Team appearance change method and device, terminal device, network device, and computer program
The method and device unify team appearance information in teamwork games, reducing communication costs and enhancing group atmosphere by using a Team Spirit Card to set uniform appearance, thereby improving teamwork ability.
Patent Information
- Application Number
- JP2025522152
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-12-27
- Filing Date
- 2023-10-07
- Publication Date
- 2025-10-24
AI Technical Summary
Players in teamwork-type games often face challenges in clearly communicating each other's appearance information, leading to increased communication costs and reduced group atmosphere.
A method and device that unify the appearance information of multiple game accounts within a team by displaying a team display interface with uniform appearance information, using a Team Spirit Card to set a team name and appearance, which is applied during game preparation, loading, and battle processes.
Reduces interaction and communication costs, enhances the group atmosphere, and improves teamwork ability by ensuring all team members display consistent appearance information.
Smart Images

Figure 2025535319000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority from a Chinese patent application filed with the China Patent Office on December 27, 2022, bearing application number 202211691413.X and entitled "Method, device, equipment, medium and program product for displaying appearance information," the entire contents of which are incorporated herein by reference.
[0002] The embodiments of the present application relate to the technical field of human-computer interaction, and in particular to a team appearance change method and apparatus, a terminal device, a network device, and a computer program. [Background technology]
[0003] Among various types of games, teamwork type games are gradually increasing, and this type of game requires players to form a game team before the game starts and play the game together in cooperation.
[0004] During the game, players in a game team can cooperate and act as a team, and in order to improve teamwork ability, multiple players belonging to the same game team can create a group (team) atmosphere by unifying their appearance (appearance) information.
[0005] However, players often encounter situations where they cannot clearly communicate each other's appearance information even after multiple communications. Therefore, a team appearance change method that can reduce communication costs is needed. Summary of the Invention [Problem to be solved by the invention]
[0006] The present application aims to provide a team appearance change method and device, a terminal device, a network device, and a computer program. [Means for solving the problem]
[0007] According to one aspect of an embodiment of the present application, there is provided a team appearance change method, the method being executed by a terminal, the method comprising: Displaying a team display interface of the game team, the team display interface including a plurality of player positions belonging to the game team; Displaying appearance information for each game account in a game team for multiple player positions; and The step includes displaying unified appearance information related to the first function at a player position corresponding to each game account in the game team in response to a first game account among the game accounts using the first function.
[0008] According to another aspect of an embodiment of the present application, there is provided a team appearance changing device, the device comprising: a display module for displaying a team display interface of a game team, the team display interface including a plurality of player positions belonging to the game team; An acquisition module for displaying appearance information of each game account in a game team for multiple player positions; and A display module is included for displaying unified appearance information related to the first function at a player position corresponding to each game account in the game team in response to a first game account among the game accounts using the first function.
[0009] According to another aspect of an embodiment of the present application, there is provided a team appearance changing device, the device comprising: a receiving module for receiving a request message sent by a terminal in which a first game account is logged in, the request message being used to request unification of appearance information of each game account in a game team, the request message being sent by the terminal when the first game account uses a first function, and the first game account being one of the game accounts; an acquisition module for querying or generating first appearance information of the game team based on the request message, the first appearance information to be displayed as uniform appearance information at a player position corresponding to each game account in the game team; and A sending module is included for sending first appearance information of the game team to the terminal.
[0010] According to another aspect of an embodiment of the present application, there is provided a terminal device, the terminal device comprising: processor; a transceiver connected to the processor; and a memory storing processor executable instructions; The processor is configured to load and execute executable instructions to implement the team appearance change method described in each of the above aspects.
[0011] According to another aspect of an embodiment of the present application, there is provided a network device, the network device comprising: processor; a transceiver connected to the processor; and a memory storing processor executable instructions; The processor is configured to load and execute executable instructions to implement the team appearance change method described in each of the above aspects.
[0012] According to another aspect of an embodiment of the present application, there is provided a computer-readable storage medium having stored thereon at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by a processor to implement the team appearance change method described in the above aspects.
[0013] According to another aspect of an embodiment of the present application, there is provided a computer program product (or computer program), the computer program product (or computer program) including computer instructions, the computer instructions being stored in a computer-readable storage medium, a processor reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause a terminal device or a network device to perform the team appearance change method described in each of the above aspects. [Effects of the Invention]
[0014] By displaying uniform appearance information on player positions corresponding to each game account in the game team after the first game account uses the first function, the interaction and communication costs of the game team displaying uniform appearance information can be reduced, and the convenience of the game team displaying uniform appearance information can be improved. Furthermore, this method of changing uniform appearance information can strengthen the group atmosphere of the game team and improve the user experience. [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 1 illustrates a computer system provided in one exemplary embodiment of the present application. [Figure 2] FIG. 1 illustrates a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 3] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 4] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 5] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 6] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 7] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 8] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 9] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 10] FIG. 1 illustrates a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 11] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 12] FIG. 1 illustrates a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 13] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 14] FIG. 1 illustrates a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 15] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 16] 1 is a flowchart illustrating the configuration of a Team Spirit Card provided in one exemplary embodiment of the present application. [Figure 17] 1 is a flowchart illustrating the use of TeamSpirit cards provided in one exemplary embodiment of the present application. [Figure 18] 1 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application. [Figure 19] 1 is a block diagram of a team appearance modification device provided in one exemplary embodiment of the present application; [Figure 20] 1 is a block diagram of a team appearance modification device provided in one exemplary embodiment of the present application; [Figure 21] FIG. 2 is a diagram illustrating the configuration of a terminal device or network device provided in one exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION
[0016] It should be noted that the subject information (including, but not limited to, subject device information, subject personal information, etc.) and data (including, but not limited to, analytical data, stored data, display data, etc.) related to this application are all information and data authorized by the subject or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0017] Some important terms in this application are briefly introduced as follows:
[0018] Multiplayer online strategy game: A type of game in which players can choose from a variety of character types and compete against each other as two opposing teams. The victory condition is, for example, to break through the defense line and destroy the buildings defended by the enemy player.
[0019] Interaction: This refers to the exchange or interaction between players, such as verbal communication during the game or playing in a team.
[0020] Game interface: Refers to the client interface of game software, including game design elements that directly or indirectly come into contact with the player, such as buttons, videos, characters (text), sounds, and windows on the game screen.
[0021] Game items (props): These are items that players can acquire during the game, and usually have revenue or special abilities, and whether or not they are used can be voluntarily selected by the player.
[0022] Communication Cost: The conscious effort people expend to interact and communicate, including but not limited to time, money, etc.
[0023] 1 is a diagram illustrating a computer system 100 provided in one exemplary embodiment of the present application. The computer system 100 includes a terminal 110 and a server 120.
[0024] A client 111 supporting a virtual environment is installed and executed on the terminal 110. When the terminal 110 executes the client 111, a target interface of the client 111 is displayed on the screen of the terminal 110. The client 111 may be any one of a multiplayer online battle program, a virtual reality (VR) application program (app), an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, and a multiplayer online battle arena (MOBA) game. The terminal 110 is a terminal used by a target user 112.
[0025] The terminal 110 may generally refer to one of multiple terminals, and in this embodiment, only the terminal 110 will be described as an example. The device type of the terminal 110 may include at least one of a smartphone, a tablet computer, an e-reader, a laptop computer, and a desktop computer.
[0026] 1 shows only one terminal, in different embodiments there may be multiple other terminals 130 that can access the server 120. Optionally, there may also be one or more terminals 130 that correspond to developers, where a client development and editing platform that supports a virtual environment is installed on the terminal 130, and the developer edits and updates the client on the terminal 130. The updated client installation package is then transmitted to the server 120 via a wired or wireless network, and the terminal 110 can download the client installation package from the server 120 to update the client.
[0027] The terminal 110 and other terminals 130 are connected to the server 120 via a wireless or wired network.
[0028] The server 120 may include at least one of a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. The server 120 may be used to provide background services to the client 111. Optionally, the server 120 may perform primary computing tasks, and the terminal 110 may perform secondary computing tasks, or the server 120 may perform secondary computing tasks, and the terminal 110 may perform primary computing tasks, or a distributed computing architecture may be adopted between the server 120 and the terminal 110 to perform collaborative computing.
[0029] Optionally, the server 120 includes a processor 121, a target account database 122, a battle service module 123, and a target-oriented input / output interface (I / O interface) 124. The processor 121 is used to load instructions stored in the server 120 and process data in the target account database 122 and the battle service module 123. The target account database 122 is used to store data of the target account used by the terminal 110 and other terminals 130, such as the target account's avatar, the target account's name, the target account's combat power index, and the service zone where the target account is located. The battle service module 123 is used to provide multiple battle rooms for targets to battle, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The target-oriented I / O interface 124 is used to establish communication and exchange data with the terminal 110 and / or other terminals 130 via a wireless network or a wired network.
[0030] Among various types of games, teamwork-type games are on the rise. These types of games require players to form game teams before the game begins and work together to play the game. During the game, players in the game team can act cooperatively as a team, and to improve teamwork skills, players can create a group atmosphere by changing their appearance information. However, players often encounter situations where they are unable to clearly convey each other's appearance information even after multiple communications. Therefore, a method for changing team appearance information that can reduce communication costs is needed.
[0031] In the present application, by unifying the appearance information of multiple game accounts in the same game team, it is possible to enhance the enthusiasm for teamwork among players and improve their teamwork ability, and each game team includes at least two game players, and each game player corresponds to one game account. Referring to Figure 2, Figure 2 is a diagram illustrating a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by the terminal 110 and the server 120.
[0032] A game client 111 supporting a virtual environment is installed and executed on the terminal 110, wherein the game client 111 reads different game parameters in a game interface, which includes at least one of the following: a Team Spirit Card (Group Spirit Card) setting interface 200, an item use interface 240, an A game account player position 250, a B game account player position 260, and a C game account player position 270. Wherein, the Team Spirit Card setting interface 200 includes at least one of the following: a Team Spirit Card information interface 210, a Team Spirit Card setting button 220, and a team name setting interface 230.
