publishes his / her status, if the status allows interaction, other players will view the status and then, based on the status, will send interaction information to the terminal that published the status to perform an interaction, and a new interaction reminder mark will be output in the status display area, allowing the players to know the status interaction situation in a timely manner. If the published status type is a team formation invitation type, after receiving multiple interaction messages, the terminal that published the status can select a teammate player who wants to form a team from the interaction messages that accept the team formation, and send a notification message agreeing to the team formation to the first terminal corresponding to the selected teammate player; and to allow other players who sent interaction information accepting the team formation invitation to timely obtain a message indicating that the terminal that published the status has completed the team formation, after determining to complete the team formation, the terminal that published the status triggers a state completion operation to send a notification message rejecting the team formation to the second terminal corresponding to the other player, and then deletes the status information and cancels the display of the status information in the player list interface and the personal information display interface, thereby preventing the terminal from again receiving interaction information indicating the acceptance of the team formation invitation sent by other players.
[0094] In some embodiments, referring to FIG. 5B, after step 115, both parties in the reservation can be reminded to log in and form teams in a timely manner before the game begins by steps 116 to 121, which are described below with reference to FIG. 5B.
[0095] In step 116, a game start time is determined based on the first interaction information, and a team composition reminder start time and a team composition reminder end time are determined based on the game start time.
[0096] In some embodiments, if the target status type is a team-forming invitation type, the published status information may include the player's online time, and after other players view the status information, they may also include the other players' online times in their interaction messages responding to accept the team-forming invitation. The online time of the player who published the status and the online time of the other players who accepted the team-forming invitation may be the same or different. If the player who published the status receives multiple pieces of interaction information indicating acceptance of the team-forming invitation and selects team formation with other players corresponding to first interaction information, this means that the player who published the status agrees to form a team at the online time included in the first interaction information. Therefore, in step 116, determining a game start time based on the first interaction information means determining the online time included in the first interaction information as the game start time.
[0097] In some embodiments, if the first interaction information does not include the online times of other players, the online time of the player who published the status is determined as the game start time.
[0098] In some embodiments, a predetermined third interval time is subtracted from the game start time to obtain a team composition reminder start time, and the third interval time is added to the game start time to obtain a team composition reminder end time.
[0099] For example, if the game start time is 8:45 AM on February 5, 2023, and the third interval time is 15 minutes, subtracting the specified third interval time from the game start time, i.e., subtracting 15 minutes from 8:45 AM on February 5, 2023, will result in the team formation reminder start time being 8:30 AM on February 5, 2023. Adding the third interval time to the game start time, i.e., adding 15 minutes to 8:45 AM on February 5, 2023, will result in the team formation reminder end time being 9:00 AM on February 5, 2023.
[0100] In step 117, if the team organization reminder start time has arrived, it is determined whether or not its own object identifier is in an online state.
[0101] Here, if the object identifier of the own device is in an online state, the process proceeds to step 118; if the object identifier of the own device is in an offline state, the process proceeds to step 120.
[0102] In step 118, a team formation reminder message is output within the game application.
[0103] In some embodiments, a team formation reminder interface can be output on the game application interface, and the team formation reminder interface can be displayed in the form of a floating window. A team formation reminder message can be displayed on the team formation reminder interface. For example, the team formation reminder message can be, "Don't forget to make a team formation reservation with Player A at 8:45 today."
[0104] In step 119, if positive feedback information for the team formation reminder message is not received before the team formation reminder end time is reached, the team formation reminder message is output once at predetermined time intervals until the team formation reminder end time is reached or positive feedback information for the team formation reminder message is received.
[0105] In some embodiments, the team formation reminder interface further displays a "Cancel" control and an "Invite him / her to team formation" control, and if a trigger operation on the "Invite him / her to team formation" control is received, and if it is determined that positive feedback information for the team formation reminder message has been received, the team formation reminder message is not output again. If a trigger operation on the "Invite him / her to team formation" control is not received, it is determined that positive feedback information for the team formation reminder message has not been received, and the team formation reminder message is output once at predetermined time intervals until the team formation reminder end time is reached or positive feedback information for the team formation reminder message is received.
