Game control method, device, computer device, and storage medium

The game control method addresses imbalanced combat power distribution by establishing game fronts and battle lines based on virtual object occupation and connection relationships, enhancing gameplay flexibility and fairness through equitable resource allocation.

JP7697614B2Active Publication Date: 2025-06-24BEIJING ZITIAO NETWORK TECH CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2023578182
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-12-07
Filing Date
2022-10-19
Publication Date
2025-06-24
Estimated Expiration
2042-10-19

AI Technical Summary

Technical Problem

Existing online multiplayer games with large-scale territorial or city capture mechanics often result in imbalanced combat power distribution among game camps, leading to biased resource allocation and disrupted game balance due to high combat power players concentrating in a few camps.

Method used

A game control method that establishes game fronts and battle lines based on virtual object occupation information and connection relationships, allowing interaction operations and resource allocation among multiple game camps, enhancing flexibility and fairness.

Benefits of technology

The method enriches gameplay by allowing flexible formation of battle lines and resource sharing, reducing imbalances and increasing game enjoyment through more equitable resource distribution.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007697614000001
    Figure 0007697614000001
  • Figure 0007697614000002
    Figure 0007697614000002
  • Figure 0007697614000003
    Figure 0007697614000003
Patent Text Reader

Abstract

The present disclosure provides a game control method in which a game scene includes a plurality of game camps, a plurality of virtual objects, and connection relationships between the virtual objects. The method includes: in response to a battle front establishment event being triggered, establishing a game front including at least one game camp; in response to an interaction request for a first target virtual object in the plurality of virtual objects, determining an attributed target front based on a requesting game camp, and determining whether an interaction condition is satisfied based on virtual object occupation information of each game camp of the attributed target front and connection relationships between the virtual objects; and in response to the interaction condition being satisfied, transmitting a success response of the interaction request. The success response of the interaction request is for indicating that an interaction operation for the first target virtual object is permitted.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and more specifically, to a game control method, apparatus, computer device, storage medium, computer program product, and program.

Background Art

[0002] Currently, in online games where a large number of people simultaneously attack a territory or a city, players' interest is mainly concentrated on the play of capturing the territory or the city. In the process of such games, mainly, a plurality of players form a guild, and the result and income of the guild's city occupation are determined by the combat power levels of the players within the guild. Such a game method has a single form.

Summary of the Invention

Problems to be Solved by the Invention

[0003] Embodiments of the present disclosure provide at least a game control method, apparatus, computer device, storage medium, computer program product, and program.

Means for Solving the Problems

[0004] In a first aspect, an embodiment of the present disclosure provides a game control method including a plurality of game camps, a plurality of virtual objects, and a connection relationship between the virtual objects in a game scene. The method includes establishing a game front including at least one game camp in response to a front establishment event being triggered; determining a target front of attribution based on the game camp of the requesting side in response to an interaction request for a first target virtual object among the plurality of virtual objects; determining whether an interaction condition is satisfied based on the virtual object occupation information of each game camp of the target front of attribution and the connection relationship between the virtual objects; and sending a successful response to the interaction request in response to the interaction condition being satisfied. The successful response to the interaction request is for indicating permission to perform an interaction operation on the first target virtual object.

[0005] In one selectable embodiment, establishing a game front in response to a front establishment event being triggered includes establishing the game front including the first game camp in response to a second target virtual object among the plurality of virtual objects being first occupied by a first game camp that does not belong to any game front.

[0006] In one selectable embodiment, the method further includes controlling the second game camp that triggered the front participation event to participate in the game front in response to a front participation event corresponding to participation in the game front being triggered.

[0007] In one selectable embodiment, in response to a frontline participation event corresponding to participation in the game frontline being triggered, controlling the second game faction that triggered the frontline participation event to participate in the game frontline includes determining whether the number of game factions included in the game frontline has reached a predetermined threshold value in response to the frontline participation event corresponding to the game frontline being triggered, determining whether the first game faction has agreed to the participation of the second game faction in the game frontline, and controlling the second game faction to participate in the game frontline in response to the number of game factions included in the game frontline not reaching the predetermined threshold value and the first game faction triggering consent to the participation of the second game faction in the game frontline.