[0033] When preparing to start a game, the game process includes at least one of the following: a game preparation process, a game loading process, and a game battle process, where the game preparation process is the process from when the game team summons the game account controlled by the player to when the game data starts to be loaded, the game loading process is the process from when the game data starts to be loaded to when the game interface is entered, and the game battle process is the process from when the game interface is entered to when the game is finished.
[0034] When the game is not ready to start or the game process is in the game preparation process, the player can control the game account to open the Team Spirit Card setting interface 200 to set the team name. In the Team Spirit Card setting interface 200, only the team name is set, and the related appearance information controlled by the Team Spirit Card is set in the appearance system of the game account.
[0035] The Team Spirit Card information interface 210 displays the appearance and number of Team Spirit Cards owned. For example, the appearance of the Team Spirit Card is a card with a flame pattern, and the current number of Team Spirit Cards owned is 105.
[0036] The team spirit card setting button 220 is used to open a team name setting interface 230, and after the player clicks the team spirit card setting button 220, the team name setting interface 230 will be displayed on the game interface.
[0037] The team name setting interface 230 is used to set a team name to be displayed before the account name. The team name setting interface 230 includes at least one of the following: a team name input position 232 and a save button 234. After a team name is entered in the team name input position 232, the team name setting interface 230 displays a preview effect of the team name being added before the account name. After clicking the save button 234, when using a team spirit card, the team name will become the name of the set team. For example, if the team name is set to Aimon and the original account name of game account A is game account A, in this case, the preview effect of the account name after the team name is added will be "Aimon-game account A."
[0038] When the game process is in the game preparation process, a player uses an item through an item use interface 240, which includes at least one of the following: an item interface 242 and a use button 244. The item interface 242 displays an item icon, item name, and possessed quantity. For example, the item icon of a Team Spirit card is a card with a flame pattern, and the current possessed quantity is 105 cards, and the item icon of a Double Crystal card is a card with three diamond patterns, and the current possessed quantity is 99 cards.
[0039] When the game process is in the game preparation process, the player can click on the Team Spirit Card icon to enter the Team Spirit Card setting interface 200 to set the team name.
[0040] The content displayed on the player position corresponding to the player includes at least one of the following: an account avatar, an account avatar frame, an account flag, and an account name.
[0041] For example, the account name displayed in the A game account player position 250 is the A game account, and the account avatar, account avatar frame, and account flag corresponding to the A game account are also displayed; The account name displayed in the B game account player position 260 is the B game account, and an account avatar, an account avatar frame, and an account flag corresponding to the B game account are also displayed; and The account name displayed in the C game account player position 270 is the C game account, and the account avatar, account avatar frame, and account flag corresponding to the C game account are also displayed.
[0042] The Team Spirit Card may be used by a game account as a captain in a game team, or may be used by any game account; for example, the B game account uses the Team Spirit Card as a captain in a game team, and the item use interface 240 automatically disappears (is hidden) after the Team Spirit Card is used.
[0043] When the game client 111 recognizes the use of the Team Spirit Card, it changes the account name and appearance information of the game account according to the preset team name and related appearance information of the game account using the Team Spirit Card, adds the team name and a symbol (·) before the account name of the game account to form the team account name, and unifies the other appearance information of the game account with the same appearance information.
[0044] For example, the team account name displayed in the A game account player position 250 is Aimon A game account; The team account name displayed in B Game Account player position 260 is Aimon B Game Account; and The team account name displayed in C Game Account player position 270 is Aimon C Game Account, The player positions of the three game accounts will display the same account avatar, account avatar frame, and account flag.
[0045] In some embodiments, when the game process is in a game loading process, account names with the same team name, and the same account avatar and account character frame are displayed, and after a team spirit card is used, a corresponding background screen is displayed, which includes static pictures and dynamic effects.
[0046] In some embodiments, when the game process is in a game battle process, the game interface displays a corresponding broadcast message, a special effect video, and the account name with the same team name after the team spirit card is used, and the broadcast message is a system-prompted message visible to both game accounts.
[0047] In some embodiments, when a team account name includes sensitive words, the game client 111 blocks the team name (in whole or in part), where the sensitive words are related data information stored on the server. For example, if the team account name of a B game account is Aimen·B game account and the sensitive words in the game system include "gate B," the game client 111 blocks the team name with an asterisk (*), and the final displayed team account name becomes **·B game account, or Aimen·**, or Ai*·* game account.
[0048] In summary, in the method provided in this embodiment, after one game account in a game team uses a team spirit card, unified appearance information (unified appearance information) and the corresponding team account name are displayed on the player positions corresponding to each game account in the game team, thereby reducing the interaction and communication costs within the game team, improving the convenience of the game team displaying unified appearance information, and strengthening the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0049] FIG. 3 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0050] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0051] A teamwork type game is a type of game in which players form a game team before the game starts and then work together to complete tasks after the game starts. The device displays a team display interface for the game team, which includes multiple player positions belonging to the game team and is used to display information such as account (identity document, ID) name, account avatar, and account rank (level).
[0052] The player position state includes an unmanned state or a manned state, and when a game account does not participate in a game team, the player position is unmanned, and when a game account participates in a game team, the player position corresponding to the number of game accounts is manned. For example, when a game accounts participate in a game team, a player positions are manned, where a is an integer greater than or equal to 1.
[0053] An unoccupied player position indicates that no game account is currently occupying the player position, and may be understood as meaning that no game account is currently occupying the player position. The unoccupied state may also be referred to as an empty state, an unoccupied state, an idle state, etc.
[0054] A player position in a manned state indicates that there is a game account that occupies the player position, and may be understood as follows: there is a game account that occupies the player position. The manned state is also referred to as a busy state, an occupied state, a player-present state, etc.
[0055] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0056] In some embodiments, if no game accounts are participating in a game team, the player position is unoccupied and the player position is correspondingly displayed as an empty image.
[0057] In some embodiments, when there are game accounts participating in a game team, player positions corresponding to the number of game accounts are manned, and appearance information corresponding to each game account is displayed at each manned player position.
[0058] The appearance information is the representation content of the game account visible to the player, including at least one of an account avatar, an account flag, an account avatar frame, an account character frame, a background screen, and a birthmark, where the account avatar is a picture representing the image of the game account within the network, the account flag is a flag-shaped background pattern displayed after the account avatar, the account avatar frame is a frame pattern decorating the account avatar, the account character frame is a frame pattern decorating the account character picture, the background screen is a background pattern displayed after the player positions, and the birthmark is a pattern displayed below the player positions.
[0059] Step 330: In response to a first game account among the game accounts using the first function, display unified appearance information related to the first function at a player position corresponding to each game account in the game team.
[0060] Each game account (plurality of game accounts) includes at least two game accounts, and in response to a first game account using the first function, unified appearance information related to the first function is displayed on the player positions corresponding to each game account in the game team.
[0061] The first function includes a first item or a first skill, where the first item is a predetermined number of virtual items owned by the first game account, and the first skill is a virtual function that the first game account can use when the usage conditions are met. The unified appearance information is obtained by custom editing the game account using the first function, or is generated by the server based on information related to the game account. The unified appearance information related to the first function includes at least one of an account avatar, an account flag, an account avatar frame, an account character frame, a background screen, and a birthmark.
[0062] In summary, in the method provided in this embodiment, after the first game account uses the first function, uniform appearance information is displayed at the player positions corresponding to each game account in the game team, which reduces the interaction and communication costs of the game team displaying uniform appearance information, improves the convenience of the game team displaying uniform appearance information, and strengthens the group atmosphere of the game team, thereby improving the user experience and teamwork capabilities.
[0063] In this application, a game team may refer to a game team formed by players voluntarily teaming up, or may refer to a game team formed by players randomly matching, or may refer to an organization including multiple players, such as a guild, or may refer to multiple players who have an intimate relationship, such as a friendship, romantic relationship, master-disciple relationship, teammate relationship, brotherly relationship, sisterly relationship, etc.
[0064] FIG. 4 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0065] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0066] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0067] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0068] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0069] Step 332: In response to a first game account among the game accounts using the first function, the appearance information of the game account is replaced with the same first appearance information and displayed at the player position corresponding to each game account.
[0070] The plurality of game accounts include at least two game accounts, and in response to a first game account of the at least two game accounts using the first function, the appearance information of the game account is replaced with the same first appearance information and displayed at a player position corresponding to each game account.
[0071] For example, as shown in FIG. 2, when game account B is the first game account and the team spirit card is the first function, in response to game account B using the team spirit card, the appearance information of the game account is replaced with the same account avatar, account flag, and account avatar frame and displayed at the player position corresponding to each game account.
[0072] The first appearance information is determined by the server after obtaining permission to use the information, using at least one of the following methods:
[0073] (1) Obtain setting information of the first game account for the first function, and if the setting information is blank, determine first appearance information based on appearance information preset by the server.
[0074] For example, when game account B is the first game account and the team spirit card is the first function, the setting information of game account B for the team spirit card is obtained. If the setting information of the team spirit card is blank, the server determines that the first appearance information includes a first account avatar, a first account flag, and a first account avatar frame based on the appearance information preset by the server.
[0075] (2) Obtain setting information of a first game account for a first function, and if the setting information is not blank information, determine first appearance information based on the setting information.
[0076] For example, when game account B is the first game account and the Team Spirit Card is the first function, the setting information of game account B for the Team Spirit Card is obtained. If the setting information of the Team Spirit Card is not blank, it is determined based on the setting information that the first appearance information is set by game account B and includes the corresponding account avatar, account flag, and account avatar frame.
[0077] In some embodiments, setting information for a first function of a second game account other than the first game account in the game team is obtained, and if the setting information is not blank information, first appearance information is determined based on the setting information.
[0078] For example, when game account B is the first game account, game account C is the second game account, and the Team Spirit Card is the first function, the setting information for the Team Spirit Card of game account C is obtained. If the setting information of the Team Spirit Card is not blank information, it is determined based on the setting information that the first appearance information includes the corresponding account avatar, account flag, and account avatar frame set by game account C.
[0079] (3) Obtain personal attribute information of the first game account, identify the number of times appearance information has been used from the personal attribute information, and determine the first appearance information based on the appearance information that has been used the most.