[0106] In some embodiments, the predetermined time period may be five minutes, i.e., the team formation reminder message may be output once every five minutes, and may be repeated until the team formation reminder end time is reached or positive feedback information is received in response to the team formation reminder message. In this manner, by reminding the player multiple times, it is possible to prevent the player from missing the team formation reminder message and improve the success rate of team formation.
[0107] In step 120, a team formation reminder message is output by an instant communication application bound to the game application.
[0108] In some embodiments, if the player's object identifier is offline, it means that the player who published the status cannot currently receive the team formation reminder message through the game application, and in order to ensure that the team formation reminder message is delivered to the player who published the status in a timely manner, the team formation reminder message is output by an instant communication application bound to the game application. For example, the team formation reminder message may be, "Don't forget to schedule a team formation with player A at 8:45 today. Let's log in to the game right away and form a team."
[0109] In step 121, if positive feedback information for the team organization reminder message is not received before the team organization reminder end time is reached, the team organization reminder message is output once at predetermined time intervals until the team organization reminder end time is reached or positive feedback information for the team organization reminder message is received.
[0110] An "Ignore" control and a "Log in to the game" control are displayed on the interface that outputs the team formation reminder message, and if a trigger operation is received on the "Log in to the game" control, it is determined that positive feedback information for the team formation reminder message has been received, and in this case, the team formation reminder message is not output again. If a trigger operation is not received on the "Log in to the game" control when the team formation reminder end time is reached, it is determined that positive feedback information for the team formation reminder message has not been received, and in this case, the team formation reminder message is output once at predetermined time intervals, and this is repeated until the team formation reminder end time is reached or positive feedback information for the team formation reminder message is received.
[0111] In steps 116 to 121, after a player completes a team formation reservation, the game start time is determined based on the first interaction information for making the team formation reservation. Furthermore, a team formation reminder start time and a team formation reminder end time are determined based on the game start time. When the team formation reminder start time arrives, if the player's object identifier is online, a team formation reminder message is output within the game application. If positive feedback information for the team formation reminder information is not received before the team formation reminder end time arrives, the team formation reminder message is output once at predetermined time intervals, and this is repeated until the team formation reminder end time arrives or positive feedback information for the team formation reminder message is received. By reminding the player multiple times in this way, the player can avoid missing the team formation reminder message and improve the success rate of team formation. Furthermore, if the player's object identifier is offline, the team formation reminder message is output via a real-time communication application bound to the game application. This allows the team formation reminder message to be delivered to the player in a timely manner even when the player is offline, improving the message delivery rate.
[0112] In some embodiments, steps 201-205 shown in FIG. 6 allow interaction with states published by other players, as described below with reference to FIG.
[0113] In step 201, a status viewing interface is displayed in response to a viewing operation on the status information corresponding to the third object identifier.
[0114] The status information corresponding to the third object identifier can be displayed in a display area corresponding to the third object identifier in the own player list, and when a click operation on the status information corresponding to the third object identifier is received, it is determined that a viewing operation on the status information corresponding to the third object identifier has been received, and in this case, a status viewing interface is displayed.
[0115] In step 202, display the status information corresponding to the third object identifier in a status viewing interface.
[0116] In some embodiments, the status viewing interface displays the status content and interaction permission information corresponding to the third object identifier, and if the status information includes time information, the time information can also be displayed in the status viewing interface.
[0117] In step 203, if the interaction permission information of the state information corresponding to the third object identifier indicates interaction permission, display the existing interaction information and an interaction information input port on the state viewing interface.
[0118] In some embodiments, when existing interaction information is displayed in the status viewing interface, an object identifier corresponding to the existing interaction information is also displayed. The interaction information input port can receive an input operation for the interaction information.
[0119] In some embodiments, if the interaction permission information of the status information corresponding to the third object identifier is not interaction-enabled, the interaction information input port is not displayed in the status viewing interface.
[0120] In step 204, interaction information for the state information is obtained in response to an input operation received at the interaction information input port.
[0121] In some embodiments, the interaction information acquired by the interaction information input port may be text information or pictographic images.
[0122] In step 205, in response to receiving the transmission operation for the interaction information, the interaction information is transmitted.