[0008] In one selectable embodiment, in response to an interaction request for a first target virtual object among a plurality of the virtual objects, determining a target frontline of attribution based on the game faction of the requesting side, and determining whether interaction conditions are satisfied based on the virtual object occupation information of each game faction of the target frontline of attribution and the connection relationship between the virtual objects includes determining the target frontline of attribution based on the game faction of the requesting side in response to the interaction request for the first target virtual object among the plurality of the virtual objects, determining whether the interaction conditions are satisfied based on the virtual object occupation information of each game faction of the target frontline of attribution and the connection relationship between the virtual objects in response to the determination of the target frontline of attribution being successful, and determining whether the interaction conditions are satisfied based on the virtual object occupation information of the game faction corresponding to the interaction request and the connection relationship between the virtual objects in response to the determination of the target frontline of attribution being failed.

[0009] In one selectable embodiment, in response to the successful determination of the target front line, based on the virtual object occupation information of each game camp of the target front line and the connection relationship between the virtual objects, determining whether the interaction condition is satisfied includes determining whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps of the target front line based on the virtual object occupation information of each game camp of the target front line and the connection relationship between the virtual objects, and if it exists, determining that the interaction condition is satisfied.

[0010] In one selectable embodiment, the plurality of virtual objects include a first virtual object located in a first area and a second virtual object located in a second area.

[0011] Determining whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps of the target front line based on the virtual object occupation information of each game camp of the target front line and the connection relationship between the virtual objects includes the following.

[0012] Determine whether the first target virtual object is located in the first area.

[0013] In response to the first target object being located in the first area, determine whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps of the target front line based on the virtual object occupation information of each game camp of the target front line and the connection relationship between the virtual objects.

[0014] In one selectable embodiment, in response to a resource allocation event being triggered, determining resource allocation information for each game camp of the game front based on the virtual object occupation information of each game camp of the game front, and allocating game resources based on the resource allocation information.

[0015] In one selectable embodiment, the game resources include camp resources allocated to each game camp of the game front and / or game character resources allocated to game characters within each game camp of the game front.

[0016] In one selectable embodiment, the resource allocation event includes at least one of the current time reaching a predetermined resource settlement time and a third target virtual object in the virtual object being occupied by any game camp.

[0017] In a second aspect, embodiments of the present disclosure provide a game control method in which a game scene includes a plurality of game camps, a plurality of virtual objects, and connection relationships between the virtual objects, and each game camp includes a plurality of virtual characters. The method includes sending an interaction request to a server in response to an interaction request by a target virtual character for a first target virtual object among the plurality of virtual objects being triggered, and enabling the interaction permission of the target virtual character for the first target virtual object in response to receiving a successful response to the interaction request feedback from the server based on the interaction request. The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp of the target front to which the game camp of the target virtual character belongs and the connection relationships between the virtual objects.

[0018] In one alternative embodiment, when the interaction request is an attack request for the first target virtual object, the method further includes controlling, in response to the success of the attack request, to cause the target virtual character to enter the attack scene of the first target virtual object.

[0019] In one alternative embodiment, the method further includes obtaining game resources assigned to the target virtual character by a server. The game resources are determined by the server based on virtual object occupation information corresponding to each game camp on the target front line after a resource allocation event is triggered.

[0020] In a third aspect, embodiments of the present disclosure further provide a game control device including a plurality of game camps, a plurality of virtual objects, and connection relationships between the virtual objects in a game scene. The device includes a generation module and a first processing module.

[0021] The generation module is for establishing a game front line including at least one game camp in response to a front line establishment event being triggered.

[0022] The first processing module is for determining a target front line of attribution based on the game camp of the requesting side in response to an interaction request for a first target virtual object among the plurality of virtual objects, determining whether interaction conditions are met based on the virtual object occupation information of each game camp on the target front line of attribution and the connection relationships between the virtual objects, and for sending a successful response to the interaction request in response to the interaction conditions being met. The successful response to the interaction request is for indicating permission to perform an interaction operation on the first target virtual object.