[0080] For example, if game account B is the first game account, obtain the personal attribute information of game account B and identify the number of times appearance information has been used from the personal attribute information, where the number of times the first account avatar has been used is 5, the number of times the second account avatar has been used is 10, the number of times the first account flag has been used is 2, the number of times the second account flag has been used is 8, the number of times the first account avatar frame has been used is 1, and the number of times the second account avatar frame has been used is 9. Based on the appearance information with the largest number of uses, determine that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame.
[0081] In some embodiments, the personal attribute information of each game account in the game team is obtained, the number of times that different appearance information is used is identified from the personal attribute information, and the first appearance information is determined based on the appearance information with the largest number of times that different appearance information is used, and the number of times that the same appearance information is used is calculated together.
[0082] For example, assume that game account B is the first game account and game account C is the second game account. The personal attribute information of game account B and game account C is obtained, and the number of times appearance information has been used is identified from the personal attribute information. Among these, the total number of times the first account avatar has been used is 10, the total number of times the second account avatar has been used is 20, the total number of times the first account flag has been used is 3, the total number of times the second account flag has been used is 9, the total number of times the first account avatar frame has been used is 2, and the total number of times the second account avatar frame has been used is 12. Based on the appearance information with the largest number of uses, it is determined that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame.
[0083] (4) Obtain personal attribute information of the first game account, identify the usage time of the appearance information from the personal attribute information, and determine the first appearance information based on the appearance information that has been used for the longest time.
[0084] For example, if game account B is the first game account, obtain the personal attribute information of game account B and identify the usage time of the appearance information from the personal attribute information, where the usage time of the first account avatar is 5 days, the usage time of the second account avatar is 10 days, the usage time of the first account flag is 2 days, the usage time of the second account flag is 8 days, the usage time of the first account avatar frame is 1 day, and the usage time of the second account avatar frame is 9 days. Based on the appearance information with the longest usage time, determine that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame.
[0085] In some embodiments, the personal attribute information of each game account in the game team is obtained, the usage time of the appearance information is identified from the personal attribute information, and the first appearance information is determined based on the appearance information with the longest usage time, and the usage times of the same appearance information are calculated together.
[0086] For example, if game account B is the first game account and game account C is the second game account, the personal attribute information of game account B and game account C is obtained, and the usage time of the appearance information is identified from the personal attribute information, where the total usage time of the first account avatar is 10 days, the total usage time of the second account avatar is 20 days, the total usage time of the first account flag is 3 days, the total usage time of the second account flag is 9 days, the total usage time of the first account avatar frame is 2 days, and the total usage time of the second account avatar frame is 12 days. Based on the appearance information with the longest usage time, it is determined that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame.
[0087] (5) Obtain personal attribute information of the first game account, and from the personal attribute information, identify the usage time, number of usages, or previous usage type of appearance information used by the first game account when participating in a game match together with other game accounts in the current game team in the past, and determine the first appearance information based on the appearance information with the longest usage time, the most usages, or the previous usage type.
[0088] For example, when game account B is the first game account and other game accounts in the current game team that have previously participated in a game together include game account A, personal attribute information of game account B is obtained, and from the personal attribute information of game account B, the usage time, number of uses, or last usage type of appearance information used by game account B when previously participating in a game together with game account A is determined.
[0089] When determining the first appearance information based on the appearance information with the longest usage time, the usage time of the first account avatar is 5 days, the usage time of the second account avatar is 10 days, the usage time of the first account flag is 2 days, the usage time of the second account flag is 8 days, the usage time of the first account avatar frame is 1 day, and the usage time of the second account avatar frame is 9 days. Based on the appearance information with the longest usage time, it is determined that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame.
[0090] When determining first appearance information based on the appearance information used most frequently, if the first account avatar has been used 5 times, the second account avatar has been used 10 times, the first account flag has been used 2 times, the second account flag has been used 8 times, the first account avatar frame has been used 1 time, and the second account avatar frame has been used 9 times, it is determined that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame based on the appearance information used most frequently.
[0091] When determining the first appearance information based on the appearance information of the previous usage type, since the previously used account avatar is the second account avatar, the previously used account flag is the second account flag, and the previously used account avatar frame is the second account avatar frame, it is determined that the first appearance information includes the second account avatar, the second account flag, and the second account avatar frame.
[0092] In summary, in the method provided in this embodiment, after the first game account uses the team spirit card as the first function, the same first appearance information is displayed on the player positions corresponding to each game account in the game team, thereby reducing the interaction and communication costs within the game team and enhancing the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0093] In the method provided in this embodiment, the first appearance information can be determined based on appearance information preset by the server, based on setting information, based on the appearance information used most frequently, based on the appearance information used for the longest time, or based on the appearance information used in the related game, etc., so that appropriate first appearance information can be determined according to different needs.
[0094] FIG. 5 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0095] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0096] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0097] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0098] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0099] Step 3322: In response to a first game account among the game accounts using a first item, the appearance information of the game account is replaced with the same first appearance information and displayed at the player position corresponding to each game account.
[0100] The first item is a predetermined number of virtual items held by the first game account, and when the quantity of the first item is not zero, the appearance information of the game account is replaced with the same first appearance information and displayed at the player position corresponding to each game account in response to the first game account using the first item.
[0101] For example, as shown in FIG. 2, when game account B is the first game account and a team spirit card is the first item, in response to game account B using the team spirit card, the appearance information of the game account is replaced with the same account avatar, account flag, and account avatar frame and displayed at the player position corresponding to each game account.
[0102] In summary, in the method provided in this embodiment, after the first game account uses the first item, the same first appearance information is displayed on the player positions corresponding to each game account in the game team, thereby reducing the interaction and communication costs within the game team and enhancing the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0103] FIG. 6 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0104] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0105] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0106] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0107] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0108] Step 3324: In response to a first game account among the game accounts using a first skill, the appearance information of the game account is replaced with the same first appearance information and displayed at the player position corresponding to each game account.
[0109] The first skill is a virtual function that can be used by the first game account when the conditions for use are satisfied, and when the conditions for use are satisfied, in response to the first game account using the first skill, the appearance information of the game account is replaced with the same first appearance information and displayed at the player position corresponding to each game account.
[0110] For example, if game account B is the first game account, the unified appearance skill is the first skill, and the usage condition is that game account B's account grade is 10th grade, then in response to game account B using the unified appearance skill, the appearance information of the game account will be replaced with the same account avatar, account flag, and account avatar frame and displayed at the player position corresponding to each game account.
[0111] In summary, in the method provided in this embodiment, after the first game account uses the first skill, the same first appearance information is displayed on the player positions corresponding to each game account in the game team, thereby reducing the interaction and communication costs within the game team and enhancing the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0112] FIG. 7 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0113] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0114] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0115] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0116] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0117] Step 334: In the game preparation process, in response to a first game account among the game accounts using the first function, display unified appearance information related to the first function on the player positions corresponding to the game accounts in the game team.
[0118] A game process includes at least one of the following: a game preparation process, a game loading process, and a game battle process, where the game preparation process is the process from when a game team summons a game account controlled by a player to when it starts loading game game data, the game loading process is the process from when it starts loading game game data to when it enters the game game interface, and the game battle process is the process from when it enters the game game interface to when the game ends, and the unified appearance information displayed in different game processes may be different.
[0119] 2, in the game preparation process, the game interface includes at least one of the following: an item use interface 240, an A game account player position 250, a B game account player position 260, and a C game account player position 270. Among them, the content displayed in the game account player position includes at least one of the following: an account avatar, an account avatar frame, a count flag, and an account name.
[0120] For example, the account name displayed in the A game account player position 250 is the A game account, and the account avatar, account avatar frame, and account flag corresponding to the A game account are also displayed; The account name displayed in the B game account player position 260 is the B game account, and an account avatar, an account avatar frame, and an account flag corresponding to the B game account are also displayed; and The account name displayed in the C game account player position 270 is the C game account, and the account avatar, account avatar frame, and account flag corresponding to the C game account are also displayed.
[0121] The item use interface 240 includes at least one of the following: an item interface 242 and a use button 244. The item interface 242 displays an item icon, an item name, and an owned quantity. For example, the item icon for the first function Team Spirit Card is one flame-patterned card, and the current owned quantity is 105 cards, while the item icon for the Double Crystal Card is three diamond-patterned cards, and the current owned quantity is 99 cards.
[0122] The Team Spirit Card may be used by a game account as a captain in a game team, or may be used by any game account, for example, the B game account uses the Team Spirit Card as a captain in a game team, and the item use interface 240 automatically disappears after using the Team Spirit Card.
[0123] When game account B uses the team spirit card, the appearance information of the game account is changed according to the pre-set related appearance information of game account B. For example, the same account avatar, account avatar frame, and account flag are displayed for the player positions of the three game accounts.
[0124] In summary, in the method provided in this embodiment, after the first game account uses the first function in the game preparation process, the same first appearance information is displayed for the player positions corresponding to each game account in the game team, which can reduce the interaction and communication costs within the game team and also enhance the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0125] FIG. 8 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0126] Step 810: The terminal sends the appearance information of each game account to the server.
[0127] Each game account belongs to the same game team, which includes a first game account and a second game account.
[0128] The appearance information includes at least one of the following: account avatar, account avatar frame, account flag, game team name, game team introduction, account avatar frame, account business card frame, account birthmark, account dynamic special effects, account game loading background, button skin, battle emblem, and honorary title.
[0129] Among them, the dynamic special effects include at least one of a special effect of returning to town, a special effect of being killed by a gun, a special effect of being attacked, a special effect of movement, a special effect of a skill, a special effect of death, a special effect of birth, a special effect of liquidation, and the like.
[0130] Step 820: Receive first appearance information fed back from the server, and the first appearance information is obtained by the server using the appearance information generation model based on the appearance information.
[0131] The first appearance information fed back by the server includes at least one of the following: a team account avatar, a team account avatar frame, a team account flag, a game team's team name, a team account business card frame, a team account avatar frame, a team account birthmark, a team account dynamic special effect, and a team account game loading background.
[0132] Among them, the team account avatar is obtained by the server 120 using a team account avatar generation model based on the appearance information of each game account mentioned above, the team account avatar frame is obtained by the server 120 using a team account avatar frame generation model based on the appearance information of each game account mentioned above, and the team account flag is obtained by the server 120 using a team account flag generation model based on the appearance information of each game account mentioned above.