[0123] In some embodiments, if the interaction permission information of the status information corresponding to the third object identifier indicates interaction permission, a "Comment" control is further displayed in the status viewing interface, and when a trigger operation on the "Comment" control is received, it is determined that a sending operation on the interaction information has been received, and the interaction information is sent. In some embodiments, sending the interaction information may be sending the interaction information to a server, the server sending the sent interaction information to a third terminal corresponding to the third object identifier, and outputting a new interaction reminder mark on the third terminal.
[0124] In the above steps 201 to 205, players can view the statuses published by other players within the game application, and then reply to or comment on the statuses published by other players, thereby realizing interaction between players, thereby improving the diversity of the game's interaction functions and enhancing the social expressiveness of the game.
[0125] An exemplary application of the embodiments of the present application in one practical application scenario is described below.
[0126] In an embodiment of the present application, a personal status setting function such as a "personal status setting" control 7011 shown in 701 of FIG. 7 is added to the team formation list display interface in the game application, and when the "personal status setting" control is clicked or touched, a status type selection interface 7021 shown in 702 of FIG. 7 is displayed, where three status types, "Reserve me," "Looking for a team of four," and "CPDD," are displayed in the status type selection interface 7021.
[0127] If "CPDD" is selected, there is no need to select the display time for that status. As shown in 801 of FIG. 8, the "CPDD" status is displayed in the upper right corner 8011 of the display area of the player in the team formation list, and as shown in 802 of FIG. 8, the "CPDD" status is displayed in a predetermined area 8021 in the personal space display interface. If the player does not change the status, the status will be automatically cleared after 24 hours.
[0128] When "Book me", the status setting interface 901 shown in FIG. 9 will be displayed, and the status text and time can be set through the status setting interface 901. Here, 902 in FIG. 9 is an interface for editing the status text, and the status name can be entered through the status name editing portal. After editing is completed, click the confirmation control to complete editing the status text. 903 in FIG. 9 is an interface for changing the date, and 904 is an interface for changing the time. The player can select the time when he / she plans to be online through interfaces 903 and 904 shown in FIG. 9.
[0129] The status setting interface 901 further provides a selection control 9011 for disallowing comments, and when the selection control is in a selected state, it means that the player has selected not to allow comments on the status, and after the status is published, others cannot comment back on the status; when the selection control is in an unselected state, it means that the player has selected to allow comments on the status, and after the status is published, others can comment back on the status.
[0130] When a player publishes his / her status, as shown in FIG. 10 , the published status is displayed in the player list 1001 and the personal space interface 1002, where the published status is displayed in the player list 1001 and in the upper right corner area 10011 of the area displaying the player identifier, and the published status is displayed in a predetermined area 10021 of the personal space interface 1002.
[0131] When other players view the personal homepage of the player who has published their status, a personal homepage interface such as that shown in 1101 of FIG. 11 is displayed. When other players click on the status, a status display interface such as that shown in 1102 of FIG. 11 is displayed, allowing them to view detailed information about the status content and reservation time. If the status allows comments, a comment editing entry is provided in the status display interface, where one default reserved comment is displayed. Clicking on the "Comment" control 11021 will directly submit the default reserved comment. Players can also click on the comment editing entry to edit the comment text and submit the comment.
[0132] When a player who posted their status receives a comment, a new comment reminder mark appears in the comment display area. As shown in FIG. 12, the new comment reminder mark may be displayed in the status display area of the player list 1201. The new comment reminder mark may be a red dot. The new comment reminder mark may also appear in the status display area of the personal space interface 1202. Similarly, the new comment reminder mark may be a red dot. When a touch operation is received in the status display area, the status reply interface shown in FIG. 13 appears. The status posted by the player is displayed on the left side of the status reply interface, and the reply messages of other players are displayed on the right side. Clicking on the avatars of other players allows users to view their personal homepages. As shown in FIG. 13, each player's reply message corresponds to an "OK" control. When a touch operation is received on an "OK" control, the player who selected the "OK" control decides to complete the reservation. At the same time, the reservation status is terminated, and the "Reserve me" reservation status is no longer displayed in the personal homepage interface or team formation list.