[0023] In one selectable embodiment, when establishing a game front in response to the triggering of a front establishment event, the generation module is for establishing the game front including the first game camp according to that a second target virtual object among the plurality of virtual objects is first occupied by a first game camp that does not belong to any game front.

[0024] In one selectable embodiment, the first processing module is for controlling the second game camp that triggers the front participation event to participate in the game front in response to the triggering of a front participation event corresponding to participation in the game front.

[0025] In one selectable embodiment, when the first processing module controls the second game camp that triggers the front participation event to participate in the game front in response to the triggering of a front participation event corresponding to participation in the game front, it determines whether the number of game camps included in the game front has reached a predetermined number threshold in response to the triggering of the front participation event corresponding to the game front, determines whether the first game camp has agreed to the participation of the second game camp in the game front, and controls the second game camp to participate in the game front according to that the number of game camps included in the game front has not reached the predetermined number threshold and the first game camp has triggered consent to the participation of the second game camp in the game front.

[0026] In one selectable embodiment, in response to an interaction request for a first target virtual object among a plurality of the virtual objects, the first processing module determines a target battle line of attribution based on the game camp of the requesting side, and based on the virtual object occupation information of each game camp of the target battle line of attribution and the connection relationship between the virtual objects, when determining whether the interaction condition is satisfied, in response to the interaction request for the first target virtual object among the plurality of the virtual objects, the first processing module determines the target battle line of attribution based on the game camp of the requesting side, and in response to the successful determination of the target battle line, based on the virtual object occupation information of each game camp of the target battle line and the connection relationship between the virtual objects, determines whether the conquest condition is satisfied, and in response to the failure of the determination of the target battle line, based on the virtual object occupation information of the game camp corresponding to the conquest request and the connection relationship between the virtual objects, is for determining whether the conquest condition is satisfied.

[0027] In one selectable embodiment, in response to the successful determination of the target battle line, when determining whether the conquest condition is satisfied based on the virtual object occupation information of each game camp of the target battle line and the connection relationship between the virtual objects, based on the virtual object occupation information of each game camp of the target battle line and the connection relationship between the virtual objects, determines whether there is a direct connection relationship between the first target virtual object and the virtual object occupied by the game camp of the target battle line, and if so, is for determining that the conquest condition is satisfied.

[0028] In one selectable embodiment, the plurality of virtual objects include a first virtual object located in a first region and a second virtual object located in a second region. When determining whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects, the first processing module determines whether the first target virtual object is located in the first region. In response to the first target virtual object being located in the first region, it is for determining whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects.

[0029] In one selectable embodiment, in response to a resource allocation event being triggered, the first processing module determines the resource allocation information of each game camp on the game front line based on the virtual object occupation information of each game camp on the game front line, and is for allocating game resources based on the resource allocation information.

[0030] In one selectable embodiment, the game resources include camp resources allocated to each game camp on the game front line and / or game character resources allocated to game characters within each game camp on the game front line.

[0031] In one selectable embodiment, the resource allocation event includes at least one of the current time reaching a predetermined resource settlement time and a third target virtual object in the virtual object being occupied by any game camp.

[0032] In a fourth aspect, an embodiment of the present disclosure further provides a game control device in which a game scene includes a plurality of game camps, a plurality of virtual objects, and a connection relationship between the virtual objects, and each game camp includes a plurality of virtual characters. The device includes a transmission module and a second processing module.

[0033] The transmission module is for transmitting the interaction request to the server in response to the interaction request of the first target virtual object among the plurality of virtual objects by the target virtual character being triggered.

[0034] The second processing module is for enabling the interaction permission of the target virtual character for the first target virtual object in response to receiving a successful response to the interaction request feedback from the server based on the interaction request. The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp of the target front line to which the game camp of the target virtual character belongs, and the connection relationship between the virtual objects.

[0035] In one selectable embodiment, when the interaction request is an attack request for the first target virtual object, the second processing module is for controlling the target virtual character to enter the attack scene of the first target virtual object in response to the success of the attack request.

[0036] In one selectable embodiment, the second processing module is for obtaining the game resources assigned to the target virtual character by the server. The game resources are determined by the server based on the virtual object occupation information corresponding to each game camp of the target front line after the resource allocation event is triggered.