[0133] In some embodiments, the first appearance information displayed by the game team is obtained by an appearance information generation model, which may be understood as follows: the first appearance information is obtained by training the appearance information generation model based on one or more sample appearance information, and the generated first appearance information may include one or more appearance information.
[0134] In some embodiments, the type of the sample appearance information may be the same as or different from the type of the first appearance information. Illustratively, the type of the sample appearance information includes an account avatar, an account avatar frame, an account flag, and a game team name, and the type of the first appearance information includes an account avatar, an account avatar frame, an account flag, a game team name, an account dynamic special effect, an account game loading background, and a button skin.
[0135] The appearance information generation model is obtained by training in the following manner.
[0136] (1) Obtain sample appearance information of a sample game team, the sample appearance information including at least one of the following: account avatars of at least two accounts, account avatar frames of at least two accounts, account flags of at least two accounts, a team name of the game team, a team introduction of the game team, account avatar frames of at least two accounts, account business card frames of at least two accounts, account birthmarks of at least two accounts, dynamic special effects of at least two accounts, game loading backgrounds of at least two accounts, button skins of at least two accounts, battle emblems of at least two accounts, and honorary titles of at least two accounts, wherein at least two sample accounts include a first sample account.
[0137] The account avatar includes at least one of the account's current avatar, past avatar, unlocked avatar, and purchased avatar. The avatar frame includes at least one of the account's current avatar frame, past avatar frame, unlocked avatar frame, and purchased avatar frame. The flag includes at least one of the account's current flag, past flag, and unlocked flag.
[0138] (2) inputting the sample appearance information into an information processing model to obtain team appearance information, wherein the information processing model is used to process at least one of text information, image information, symbol information, color information, and video information;
[0139] (3) Calculate the error loss between the team appearance information and the team appearance information actually used by the sample game team.
[0140] (4) An information processing model is trained based on the error loss to obtain an appearance information generation model.
[0141] In some embodiments, the first appearance information displayed by the game team is obtained by multiple appearance information generation models, which may be understood as follows: an appearance information generation model obtained by training based on one or more sample appearance information is used to generate one type of appearance information, and the first appearance information includes different types of appearance information generated by the multiple appearance information generation models.
[0142] In some embodiments, the appearance information generation model includes at least one of the following: a team account avatar generation model, a team account avatar frame generation model, a team account flag generation model, a team account avatar frame generation model, a team account birthmark generation model, a team account dynamic special effect generation model, etc.
[0143] For example, a team account avatar generation model is taken as an example. The team account avatar generation model can be obtained by training using the following method.
[0144] (1) Obtain sample appearance information of a sample game team, the sample appearance information including at least one of the following: account avatars of at least two sample accounts, team names of the sample game team, account names of the sample accounts, team introductions of the sample game team, avatar frames of at least two sample accounts, flags of at least two sample accounts, birthmarks of at least two sample accounts, and dynamic special effects of at least two accounts, wherein at least two sample accounts include a first sample account.
[0145] Wherein, the account avatar includes at least one of the account's current avatar, past avatar, unlocked avatar, and purchased avatar; the avatar frame includes at least one of the account's current avatar frame, past avatar frame, unlocked avatar frame, and purchased avatar frame; and the flag includes at least one of the account's current flag, past flag, and unlocked flag.
[0146] For example, the sample game team includes a first sample account and a second sample account, the account avatar of the first sample account is the A account avatar, the account avatar of the second sample account is the B account avatar, the team name of the sample game team is Aimen, the account name of the first sample account is the A account name, the account name of the second sample account is the B account name, and the team introduction of the sample game team is Victory.
[0147] (2) Input sample appearance information into the image processing model to obtain a team account avatar. For example, the above-mentioned content such as the account avatar of the sample account, the team name of the sample game team, the account name of the sample account, the team introduction of the sample game team, the avatar frame of the sample account, the flag of the sample account, the birthmark of the sample account, the dynamic special effect of the sample account, and the background of the game loading of the sample account are input into the image processing model to obtain a team account avatar.
[0148] (3) Calculate the error loss between the team account avatar and the team account avatar actually used by the sample game team. For example, in the team account avatar obtained as described above, the A account avatar and the B account avatar are arranged side by side, the A account name and the B account name are arranged side by side below the two account avatars, the team name is arranged below the two account names, and the team introduction is arranged above the two account avatars.
[0149] In the team account avatars actually used by the sample game team, the A account avatar and the B account avatar are arranged side by side, the A account name and the B account name are arranged side by side below the two account avatars, the team name is arranged below the two account names, and the team introduction is arranged below the team name. Among the six sample appearance information, only the team introduction has an error in its position, resulting in an error loss of 16.7%.
[0150] (4) An image processing model is trained based on the error loss to obtain a team account avatar generation model. For example, when the error loss is reduced to 5% or less by training the image processing model, a team account avatar generation model is obtained.
[0151] Other appearance information generation models, such as a team account avatar frame generation model, a team account flag generation model, a team account avatar frame generation model, a team account birthmark generation model, and a team account dynamic special effect generation model, generate corresponding first appearance information based on the same or different types of sample appearance information.
[0152] For example, the team account avatar frame generation model generates a team account avatar frame based on the content of the team name of the sample game team, the team keyword of the sample game team, the preset color information of the sample account, etc. The training method of the team account avatar frame generation model is as follows.
[0153] (1) Obtain sample appearance information of a sample game team, the sample appearance information including at least one of the following: the team name of the sample game team, the team keyword of the sample game team, and preset color information of the sample account, wherein the sample game team includes at least two sample accounts. For example, the sample game team includes a first sample account and a second sample account, the team name of the sample game team is "Aimen," the team keyword of the sample game team is "Dragon," the preset color information of the first sample account is red, and the preset color information of the second sample account is blue. This is an example in which the first sample account, as the captain of the game team, uses the preset red; in some embodiments, the preset color information of the second sample account may be used, or the color information obtained by combining the preset color information of each sample account may be used.
[0154] (2) Input the sample appearance information into the image processing model to obtain the team account avatar frame. For example, the team name of the above-mentioned sample game team, the team keyword of the sample game team, the preset color information of the sample account, etc. are input into the image processing model to obtain the team account avatar frame.
[0155] (3) Calculate the error loss between the team account avatar frame and the actual team account avatar frame of the sample game team. For example, in the team account avatar frame obtained as above, the love gate corresponding to the team name is set above the team account avatar frame, the dragon corresponding to the team keyword is set below the team account avatar frame, and the color of the team account avatar frame is red.
[0156] In the actual team account avatar frame of the sample game team, the love gate corresponding to the team name is placed below the team account avatar frame, and the dragon corresponding to the team keyword is placed above the team account avatar frame, and the color of the team account avatar frame is red. Among the three sample appearance information, there are errors in the position of the team name and team keyword, so the error loss is 66.7%.
[0157] (4) An image processing model is trained based on the error loss to obtain a team account avatar frame generation model. For example, by training the image processing model, if the error loss is reduced to 5% or less, a team account avatar frame generation model is obtained.
[0158] For example, the team account flag generation model generates a team account flag based on the content of the team introduction of the sample game team, the account avatar of the sample account, the preset color information of the sample account, etc. The training method of the team account flag generation model is as follows:
[0159] (1) Obtain sample appearance information of a sample game team, the sample appearance information including at least one of the following: a team introduction of the sample game team, an account avatar of a sample account, and preset color information of the sample account, where the sample game team includes at least two sample accounts. For example, the sample game team includes a first sample account and a second sample account, the team introduction of the sample game team is "winning," the account avatar of the first sample account is the account A avatar, the account avatar of the second sample account is the account B avatar, the preset color information of the first sample account is red, the preset color information of the second sample account is blue, and the preset red of the first sample account as the leader of the game team is used as an example. In some embodiments, the preset color information of the second sample account may be used, or the color information obtained by mixing the preset color information of each sample account may be used.
[0160] (2) Input sample appearance information into the image processing model to obtain a team account flag. For example, the team introduction of the above-mentioned sample game team, the account avatar of the sample account, the preset color information of the sample account, and other contents are input into the image processing model to obtain a team account flag.
[0161] (3) Calculate the error loss between the team account flag and the actual team account flag of the sample game team. Illustratively, in the team account flag obtained as above, the win corresponding to the team introduction is placed above the team account flag, and the account avatars corresponding to the first sample account and the second sample account are placed side by side below the team account flag, and the color of the team account flag is blue.
[0162] In the actual team account flag of the sample game team, the victory corresponding to the team introduction is set above the team account flag, and the account avatars corresponding to the first and second sample accounts are placed side by side below the team account flag, and the color of the team account flag is red. Among the four sample appearance information, only the color of the team account flag has an error, so the error loss is 25%.
[0163] (4) Train the image processing model based on the error loss to obtain a team account flag generation model. For example, by training the image processing model, if the error loss is reduced to 5% or less, a team account flag generation model is obtained.
[0164] As for other appearance information generation models, such as the team account business card frame generation model, account avatar frame generation model, background screen generation model, team account character frame generation model, team account birthmark generation model, team account game load background generation model, and team account dynamic special effect generation model, the training principles are the same as those of the team account avatar generation model, and detailed explanations thereof will be omitted here.
[0165] In summary, the method provided in this embodiment can improve the likelihood that automatically generated appearance information will meet your needs by training an appearance information generation model based on sample appearance information from a sample game team to generate an appearance information generation model that meets your requirements.
[0166] FIG. 9 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0167] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0168] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0169] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0170] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0171] Step 336: In the game loading process, when a first game account among the game accounts uses the first function, unified appearance information related to the first function is displayed on the player positions corresponding to the game accounts in the game team.
[0172] A game process includes at least one of the following: a game preparation process, a game loading process, and a game battle process, where the game preparation process is the process from when a game team summons a game account controlled by a player to when it starts loading game game data, the game loading process is the process from when it starts loading game game data to when it enters the game game interface, and the game battle process is the process from when it enters the game game interface to when the game ends, and the unified appearance information displayed in different game processes may be different.
[0173] 10, during the game loading process, the game interface includes at least one of the following: a loading progress bar 1010, a background screen 1020, a first game account position 1030, a second game account position 1040, and a third game account position 1050. The game account position is the player position corresponding to the game account, and the content displayed in the game account position includes at least one of the following: the account name, the account avatar, and the account character frame.