[0133] In an embodiment of the present application, when another player comments on a status posted by a player, the player can be notified by the game center of a third-party social account bound to the game account. As shown in Figure 14, when player O replies to the status "Reserve me" posted by player A, player A's game center receives prompt message 1401 shown in Figure 14. When both parties log in to the game within the period from 15 minutes before to 15 minutes after the reservation time, prompt message 1501 shown in Figure 15 is displayed to remind both parties to make a team-organizing reservation.
[0134] FIG. 16 is a schematic diagram of the implementation process of starting the state setting in the game information processing method provided in the embodiment of the present application. Hereinafter, the implementation process of starting the state setting will be described with reference to FIG.
[0135] In step 301, a selection state operation command is received.
[0136] For example, if terminal A is player A's terminal, terminal A receives player A's operation on the "personal status setting" control in the team formation list, displays a status selection interface, and displays multiple selectable states in the status selection interface. Terminal A receives an operation command for the selected state through the status selection interface and determines the selected state based on the operation command.
[0137] In step 302, it is determined whether the selected state requires a time setting.
[0138] If the state selected by Player A does not require time setting (for example, if it is a "CPDD" state), proceed to step 303; if the state selected by Player A requires time setting, proceed to step 304.
[0139] In step 303, the status is displayed on Player A's team composition list and My Page information interface.
[0140] In some embodiments, if the selected status does not require time setting, terminal A displays the status on player A's team composition list and my page information interface after receiving an operation command to confirm the status announcement.
[0141] In step 304, a popup for state setting details is displayed.
[0142] If the state selected by Player A is a team formation reservation state, for example, "Reserve me!", it is necessary to set the team formation time, and at this time a popup for state setting details is displayed.
[0143] In step 305, in response to the received state content change operation, the changed state content is obtained.
[0144] In step 306, in response to the received time change operation, the changed time is obtained.
[0145] In step 307, comment permission information for the state is determined.
[0146] In some embodiments, other players may be allowed to comment by default, and comments may be set to not be allowed via a comment permission selection control. In step 308, in response to the command to confirm the status announcement, the status is displayed on Player A's team composition list and My Page information interface. FIG. 17 is a schematic diagram of the implementation process of viewing, commenting and reserving other people's status provided in the embodiment of the present application, which will be described in detail below with reference to FIG. In step 401, the status published by terminal A is displayed on terminal B.
[0147] For example, if terminal B is player B's terminal and player A is on player B's team formation list, when player B's team formation list is displayed on terminal B, the status announced by player A is displayed in the upper right corner of player A's display area. In response to player B receiving an operation command to view player A's personal space, terminal B may also display player A's personal space interface, and player A's personal space interface may also display the status announced by player A.
[0148] In step 402, it is determined whether the status published by Player A is set to no comments.
[0149] If player A has set the setting to not allow comments, the process proceeds to step 403; if player A has not set the setting to not allow comments, the process proceeds to step 404.
[0150] In step 403, in response to the received view status operation, a status details interface is displayed.
[0151] In some embodiments, when terminal B receives an operation to click on the status, it determines that it has received a status viewing operation, and at this time displays a status details interface, which displays the status content and the time information set by player A.
[0152] In step 404, in response to the received view status operation, a status details interface is displayed.
[0153] In some embodiments, if player A has enabled comments, terminal B displays a status details interface in response to a received view status operation.
[0154] The status detail interface displayed in step 404 includes not only the status content and the time information set by player A, but also an entry point for editing comments.
[0155] In step 405, terminal B acquires the comment information and sends the comment.
[0156] In some embodiments, when player A sets the comment permission, a comment editing entry is provided in the status details interface, and terminal B obtains the comment information through the comment editing entry, and when it receives an operation command to send a comment, it sends a comment on the status.
[0157] FIG. 18 is a schematic diagram of the implementation process provided in the embodiment of the present application, in which the entity that published the status agrees to the reservation and the team formation is successful, which will be described in detail below with reference to FIG.
[0158] In step 501, it is determined whether terminal A has received a comment and a reservation request from another player.
[0159] If a comment and a reservation request from another player is not received, the process proceeds to step 502; if a comment and a reservation request from another player is received, the process proceeds to step 503.
[0160] In step 502, it is determined that the reservation time has passed and the condition is automatically cleared.
[0161] In some embodiments, once the scheduled time for a status has passed, the status is automatically cleared, i.e., the status is no longer displayed.
[0162] In step 503, it is detected whether a reply operation has been received from another player.
[0163] If a reply operation from another player is not received, the process proceeds to step 502; if a reply operation from another player is received, the process proceeds to step 504.
[0164] In step 504, a reservation is established with the opposing player.
[0165] In step 505, it is determined whether the user has logged into the game within 15 minutes before or after the reserved time.
[0166] If both parties who made the reservation log in to the game within 15 minutes before or after the reservation time, the process proceeds to step 506; if both parties who made the reservation do not log in to the game within 15 minutes before or after the reservation time, the process proceeds to step 507.
[0167] In step 506, a team formation reminder message is displayed on the game center interface.
[0168] In step 507, a prompt message is displayed indicating that the reservation has expired.
[0169] In an embodiment of the present application, a player can set a personal status in a game, set specific events and trigger times, and display them to other players. Other players can interact with the status and make team reservations or reservation participation based on the events and times set by the other player. Notifications are sent to the social accounts bound to the other player's game, ensuring that reservation information is delivered to players in a timely manner. This improves the convenience of game reservations, improves the message delivery rate, enables asynchronous team reservation, and improves the success rate of team formation in the game. Furthermore, the game information processing method provided in an embodiment of the present application can be applied not only to team reservation, but also to event reservation services with strict time limits. Players can quickly set the event participation time and type in the game, synchronize it with the status on their personal page, and other players can view it, ensuring that other players can participate in the event on time. Players can also set various statuses and moods for their personal characters, enabling more functions and social expression.
[0170] It should be noted that the embodiments of the present application involve related data such as user information and status information, and when the embodiments of the present application are applied to a particular product or technology, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant country or region.
[0171] The following will continue to describe an exemplary structure in which the game information processing device 454 provided in the embodiments of the present application is implemented as a software module. In some embodiments, as shown in FIG. 2, the software modules in the game information processing device 454 stored in the memory 450 include a first display module 4541, a first determination module 4542, a second display module 4543, a first acquisition module 4544, and a status announcement module 4545.
[0172] The first display module 4541 is configured to display a state selection interface in response to a trigger operation on a state setting entry displayed in the game application interface, and at least one state type waiting for selection is displayed in the state selection interface. The first determination module 4542 is configured to determine a target state type in response to a state selection operation received in the state selection interface. The second display module 4543 is configured to display a state setting interface corresponding to the target state type when it determines that state setting is necessary based on the target state type. The first acquisition module 4544 is configured to acquire state information in response to a state setting operation received in the state setting interface, and the state information includes at least state content and interaction permission information. The state publishing module 4545 is configured to publish the state information in response to a setting completion operation received in the state setting interface, and display the state information in a player list interface and a personal information display interface.
[0173] In some embodiments, the first acquisition module 4544 is further configured to display default state content corresponding to the target state type in a state content display area of the state setting interface, and acquire the changed state content when a change operation to the state content is received in the state content display area; acquire time information in response to a time setting operation received at the time setting entrance when a time setting entrance is displayed in the state setting interface; and determine interaction permission information based on the selection state of an interaction permission control when an interaction permission control is displayed in the state setting interface, wherein when the interaction permission control is in a selected state, the interaction permission information indicates that interaction is allowed, and when the interaction permission control is in an unselected state, the interaction permission information indicates that interaction is not allowed.
[0174] In some embodiments, the status publishing module 4545 is further configured to determine a display area for its own object identifier from the player list interface, display the status information in a predetermined first status display area within the display area for its own object identifier, and display the status information in a predetermined second status display area within the personal information display interface.
[0175] In some embodiments, the device further includes a first output module, a third display module, and a second acquisition module, wherein the first output module is configured to output a new interaction reminder message by an instant communication application bound to the game application when interaction information for the status information is received and the object identifier is in an offline state; the third display module is configured to display a new interaction reminder mark in the first status display area and the object identifier is in an online state; and the second acquisition module is configured to acquire a target object identifier corresponding to the interaction information and display the target object identifier and the new interaction reminder mark in the second status display area.