[0174] For example, in response to a game account A using a Team Spirit card, The first game account position 1030 displays the account avatar 1034 of the game account A corresponding to the team spirit card and the account character frame 1036 of the game account A; The second game account position 1040 displays the account avatar 1044 of the game account B corresponding to the team spirit card and the account character frame 1046 of the game account B; and The third game account position 1050 displays the account avatar 1054 of the C game account corresponding to the team spirit card and the account character frame 1056 of the C game account, Of these, the account avatars and account character slots of all three game accounts are the same.
[0175] The loading progress bar 1010 represents the progress of the current game loading, and is represented as a strip frame with a black portion. The right side displays the corresponding game loading progress value, and the black portion is used to represent the percentage (proportion) of the entire strip frame length, ranging from 0% to 100%.
[0176] When the loading progress value is 0%, the game enters the game loading process and starts loading game-related data; when the loading progress value is 100%, the game is about to enter the game battle process.
[0177] The background screen 1020 is a screen displayed under the game account position, and includes a static screen and a dynamic screen. For example, when a game account in the upper game team uses a team spirit card, the background screen 1020 is displayed as a dynamic screen with twinkling stars.
[0178] In summary, in the method provided in this embodiment, after the first game account uses the first function in the game loading process, the same first appearance information is displayed for the player positions corresponding to each game account in the game team, which can reduce the interaction and communication costs within the game team and also enhance the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0179] FIG. 11 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0180] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0181] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0182] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0183] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0184] Step 338: In the game battle process, when a first game account among the game accounts uses the first function, unified appearance information related to the first function is displayed on the player positions corresponding to the game accounts in the game team.
[0185] A game process includes at least one of the following: a game preparation process, a game loading process, and a game battle process, where the game preparation process is the process from when a game team summons a game account controlled by a player to when it starts loading game game data, the game loading process is the process from when it starts loading game game data to when it enters the game game interface, and the game battle process is the process from when it enters the game game interface to when the game ends, and the unified appearance information displayed in different game processes may be different.
[0186] As shown in FIG. 12, in the game battle process, the game interface includes at least one of the following: a system broadcast area 1210, a chat area 1220, a first virtual character position 1230, a second virtual character position 1240, and a third virtual character position 1250.
[0187] Each game account controls one corresponding virtual character, and the virtual character position corresponding to the virtual character is the player position corresponding to the game account. The information displayed at the virtual character position includes at least one of the following: account name, birthmark, virtual character rank, and virtual character status. Among them, the birthmark is a pattern displayed below the virtual character position, and may be a static pattern or a dynamic pattern.
[0188] For example, in response to a game account A using a Team Spirit card, The first virtual character position 1230 displays the birthmark 1234 of the A game account corresponding to the team spirit card; The second virtual character position 1240 displays the birthmark 1244 of the B game account corresponding to the Team Spirit Card; and The third virtual character position 1250 displays the birthmark 1254 of the C game account corresponding to the team spirit card, Of these, three game accounts have the same birthmark.
[0189] The system broadcast area 1210 is an area that displays system prompt information sent by the game client to each game account. For example, in response to game account A using a Team Spirit card, the system broadcast area 1210 displays system prompt information corresponding to the Team Spirit card, such as "Team spirit never stops, the battle never ends!"
[0190] The chat area 1220 is an area where game accounts communicate with each other through text during the game battle process, or where game clients send messages. For example, when game account A uses a team spirit card, the chat area 1220 displays a message sent by the game client, such as "Team spirit card activated, team spirit ignites, invincible!"
[0191] In summary, in the method provided in this embodiment, after the first game account uses the first function in the game battle process, the same first appearance information is displayed on the player positions corresponding to each game account in the game team, which can reduce the interaction and communication costs within the game team and also enhance the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0192] FIG. 13 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a terminal, and includes the following steps:
[0193] Step 310: Display a team display interface of the game team, where the team display interface includes a plurality of player positions belonging to the game team.
[0194] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0195] Step 320: Display appearance information of each game account in the game team for multiple player positions.
[0196] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0197] Step 330: In response to a first game account among the game accounts using the first function, display unified appearance information related to the first function at a player position corresponding to each game account in the game team.
[0198] For related content, please refer to the description before this step, and detailed description thereof will be omitted here.
[0199] Step 340: In response to a first game account among the game accounts using the first function, display the team account name of each game account at a player position corresponding to each game account in the game team.
[0200] In different game processes, the first game account among the game accounts uses the first function to display the team account name of each game account. The game processes include at least one of the following: a game preparation process, a game loading process, and a game battle process. The game preparation process is a process from when the game team summons the game account controlled by the player to when the game data loading starts, and includes a matching phase and a player selection phase. In the matching phase, the game team summons the game account controlled by the player, and in the player selection phase, the game account controlled by the player selects a virtual character to be used in the game battle process.
[0201] ·Game preparation process During the matching stage of the game preparation process, as shown in FIG. 2, the game interface includes at least one of the following: an item use interface 240, an A game account player position 250, a B game account player position 260, and a C game account player position 270.
[0202] For example, when game account B uses a team spirit card, the account name of the game account is changed according to the preset team name of game account B, and the team name and the symbol (·) are added before the account name of the game account to form the team account name, for example: The team account name displayed in the A game account player position 250 is Aimon A game account; The team account name displayed in B Game Account player position 260 is Aimon B Game Account; and The team account name displayed in C Game Account player position 270 is Aimon C Game Account.
[0203] During the player selection phase of the game preparation process, as shown in FIG. 14, the game interface includes at least one of the following: a message area 1410, a first player position 1420, a second player position 1430, and a third player position 1440.
[0204] For example, in response to a game account A using a team spirit card, The account name 1422 of the A game account displayed in the first player position 1420 is the Aimon A game account; The account name 1432 of the B game account displayed in the second player position 1430 is the Aimon B game account; and The account name 1442 of the C game account displayed in the third player position 1440 is the Aimon C game account.
[0205] When game account A uses a team spirit card, the message area 1410 will display relevant information, such as "The team spirit card used by Aimen·A game account is enabled, the team spirit never stops, and the battle never ends!", and when each game account sends a message in the message area 1410, the account name will be displayed as the team account name. For example, if game account B sends the message "Hello everyone", the message area 1410 will display "Aimen·B game account: Hello everyone".
[0206] -Game loading process The game loading process is a process that lasts from the start of loading game data to the start of entering the game interface.
[0207] During the game loading process, as shown in FIG. 10, the game interface includes at least one of the following: a loading progress bar 1010, a background screen 1020, a first game account position 1030, a second game account position 1040, and a third game account position 1050.
[0208] The content displayed on the game account position includes at least one of the following: account name, account avatar, and account character frame.
[0209] For example, in response to a game account A using a team spirit card, The account name 1032 of the A game account displayed in the first game account position 1030 is Aimon A game account; The account name 1042 of the B game account displayed in the second game account position 1040 is the Aimen B game account; and The account name 1052 of the C game account displayed in the third game account position 1050 is Aimon·C game account.
[0210] ·Game battle process The game battle process is the process from entering the game interface to the end of the game.
[0211] In the game battle process, as shown in FIG. 12, the game interface includes at least one of the following: a system broadcast area 1210, a chat area 1220, a first virtual character position 1230, a second virtual character position 1240, and a third virtual character position 1250.
[0212] Each game account controls one corresponding virtual character, and the information displayed at the virtual character position corresponding to the virtual character includes at least one of the following: account name, birthmark, virtual character rank, and virtual character status.
[0213] For example, in response to a game account A using a team spirit card, The account name 1232 of the A game account displayed in the first virtual character position 1230 is Aimon A game account; The account name 1242 of the B game account displayed in the second virtual character position 1240 is the Aimon B game account; and The account name 1252 of the C game account displayed in the third virtual character position 1250 is Aimon·C game account.
[0214] In one alternative implementation, steps 330 and 340 in this embodiment may be combined into one step, i.e., when a first game account among the game accounts uses the first function, the team account name and unified appearance information of each game account on the game team are displayed on the player positions corresponding to each game account. In one alternative implementation, the execution order of steps 330 and 340 in this embodiment may be adjusted according to actual circumstances. For example, step 330 may precede step 340, or step 340 may precede step 330, or steps 330 and 340 may be executed simultaneously.
[0215] In summary, in the method provided in this embodiment, after the first game account uses the first function, the team account name and unified appearance information of each game account in the game team are displayed at the player positions corresponding to each game account, thereby reducing the interaction and communication costs and enhancing the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0216] In addition, when the first game account uses the first function during the game preparation process, the game loading process, or the game battle process, it can realize displaying the team account name and unified appearance information of each game account at the player position corresponding to each game account. Since the trigger scenarios for the game team to display the unified appearance information are not limited, the flexibility of displaying the unified appearance information and team account name is greatly improved, and the need for the game team to display the unified appearance information in the game scene can be met, thereby improving the user experience.
[0217] FIG. 15 is a flowchart of a team appearance modification method provided in one exemplary embodiment of the present application, which is executed by a server, and includes the following steps:
[0218] Step 1510: Receive a request message sent by a terminal in which a first game account is logged in, the request message is used to request unification of appearance information of each game account in the game team, the request message is sent by the terminal when the first game account uses a first function, and the first game account is one of the game accounts.
[0219] The plurality of game accounts include a first game account and a second game account, and the appearance information includes at least one of the following: an account avatar, an account avatar frame, an account flag, a team name of the game team, and a team introduction of the game team.
[0220] Step 1520: Query or generate first appearance information of the game team according to the request message, where the first appearance information is to be displayed as unified appearance information at a player position corresponding to each game account in the game team.
[0221] In some embodiments, the first game account preset first appearance information of the game team is queried based on the request message. Illustratively, the first game account presets an account avatar, an account avatar frame, an account flag, a team name of the game team, and a team introduction of the game team in the first appearance information.
[0222] In some embodiments, generating first appearance information of the game team using an appearance information generation model based on the request message, the method comprising: Obtaining appearance information of each game account in the game team based on the request message; and Inputting the appearance information into an appearance information generation model to generate first appearance information for the game team is included.
[0223] For example, based on the request message, the account avatar, account avatar frame, account flag, team name, and team introduction of the game team of the first game account and the second game account are obtained, and the above-mentioned appearance information is input into an appearance information generation model to generate first appearance information of the game team.