[0176] In some embodiments, the device further includes a fourth display module, a fifth display module, and a first sending module, wherein the fourth display module is configured to display a status display interface in response to a received interaction viewing operation, the fifth display module is configured to display the status information, at least one interaction information for the status information, and a reply control corresponding to each interaction information in the status display interface, and the first sending module is configured to, when the target status type is a team forming invitation type and the first interaction information indicates accepting the team forming invitation, send a notification message agreeing to the team forming to a first terminal corresponding to the first interaction information upon receiving reply information agreeing to the team forming via a first reply control corresponding to the first interaction information.
[0177] In some embodiments, the device further includes a second sending module and a first deletion module, wherein the second sending module is configured to send a notification message rejecting the team formation to a second terminal when receiving a state completion operation, the second terminal being another terminal other than the first terminal that sent interaction information accepting the team formation invitation, and the first deletion module is configured to delete the state information and cancel display of the state information in the player list interface and the personal information display interface.
[0178] In some embodiments, the first sending module is further configured to, when a first object identifier corresponding to the first interaction information is in an online state, send a notification message agreeing to team formation to the first terminal by the game application based on the first object identifier, and when the first object identifier is in an offline state, send a notification message agreeing to team formation to the first terminal by an instant communication application bound to the game application.
[0179] In some embodiments, the device further includes a second determination module, a second output module, and a third output module, wherein the second determination module is configured to determine a game start time based on the first interaction information, and to determine a team formation reminder start time and a team formation reminder end time based on the game start time; the second output module is configured to output a team formation reminder message in a game application when the team formation reminder start time is reached and the object identifier is in an online state; and the third output module is configured to output the team formation reminder message once at predetermined time intervals until the team formation reminder end time is reached or until positive feedback information for the team formation reminder message is received, if positive feedback information for the team formation reminder message is not received before the team formation reminder end time is reached.
[0180] In some embodiments, the device further includes a fourth output module and a fifth output module, wherein the fourth output module is configured to output a team formation reminder message via an instant communication application bound to the game application when the team formation reminder start time is reached and the object identifier of the fourth output module is in an offline state, and the fifth output module is configured to output the team formation reminder message once every predetermined time interval until the team formation reminder end time is reached or until positive feedback information for the team formation reminder message is received if positive feedback information for the team formation reminder message is not received before the team formation reminder end time is reached.
[0181] In some embodiments, the device further includes a sixth display module, a seventh display module, an eighth display module, a third acquisition module, and an interaction origination module, wherein the sixth display module is configured to display a status viewing interface in response to a viewing operation on status information corresponding to a third object identifier, the seventh display module is configured to display status information corresponding to the third object identifier in the status viewing interface, the eighth display module is configured to display existing interaction information and an interaction information input portal in the status viewing interface if the interaction permission information of the status information corresponding to the third object identifier indicates interaction permission, the third acquisition module is configured to acquire interaction information of the status information in response to an input operation received at the interaction information input portal, and the interaction origination module is configured to originate the interaction information in response to a received origination operation on the interaction information.
[0182] In some embodiments, the device further includes a fourth acquisition module and a ninth display module, wherein the fourth acquisition module is configured to acquire modified status information in response to a change operation on the status information, and the ninth display module is configured to publish the modified status information in response to a publication operation on the modified status information, and display the modified status information in a player list interface and a personal information display interface.
[0183] In some embodiments, the device further includes a fifth acquisition module and a display cancellation module, wherein the fifth acquisition module is configured to determine an expiration time of the status information, and the display cancellation module is configured to cancel display of the status information in the player list interface and the personal information display interface if it determines that the expiration time has been reached.
[0184] In some embodiments, the fifth acquisition module is further configured to: when the state information does not include time information, acquire a publication time of the state information and a predetermined first interval time, and add the first interval time to the publication time to obtain an expiration time of the state information; when the state information includes time information, acquire a predetermined second interval time, and add the second interval time to the time information to obtain an expiration time of the state information.
[0185] An embodiment of the present application provides a computer program product, the computer program product including a computer program or computer-executable instructions, the computer program or computer-executable instructions being stored in a computer-readable storage medium, a processor of a computer device reading the computer-executable instructions from the computer-readable storage medium, and the processor executing the computer-executable instructions to cause the computer device to perform a game information processing method provided by the embodiment of the present application.
[0186] An embodiment of the present application provides a computer-readable storage medium having stored thereon computer-executable instructions or a computer program, which, when executed by a processor, causes the processor to perform a game information processing method provided by an embodiment of the present application (e.g., the game information processing method shown in FIG. 4A).
[0187] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic memory, optical disk, or CD-ROM, or may be any device including one or any combination of the above memories.
[0188] In some embodiments, the computer-executable instructions take the form of a program, software, software module, script, or code, which may be written in any type of programming language (including compiled or interpreted, declarative or procedural languages), and may be arranged in any form, including as an independent program, or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0189] As an example, computer-executable instructions do not necessarily correspond to a file in a file system, but may be stored as part of a file that holds other programs or data, for example, within one or more scripts within a HyperText Markup Language (HTML) document, within a single file dedicated to the program being discussed, or within multiple joint files (such as files that store one or more modules, subroutines, or code portions).
[0190] As an example, the computer-executable instructions may be arranged to be executed on one computing device, on multiple computing devices located at one location, or on multiple computing devices distributed across multiple locations and interconnected via a communications network.
[0191] The above is only an example of the present application and does not limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application shall be included within the scope of protection of the present application.
Claims
1. A game information processing method executed by a computer device, comprising: displaying a state selection interface in response to a trigger operation on a state setting entry displayed on an interface of the game application, wherein at least one state type waiting for selection is displayed on the state selection interface; determining a target state type in response to a state selection operation received at the state selection interface; If it is determined that a state setting is necessary based on the target state type, displaying a state setting interface corresponding to the target state type; acquiring status information in response to a status setting operation received by the status setting interface, the status information including at least status content and interaction permission information; In response to a setting completion operation received in the status setting interface, publishing the status information and displaying the status information on a player list interface and a personal information display interface; Game information processing method.
2. The step of acquiring status information in response to a status setting operation received by the status setting interface includes: displaying default state content corresponding to the target state type in a state content display area of the state setting interface; When a change operation for the status content is received in the status content display area, acquiring the changed status content; When a time setting entry is displayed on the status setting interface, acquiring time information in response to a time setting operation received at the time setting entry; an interaction permission control is displayed in the state setting interface; and determining interaction permission information based on a selection state of the interaction permission control, wherein when the interaction permission control is in a selected state, the interaction permission information indicates that the interaction is permitted, and when the interaction permission control is in an unselected state, the interaction permission information indicates that the interaction is not permitted. The game information processing method according to claim 1 .
3. The step of displaying the status information on the player list interface and the personal information display interface includes: determining a display area for the player's own object identifier from the player list interface, and displaying the status information in a predetermined first status display area within the display area for the player's own object identifier; and displaying the status information in a predetermined second status display area in the personal information display interface. The game information processing method according to claim 1 .
4. The game information processing method includes: When receiving interaction information for the state information, if the object identifier of the game application is in an offline state, outputting a new interaction reminder message through an instant communication application bound to the game application; If the object identifier of the object is in an online state, displaying a new interaction reminder mark in the first state display area; obtaining a target object identifier corresponding to the interaction information, and displaying the target object identifier and a new interaction reminder mark in the second status display area; The game information processing method according to claim 3 .
5. The game information processing method includes: displaying a status display interface in response to the received interaction viewing operation; displaying the status information, at least one interaction information for the status information, and a reply control corresponding to each interaction information on the status display interface; If the target state type is a team formation invitation type and the first interaction information indicates accepting the team formation invitation, when reply information agreeing to the team formation is received by a first reply control corresponding to the first interaction information, sending a notification message agreeing to the team formation to a first terminal corresponding to the first interaction information; The game information processing method according to claim 4.