[0224] For specific implementation details of the server-side appearance information generation model, please refer to the terminal-side appearance information generation model, and detailed description thereof will be omitted here.
[0225] Step 1530: Send the first appearance information of the game team to the terminal.
[0226] The server sends the query or generated first appearance information of the game team to the terminal.
[0227] In summary, in the method provided in this embodiment, the server receives a request message for unified appearance information sent by the terminal on which the first game account is logged in, and queries or generates the first appearance information of the game team and sends it to the terminal, thereby reducing the interaction cost and communication cost and strengthening the group atmosphere of the game team, thereby improving teamwork ability.
[0228] The method provided in this embodiment further trains an appearance information generation model based on sample appearance information of a sample game team to generate an appearance information generation model that meets requirements, thereby improving the likelihood that the automatically generated appearance information will meet needs.
[0229] FIG. 16 is a flowchart illustrating the setting of a Team Spirit Card provided in one exemplary embodiment of the present application, the method being executed by a client and a scene server, and the method includes the following steps:
[0230] Step 1631: The client 1610 sends a configuration request.
[0231] When it is necessary to set information related to a team spirit card, the client 1610 sends a setting request to the scene server 1620 . Step 1632: The scene server 1620 performs basic checks.
[0232] The scene server 1620 performs basic checks, including checking the current game state of the client 1610. The game state includes not entering a game process and entering a game process, and the game process includes at least one of the following: a game preparation process, a game loading process, and a game battle process.
[0233] The Team Spirit Card can be used when not in the game process or in the game preparation process, but cannot be used when in the game load process or the game battle process. If the basic check has not been passed, step 1632.1 is executed, and if the basic check has been passed, step 1633 is executed.
[0234] Step 1632.1: The scene server 1620 sends the check failure information.
[0235] If the basic check is not passed, the scene server 1620 sends check failure information to the client 1610, and the team spirit card cannot be used.
[0236] Step 1633: The scene server 1620 performs a team name validity check.
[0237] If the basic check passes, the scene server 1620 performs a team name appropriateness check, which includes checking the field length of the team name. For example, if the field length of the team name is set to no more than six characters, a team name field length of 10 characters will fail the team name appropriateness check.
[0238] If the team name validity check is not passed, i.e., the field length of the team name does not meet the requirement, step 1633.1 is executed; if the team name validity check is passed, i.e., the field length of the team name meets the requirement, step 1634 is executed.
[0239] Step 1633.1: The scene server 1620 sends the check failure information.
[0240] If the team name validity check is not passed, the scene server 1620 transmits the check failure information to the client 1610, and the team spirit card cannot be used.
[0241] Step 1634: The scene server 1620 checks the team name and account name for sensitive words.
[0242] If the team name validity check has passed, the scene server 1620 checks the team name and account name for sensitive words. The sensitive word check includes at least one of the following: checking whether the team name contains sensitive words, checking whether the account name contains sensitive words, and checking whether the account name to which the team name is added contains sensitive words. For example, if the team name contains the sensitive word "floodgate," the team name will not pass the sensitive word check.
[0243] If the sensitive word check is not passed, step 1634.1 is executed, and if the sensitive word check is passed, step 1635 is executed.
[0244] Step 1634.1: The scene server 1620 sends the check failure information.
[0245] If the sensitive word check is not passed, the scene server 1620 sends check failure information to the client 1610, and the Team Spirit card cannot be used.
[0246] Step 1635: The scene server 1620 sets the team account name.
[0247] If the sensitive word check is passed, the scene server 1620 sets the team account name based on the setting request sent by the client 1610. The team account name is the team name and the account name to which a symbol (·) is added. For example, if the account name of game account A is game account A and the team name is Aimen, the team account name is Aimen·A game account.
[0248] Step 1636: The scene server 1620 sends a configuration response.
[0249] The scene server 1620 sends a setting response to the client 1610, and the client 1610 completes the setting for the team spirit card. If the game team does not exist, i.e., the client has not entered the game process, the team spirit card setting flow ends. If the game team exists, i.e., the client has entered the game process, step 1637 is executed.
[0250] Step 1637: The scene server 1620 synchronizes the information to the game team.
[0251] When a game team exists, the scene server 1620 synchronizes the team account name with the game team. For example, when the game process enters the game preparation process, the scene server 1620 sets the account name of each game account in the game team as the team account name.
[0252] Step 1638: The team function server 1630 checks each team account name and sends the check result.
[0253] The team function server 1630 performs asynchronous (non-simultaneous) checks on the validity and sensitive words of each team account name and sends the check results to the scene server 1620. The check results of each team account name do not affect each other. If the team account name check has not passed, step 1638.1 is executed, and if the team account name check has passed, step 1639 is executed.
[0254] Step 1638.1: The scene server 1620 sends the check failure information.
[0255] When the scene server 1620 receives a check result indicating that a certain team account name has failed, the scene server 1620 sends the check failure information to the client 1610, and the account name of the corresponding game account is not displayed as the team account name.
[0256] Step 1639: The scene server 1620 sends a check response.
[0257] If the scene server 1620 receives a check result indicating that the check has passed, the scene server 1620 sends a check response to the team function server 1630 .
[0258] Step 1640: The team function server 1630 sends a team data notification.
[0259] The team function server 1630 sends a team data notification to the scene server 1620, where the team data notification includes the team account name.
[0260] Step 1641: The scene server 1620 sends a team data notification.
[0261] The scene server 1620 sends a team data notification to the client 1610, the team data notification including the team account name, and the client 1610 displays the account name of each game account as the team account name.
[0262] In summary, the method provided in this embodiment sets the team spirit card when the game preparation process or game process has not yet started, and after the first game account uses the team spirit card, it supports displaying the team account name of each game account on the player position corresponding to each game account in the game team, thereby reducing the interaction cost and communication cost and strengthening the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0263] FIG. 17 is a flowchart illustrating the use of the Team Spirit Card provided in one exemplary embodiment of the present application, the method being performed by the client and the scene server, and including the following steps:
[0264] Step 1701: The client 1610 sends a usage request.
[0265] The client 1610 requests the use of a TeamSpirit card by sending a use request to the scene server 1620 .
[0266] Step 1702: The scene server 1620 performs a pre-check.
[0267] The scene server 1620 performs a pre-check, and the check steps are as shown in steps 1632 to 1635 in Figure 16, and a detailed description thereof will be omitted here. If the pre-check has not been passed, step 1702.1 is executed, and if the pre-check has been passed, step 1703 is executed.
[0268] Step 1702.1: The scene server 1620 sends the check failure information.
[0269] If the pre-check fails, the scene server 1620 sends the check failure information to the client 1610, and the team spirit card cannot be used.
[0270] Step 1703: The scene server 1620 synchronizes the information with the game team.
[0271] When a game team exists, the scene server 1620 synchronizes the team spirit card information with the game team. For example, when the game process enters the game preparation process, the scene server 1620 sets the account name of each game account in the game team as the team account name.
[0272] Step 1704: The team function server 1630 performs a condition check.
[0273] The team function server 1630 performs a condition check, which includes at least one of the following: checking whether the number of game team members meets the usage conditions; and checking whether the game mode meets the usage conditions. For example, the usage conditions are that the number of game team members is at least two, and the game mode is not a ranking mode. The game mode includes at least one of an entertainment mode, a matching mode, and a ranking mode. The entertainment mode is a game mode in which virtual game resources cannot be obtained and game scores cannot be accumulated; the matching mode is a game mode in which virtual game resources can be obtained but game scores cannot be accumulated; and the ranking mode is a game mode in which virtual game resources can be obtained and game scores can be accumulated.
[0274] If the condition check has not been passed, step 1704.1 is executed, and if the condition check has been passed, step 1705 is executed.
[0275] Step 1704.1: The team function server 1630 sends the check failure information.
[0276] If the condition check is not passed, the team function server 1630 sends the check failure information to the scene server 1620 .
[0277] Step 1704.2: The scene server 1620 sends the check failure information.
[0278] If the condition check is not passed, the scene server 1620 sends the check failure information to the client 1610, and the team spirit card cannot be used.
[0279] Step 1705: The team function server 1630 sets the game team and game account data.
[0280] If the condition check is passed, the team function server 1630 sets the game team and game account data based on the information on the team spirit card. For example, the account name of each game account in the game team is set as the team account name.
[0281] Step 1706: The team function server 1630 sends a usage response.
[0282] After setting the game team and game account data, the team function server 1630 sends a usage response to the scene server 1620, indicating that the team spirit card has been used.
[0283] Step 1707: The scene server 1620 sends a usage response.
[0284] After receiving the use response sent by the team function server 1630, the scene server 1620 sends a use response to the client 1610, and the client 1610 indicates that the team spirit card has already been used.
[0285] Step 1708: The team feature server 1630 checks the validity of each account name.
[0286] The team function server 1630 asynchronously checks the validity and sensitive words of each account name and sends the check results to the scene server 1620. The check results of each account name do not affect each other. If the account name check has not passed, step 1709 is executed; if the account name check has passed, step 1710 is executed.
[0287] Step 1709: The scene server 1620 transmits the check failure information.
[0288] If the account name validity check is not passed, the scene server 1620 sends the check failure information to the client 1610, and the team spirit card cannot be used.
[0289] Step 1710: The scene server 1620 sends a check response.
[0290] The scene server 1620 sends a check response to the team function server 1630, indicating that the account name validity check has passed.
[0291] Step 1711: The team function server 1630 sends a team data notification.
[0292] After receiving the check response, the team function server 1630 sends a team data notification to the scene server 1620, where the team data notification includes the name of each team account.
[0293] Step 1712: The scene server 1620 sends a team data notification.
[0294] After the scene server 1620 receives the team data notification sent by the team function server 1630, the scene server 1620 sends the team data notification to the client 1610, and the client 1610 displays the account name of each game account as the team account name.
[0295] Step 1713: The team function server 1630 synchronizes the team spirit card data of the game team.
[0296] The game process includes at least one of the following: a game preparation process, a game loading process, and a game battle process. The game preparation process is a process from when the game team summons the game account controlled by the player to when the game data starts to be loaded, and includes a matching stage and a player selection stage. In the matching stage, the game team summons the game account controlled by the player, and in the player selection stage, the game account controlled by the player selects a virtual character to be used in the game battle process.
[0297] When the game process enters the matching stage in the game preparation process, the team function server 1630 synchronizes the team spirit card data of the game team with the room matching function server 1640, which includes the team account name and appearance information of each game account.
[0298] Step 1714: The room matching function server 1640 stores the team spirit card data of the game team.
[0299] The room matching function server 1640 receives the team spirit card data of the game team sent by the team function server 1630 and then performs a save operation on it.
[0300] Step 1715: The room matching function server 1640 checks the validity of each unchecked account name.
[0301] When checking the validity of the account names, the check results for all account names may not be obtained in a timely manner due to network fluctuations, etc., so the room matching function server 1640 checks the game accounts for which there are no check results again and sends the check results to the scene server 1620. If the account name check has not been passed, step 1716 is executed, and if the account name check has been passed, step 1717 is executed.
[0302] Step 1716: The scene server 1620 sends the check failure information.
[0303] If the account name does not pass the appropriateness check, the scene server 1620 sends check failure information to the client 1610, and the Team Spirit Card cannot be used.
[0304] Step 1717: The scene server 1620 sends a check response.
[0305] The scene server 1620 sends a check response to the room matching function server 1640, which indicates that the account name passed the validity check.
[0306] Step 1718: The room matching function server 1640 sends a room data notification.
[0307] When the matching determines that the opposing game team is about to enter the game loading process from the game preparation process, the room matching function server 1640 sends a room data notification to the scene server 1620.
[0308] Step 1719: The scene server 1620 sends a room data notification.
[0309] After receiving the room data notification sent by the room matching function server 1640, the scene server 1620 sends the room data notification to the client 1610.
[0310] Step 1720: The room matching function server 1640 synchronizes the team spirit card data of the game teams.
[0311] When the matching determines that the opposing game team is about to enter the game loading process from the game preparation process, the room matching function server 1640 synchronizes the team spirit card data of the game team with the room server 1650, which includes the team account name and appearance information of each game account.
[0312] Step 1721: The room server 1650 stores the team spirit card data of the game team.
[0313] After receiving the team spirit card data of the game team sent by the room matching function server 1640, the room server 1650 performs a save operation on it.
[0314] Step 1722: The room server 1650 transmits the team spirit card deletion information.
[0315] After the game battle process in the game process is completed, the room server 1650 sends a message to the scene server 1620 to delete the team spirit card, and at this time, the team spirit card data used during the game is cleared (deleted).
[0316] In summary, the method provided in this embodiment sets up a team spirit card when the game preparation process or game process has not yet started, and supports the first game account to display the team account name and appearance information of each game account on the player position corresponding to each game account after using the team spirit card, thereby eliminating the interaction and communication costs and strengthening the group atmosphere of the game team, thereby improving the user experience and teamwork ability.
[0317] FIG. 18 is a flowchart of a team appearance change method provided in one exemplary embodiment of the present application, which is executed by a client and a scene server, and includes the following steps:
[0318] Step 1810: The client receives the team data notification.
[0319] The client receives a team data notification sent by the scene server, and the team data notification includes each team account name and appearance information of each game account, where the team account name is the account name preceded by the team name and the symbol (·), and the appearance information includes at least one of the following: account avatar, account avatar frame, and account flag.
[0320] Step 1820: The client determines whether the team data notification is empty (blank).
[0321] The client determines whether the team data notification is blank and performs step 1830 if the game team data notification is blank, and performs step 1832 if the game team data notification is not blank.
[0322] Step 1830: The client does not process the appearance information.
[0323] When the team data notification is empty, that is, when the team spirit card is not used, the client does not process the appearance information and displays the original appearance information of each game account.
[0324] Step 1832: The client displays appearance information such as an account avatar.
[0325] If the game team data is not blank, that is, if a team spirit card is used, the client displays appearance information such as an account avatar, an account avatar frame, and an account flag.
[0326] Step 1840: The scene server determines whether the team account name contains a sensitive word.
[0327] The scene server checks the team account name to determine whether the team account name contains sensitive words, and if the team account name contains sensitive words, executes step 1850, if the team account name does not contain sensitive words, executes step 1852, and if it cannot determine whether the team account name contains sensitive words, executes step 1854, where sensitive words are words that cannot be used in account names as configured in the scene server.
[0328] Step 1850: The client displays the account name of the blocked team name (i.e., the team name to be blocked).
[0329] If the team account name contains sensitive words, the client will display the account name as a blocked team name. For example, if the team account name of game account B is "Aimon·B game account" and the game system's sensitive words include "mon B", the client will block part of the team name using asterisks, and the final displayed team account name will be "**·B game account".
[0330] Step 1852: The client displays the team account name.
[0331] If the team account name does not contain sensitive words, the client displays the team account name according to a predetermined rule. For example, if the original account name of A game account is A game account, the team account name is Aimen·A game account, and A is not a sensitive word in the game system, the client will finally display the team account name as Aimen·A game account.
[0332] Step 1854: The client displays the original account name.
[0333] In the process of the scene server determining whether a team account name contains sensitive words, if the result is discarded before it is sent due to network fluctuations or other reasons, and the client is unable to determine whether the team account name contains sensitive words, the client will display the original account name. For example, if the original account name of Game Account A is Game Account A and the team account name is Aimen·Game Account A, and the client is unable to determine whether Aimen·Game Account A contains sensitive words, the client will ultimately display the team account name as Game Account A.
[0334] In summary, the method provided in this embodiment sets up a team spirit card when the game preparation process or game process has not yet started, and after the first game account uses the team spirit card, it supports displaying the team account name and appearance information of each game account on the player position corresponding to each game account, thereby reducing the interaction cost and communication cost and strengthening the group atmosphere of the game team, thereby improving teamwork ability.
[0335] The method provided in this embodiment further determines whether the team account name contains sensitive words, and displays the team account name of each game account without violating relevant regulations, thereby reducing interaction and communication costs and strengthening the group atmosphere of the game team, thereby improving user experience and teamwork capabilities.
[0336] FIG. 19 is a block diagram of a team appearance modification device provided in one exemplary embodiment of the present application, which includes:
[0337] A display module 1910: used for displaying a team display interface of a game team, the team display interface including multiple player positions belonging to the game team; An acquisition module 1920: used to display appearance information of each game account in a game team for multiple player positions; A display module 1930: displays unified appearance information related to the first function at a player position corresponding to each game account in the game team in response to a first game account among the game accounts using the first function.
[0338] In one alternative design, the display module 1930 is used to replace the appearance information of the game account with the same first appearance information at the player position corresponding to each game account in response to a first game account among the game accounts using the first function, where the appearance information includes at least one of an account avatar, an account flag, an account avatar frame, an account character frame, a background screen, and a birthmark.
[0339] In one alternative design, the display module 1930 is used to replace the appearance information of the game account with the same first appearance information at a player position corresponding to each game account in response to a first game account among the game accounts using a first item; or to replace the appearance information of the game account with the same first appearance information at a player position corresponding to each game account in response to a first game account among the game accounts using a first skill.
[0340] When the server has permission to use the information, the first appearance information is determined in at least one of the following ways: Obtaining setting information of the first game account for the first function, and if the setting information is blank, determining first appearance information based on appearance information preset by the server; Obtain setting information of a first game account for a first function, and if the setting information is not blank, determine first appearance information according to the setting information; Obtaining personal attribute information of the first game account, recognizing the number of times appearance information has been used from the personal attribute information, and determining first appearance information based on the appearance information that has been used most frequently; and The method obtains personal attribute information of the first game account, recognizes the usage time of the appearance information from the personal attribute information, and determines the first appearance information based on the appearance information that has been used for the longest time.
[0341] In one alternative design, the display module 1930 is used to display unified appearance information regarding the first function at the player positions corresponding to each game account in the game team in response to a first game account among the game accounts using the first function during the game preparation process.
[0342] In one alternative design, the display module 1930 is used to display unified appearance information regarding the first function at the player positions corresponding to each game account in the game team in response to a first game account among the game accounts using the first function during the game loading process.
[0343] In one alternative design, the display module 1930 is used to display unified appearance information regarding the first function at the player positions corresponding to each game account in the game team in response to a first game account among the game accounts using the first function during the game battle process.
[0344] In one alternative design, the display module 1930 is used to display the team account name of each game account at the player position corresponding to each game account in the game team in response to a first game account among the game accounts using the first function, where the team account name is a combination of the same team name and the account name of the game account, and the team name is a name set by the first function.
[0345] In one alternative design, the device further includes a transmission module 1940, which is used to transmit appearance information of each game account to the server.
[0346] In one alternative design, the device further includes a receiving module 1950, which is used to receive first appearance information fed back by the server, and the first appearance information is obtained by the server using an appearance information generation model based on the appearance information.
[0347] In one alternative design, the appearance information generation model is obtained by training in the following manner: Obtain sample appearance information of a sample game team, the sample appearance information including at least one of the following: account avatars of at least two sample accounts, team names of the sample game team, account names of the sample accounts, and team introductions of the sample game team, wherein the at least two sample accounts include a first sample account; Input the sample appearance information into the image processing model to obtain the first appearance information; Calculate the error loss between the first appearance information and the appearance information actually used by the sample game team; and An image processing model is trained based on the error loss to obtain an appearance information generation model.
[0348] FIG. 20 is a block diagram of a team appearance change device provided in one exemplary embodiment of the present application, the device including: Receiving module 2010: Receives a request message sent by a terminal in which a first game account is logged in, the request message is used to request unification of the appearance information of each game account in the game team, the request message is sent by the terminal when the first game account uses a first function, and the first game account is one of the game accounts.
[0349] An acquisition module 2020 is used to query or generate first appearance information of the game team based on the request message, and the first appearance information is displayed as unified appearance information at the player position corresponding to each game account in the game team; and Sending module 2030: Used to send the first appearance information of the game team to the terminal.
[0350] In one alternative design, the acquisition module 2020 is used to query first appearance information of the pre-configured game team of the first game account based on the request message; or to generate first appearance information of the game team using an appearance information generation model based on the request message.