6. The game information processing method includes: When receiving the state completion operation, sending a notification message to a second terminal rejecting the team formation, the second terminal being another terminal other than the first terminal that has sent interaction information accepting the team formation invitation; deleting the status information and canceling the display of the status information on a player list interface and a personal information display interface; The game information processing method according to claim 5 .
7. The step of sending a notification message agreeing to the team formation to the first terminal corresponding to the first interaction information includes: When a first object identifier corresponding to the first interaction information is in an online state, sending a notification message to the first terminal by the game application according to the first object identifier to agree to team formation; If the first object identifier is in an offline state, sending a notification message to the first terminal by an instant communication application bound to the game application, the notification message agreeing to the team formation; The game information processing method according to claim 5 .
8. The game information processing method includes: determining a game start time based on the first interaction information, and determining a team composition reminder start time and a team composition reminder end time based on the game start time; When the team formation reminder start time arrives, if the object identifier of the player is in an online state, outputting a team formation reminder message in a game application; If positive feedback information for the team organization reminder message is not received before the team organization reminder end time is reached, outputting a team organization reminder message once at predetermined time intervals until the team organization reminder end time is reached or positive feedback information for the team organization reminder message is received, The game information processing method according to claim 5 .
9. The game information processing method includes: When the team formation reminder start time arrives, if the object identifier of the game application is in an offline state, outputting a team formation reminder message through an instant communication application bound to the game application; If positive feedback information for the team organization reminder message is not received before the team organization reminder end time is reached, outputting a team organization reminder message once at predetermined time intervals until the team organization reminder end time is reached or positive feedback information for the team organization reminder message is received, The game information processing method according to claim 8.
10. The game information processing method includes: displaying a status viewing interface in response to a viewing operation on the status information corresponding to the third object identifier; displaying status information corresponding to the third object identifier in the status viewing interface; If the interaction permission information of the state information corresponding to the third object identifier indicates interaction permission, displaying existing interaction information and an interaction information input port on the state viewing interface; acquiring interaction information of the state information in response to an input operation received at the interaction information input port; and transmitting the interaction information in response to a received transmission operation on the interaction information. The game information processing method according to any one of claims 1 to 9.
11. The game information processing method includes: acquiring the changed state information in response to a change operation on the state information; and publishing the changed status information in response to a publishing operation on the changed status information, and displaying the changed status information on a player list interface and a personal information display interface. The game information processing method according to any one of claims 1 to 9.
12. The game information processing method includes: determining an expiration time for the state information; If it is determined that the expiration time has been reached, canceling the display of the status information on the player list interface and the personal information display interface. The game information processing method according to any one of claims 1 to 9.
13. determining an expiration time of the state information, If the status information does not include time information, obtaining a publication time of the status information and a predetermined first interval time; adding the first interval time to the published time to obtain an expiration time of the status information; If the state information includes time information, obtaining a predetermined second interval time, and adding the second interval time to the time information to obtain an expiration time of the state information. The game information processing method according to claim 12.
14. A game information processing device, a first display module configured to display a state selection interface in response to a trigger operation on a state setting entry displayed on an interface of the game application, wherein at least one waiting-for-selection state type is displayed on the state selection interface; and a first determination module configured to determine a target state type in response to a state selection operation received at the state selection interface; a second display module configured to display a state setting interface corresponding to the target state type when determining that a state setting is required based on the target state type; a first acquisition module configured to acquire status information in response to a status setting operation received by the status setting interface, the status information including at least status content and interaction permission information; a status publishing module configured to publish the status information in response to a setting completion operation received at the status setting interface and display the status information on a player list interface and a personal information display interface.
15. A computer device comprising: a memory for storing computer-executable instructions; A computer device comprising: a processor configured to implement the game information processing method according to any one of claims 1 to 13 by executing computer-executable instructions stored in the memory.
16. A computer-readable storage medium having stored thereon computer-executable instructions or a computer program, the computer-executable instructions or the computer program causing a processor to execute the game information processing method according to any one of claims 1 to 13.
17. A computer program product comprising computer executable instructions or a computer program, the computer executable instructions or computer program causing a processor to perform the game information processing method of any one of claims 1 to 13.