[0351] In one alternative design, the acquisition module 2020 acquires appearance information of each game account in the game team based on the request message; and inputs the appearance information into an appearance information generation model to generate first appearance information of the game team.
[0352] In one alternative design, the appearance information generation model is obtained by training in the following manner: Obtain sample appearance information of a sample game team, the sample appearance information including at least one of the following: account avatars of at least two sample accounts, team names of the sample game team, account names of the sample accounts, and team introductions of the sample game team, wherein the at least two sample accounts include a first sample account; Input the sample appearance information into the image processing model to obtain the first appearance information; Calculate the error loss between the first appearance information and the appearance information actually used by the sample game team; and An image processing model is trained based on the error loss to obtain an appearance information generation model.
[0353] FIG. 21 is a diagram showing the configuration of a terminal device or network device 2100 provided in one exemplary embodiment of the present application, which includes a processor 2101, a receiver 2102, a transmitter 2103, a memory 2104 and a bus 2105.
[0354] The processor 2101 includes one or more processing cores, and executes various functional applications and information processing by executing software programs and modules.
[0355] The receiver 2102 and the transmitter 2103 may be implemented as a communication assembly, which may be a communication chip, and the communication assembly may be referred to as a transceiver.
[0356] The memory unit 2104 is connected to the processor 2101 via a bus 2105 .
[0357] The memory 2104 may be used to store at least one instruction, and the processor 2101 is configured to execute the at least one instruction to perform the steps in the method embodiments described above.
[0358] Additionally, the storage unit 2104 may be implemented with any type of volatile or non-volatile memory or a combination thereof, including, but not limited to, a magnetic or optical disk, an Electrically Erasable Programmable Read Only Memory (EEPROM), an Erasable Programmable Read Only Memory (EPROM), a Static Random Access Memory (SRAM), a Read-Only Memory (ROM), a magnetic memory, a flash memory, and a Programmable Read-Only Memory (PROM).
[0359] In one possible implementation, the processor in the terminal device is configured to: Display a team display interface for the game team, where the team display interface includes multiple player positions belonging to the game team; Display appearance information for each game account in the game team for multiple player positions; In response to a first game account among the game accounts using the first function, displaying unified appearance information related to the first function on a player position corresponding to each game account in the game team; Sending appearance information for each game account to the server; and The server receives the first appearance information fed back, and the first appearance information is obtained by the server using the appearance information generation model based on the appearance information.
[0360] In one possible implementation, a transceiver in the network device is used to receive a request message sent by a terminal into which a first game account is logged in, the request message is used to request that appearance information of each game account in the game team be unified, the request message is sent by the terminal when the first game account uses a first function, the first game account is one of the game accounts, a processor in the network device is used to query or generate first appearance information of the game team, the first appearance information is displayed as unified appearance information on player positions corresponding to each game account in the game team, and the transceiver in the network device is used to send the first appearance information of the game team to the terminal.
[0361] In an exemplary embodiment, a computer-readable storage medium is further provided, the computer-readable storage medium having stored thereon at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by a processor to perform the team appearance change method provided in each of the method embodiments described above.
[0362] In an exemplary embodiment, a computer program product is provided which, when executed by a processor, causes a terminal device or a network device to perform the team appearance changing method of the above-mentioned aspects.
[0363] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.
Claims
1. 1. A terminal-implemented method for changing a team appearance, comprising: displaying a team display interface for a game team, the team display interface including a plurality of player positions belonging to the game team; a step of displaying appearance information of a plurality of game accounts in the game team at the plurality of player positions, respectively, the plurality of game accounts including a first game account; and The method includes a step of displaying uniform appearance information related to the first function at the plurality of player positions corresponding to the plurality of game accounts in the game team in response to the first game account using the first function.
2. 2. The method of claim 1, and displaying unified appearance information related to the first function at the plurality of player positions corresponding to the plurality of game accounts in the game team in response to the first game account using the first function, and a step of replacing the appearance information of the plurality of game accounts with the same first appearance information and displaying the same first appearance information at the plurality of player positions corresponding to the plurality of game accounts in response to the first game account using the first function; The appearance information includes at least one of an account avatar, an account flag, an account avatar frame, an account character frame, a background screen, and a birthmark.
3. 3. The method of claim 2, a step of replacing the appearance information of the plurality of game accounts with the same first appearance information and displaying the same first appearance information at the plurality of player positions corresponding to the plurality of game accounts in response to the first game account using the first function, In response to the first game account using a first item, replacing the appearance information of the plurality of game accounts with the same first appearance information and displaying the same first appearance information at the plurality of player positions corresponding to the plurality of game accounts; or The method includes a step of replacing the appearance information of the plurality of game accounts with the same first appearance information and displaying the same first appearance information at the plurality of player positions corresponding to the plurality of game accounts in response to the first game account using a first skill.
4. 4. The method according to any one of claims 1 to 3, and displaying unified appearance information related to the first function at the plurality of player positions corresponding to the plurality of game accounts in the game team in response to the first game account using the first function, In a game preparation process, in response to the first game account using the first function, displaying the unified appearance information related to the first function on the multiple player positions corresponding to the multiple game accounts; In a game loading process, in response to the first game account using the first function, displaying the unified appearance information related to the first function on the plurality of player positions corresponding to the plurality of game accounts; and In a game battle process, when the first game account uses the first function, displaying the unified appearance information related to the first function on the plurality of player positions corresponding to the plurality of game accounts. The method includes at least one of the steps:
5. 4. The method according to any one of claims 1 to 3, further comprising: and displaying team account names of the plurality of game accounts at the plurality of player positions corresponding to the plurality of game accounts in response to the first game account using the first function; The method, wherein the team account name of the game account is a combination of the same team name and the account name of the game account, and the team name is a name set by the first function.
6. 3. The method of claim 2, The first appearance information will be used when the server obtains permission to use the information. A method of obtaining setting information of the first game account for the first function, and determining the first appearance information according to the appearance information preset by the server when the setting information is blank; A method of obtaining setting information of the first game account for the first function, and determining the first appearance information according to the setting information if the setting information is not blank information; A method of obtaining personal attribute information of the first game account, recognizing the number of times the appearance information has been used from the personal attribute information, and determining the first appearance information based on the appearance information that has been used the most; and A method of obtaining personal attribute information of the first game account, recognizing the usage time of the appearance information from the personal attribute information, and determining the first appearance information based on the appearance information that has the longest usage time The method is determined by at least one of the following methods.
7. 3. The method of claim 2, Before replacing and displaying the appearance information of the plurality of game accounts with the same first appearance information, the method further includes: sending the appearance information of the plurality of game accounts to a server; and The method includes a step of receiving the first appearance information fed back by the server, wherein the first appearance information is obtained by the server using an appearance information generation model based on the appearance information.
8. 8. The method of claim 7, The appearance information generation model is obtained by training it in the following manner: Obtain sample appearance information of a sample game team, the sample appearance information including at least one of an account avatar of at least two sample accounts, a team name of the sample game team, an account name of the sample account, and a team introduction of the sample game team, and the at least two sample accounts include a first sample account; inputting the sample appearance information into an image processing model to obtain the first appearance information; Calculating an error loss between the first appearance information and the appearance information actually used by the sample game team; and The method further comprises training the image processing model based on the error loss to obtain the appearance information generation model.
9. 1. A server-implemented method for modifying team appearance, comprising: receiving a request message sent by a terminal in which a first game account is logged in, the request message being used to request unifying appearance information of multiple game accounts in a game team, the request message being sent by the terminal when the first game account uses a first function, and the first game account being one of the multiple game accounts; querying or generating first appearance information of the game team based on the request message, the first appearance information being to be displayed as unified appearance information at multiple player positions corresponding to multiple game accounts in the game team; and The method includes transmitting first appearance information of the game team to the terminal.
10. 10. The method of claim 9, Querying or generating first appearance information of the game team based on the request message includes: Querying first appearance information of the game team preset by the first game account according to the request message; or The method includes generating first appearance information for the game team based on the request message using an appearance information generation model.
11. 11. The method of claim 10, generating first appearance information of the game team using an appearance information generation model based on the request message, Obtaining the appearance information of a plurality of game accounts in the game team based on the request message; and The method includes inputting the appearance information into the appearance information generation model to generate first appearance information for the game team.
12. 12. The method of claim 11, The appearance information generation model is obtained by training it in the following manner: Obtain sample appearance information of a sample game team, the sample appearance information including at least one of an account avatar of at least two sample accounts, a team name of the sample game team, an account name of the sample account, and a team introduction of the sample game team, and the at least two sample accounts include a first sample account; inputting the sample appearance information into an image processing model to obtain the first appearance information; Calculating an error loss between the first appearance information and the appearance information actually used by the sample game team; and The method further comprises training the image processing model based on the error loss to obtain the appearance information generation model.
13. A device for changing team appearance, comprising: an exhibition module for displaying a team exhibition interface of a game team, the team exhibition interface including a plurality of player positions belonging to the game team; an acquisition module for respectively displaying appearance information of a plurality of game accounts in the game team at the plurality of player positions, the plurality of game accounts including a first game account; and The device includes a display module for displaying uniform appearance information related to the first function at multiple player positions corresponding to the multiple game accounts in the game team in response to the first game account using the first function.
14. A device for changing team appearance, comprising: a receiving module for receiving a request message sent by a terminal in which a first game account is logged in, the request message being used to request unifying appearance information of multiple game accounts in a game team, the request message being sent by the terminal when the first game account uses a first function, and the first game account being one of the multiple game accounts; an acquisition module that queries or generates first appearance information of the game team based on the request message, the first appearance information being to be displayed as unified appearance information at multiple player positions corresponding to multiple game accounts in the game team; and The apparatus includes a transmitting module for transmitting first appearance information of the game team to the terminal.
15. A terminal device, processor; a transceiver connected to the processor; and a memory coupled to the processor; The storage device stores a computer program, A terminal device, wherein the processor is configured to execute the computer program to implement the method according to any one of claims 1 to 3.
16. A network device, processor; a transceiver connected to the processor; and a memory coupled to the processor; The storage device stores a computer program, 13. A network device, wherein the processor is configured to execute the computer program to implement the method of any one of claims 9 to 12.
17. A program for causing a computer to execute the method according to any one of claims 1 to 3 or the method according to any one of claims 9 to 12.
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