[0037] In a fifth aspect, an alternative embodiment of the present disclosure further provides a computer device, a processor, and a memory. The memory stores machine-readable instructions executable by the processor, and the processor is for executing the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the machine-readable instructions, when executed by the processor, execute the steps of the above-described first aspect or any possible embodiment of the first aspect, or execute the steps of the above-described second aspect or any possible embodiment of the second aspect.

[0038] In a sixth aspect, an alternative embodiment of the present disclosure further provides a computer-readable storage medium storing a computer program. When the computer program is executed, it executes the steps of the above-described first aspect or any possible embodiment of the first aspect, or executes the steps of the above-described second aspect or any possible embodiment of the second aspect.

[0039] In a seventh aspect, an alternative embodiment of the present disclosure further provides a computer program product including a computer program. When the computer program is executed, it executes the steps of the above-described first aspect or any possible embodiment of the first aspect, or executes the steps of the above-described second aspect or any possible embodiment of the second aspect.

[0040] In an eighth aspect, an alternative embodiment of the present disclosure further provides a computer program. When the computer program is executed, it executes the steps of the above-described first aspect or any possible embodiment of the first aspect, or executes the steps of the above-described second aspect or any possible embodiment of the second aspect.

[0041] In the game control method provided by the embodiments of the present disclosure, a game scene includes a plurality of game camps, a plurality of virtual objects, and the connection relationships between the virtual objects. According to the triggering of the battle line establishment event, a game battle line is established. Here, the game battle line includes at least one game camp. Then, according to the interaction requirement of the game camp for the first target virtual object, the target battle line of attribution is determined based on the game camp on the requesting side. After that, based on the success of the target battle line determination, according to the virtual object occupation information of each game camp on the target battle line and the connection relationships between the virtual objects, it is determined whether the game camp on the requesting side meets the interaction conditions. If the game camp on the requesting side meets the interaction conditions, the response to the request sent by the game camp on the requesting side is successful, and an interaction operation can be started for the first target virtual object. In this way, based on the game camp, game battle lines composed of different camps can be added. In the interaction with the virtual object, whether the interaction conditions are met is determined based on the virtual object occupation information corresponding to each camp on the game battle line, so that the game method becomes richer, the method of forming the battle line becomes more flexible, and the fun of the game increases.

[0042] Also, in the embodiments of the present disclosure, based on the virtual object occupation information of each game camp on the game battle line, the resource allocation information of all game camps on the game battle line is determined, and game resources are allocated according to the resource allocation information. Therefore, a plurality of game camps on the same game battle line can share the allocation of game resources, the method of allocating game resources becomes richer, and the diversity and flexibility of the game form are further enhanced.

[0043] To make the above objects, features, and advantages of the present invention clearer and easier to understand, in the following, preferred embodiments will be given and detailed descriptions will be made together with the drawings.

Brief Description of the Drawings

[0044] To more clearly explain the technical solutions of the embodiments of the present disclosure, the drawings required in the embodiments will be briefly introduced below. The drawings here are incorporated into the specification and constitute a part of this specification. These drawings show embodiments that conform to the present disclosure and are used to explain the technical solutions of the present disclosure together with the specification. It should be understood that the following drawings show only some embodiments of the present disclosure and should not be regarded as a limitation on the scope. Those skilled in the art can obtain other related drawings based on these drawings without creative effort.

[0045]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Mode for Carrying Out the Invention

[0046] In order to make the object, technical solution and advantages of the embodiments of the present disclosure clearer, hereinafter, with reference to the drawings of the embodiments of the present invention, the technical solutions in the embodiments of the present disclosure will be clearly and comprehensively described. It is obvious that the described embodiments are only a part of the embodiments of the present disclosure, not all examples. The components of the embodiments of the present disclosure described and shown in this specification can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure is not intended to limit the scope of the present disclosure for which protection is claimed, but only represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative efforts are included in the protection scope of the present disclosure.

[0047] According to research, many games include gameplay where multiple people simultaneously capture territories or cities online. In this gameplay, players belong to different game camps such as clans or factions, and the game camps can compete over territories or cities. The combat power of a player affects the number of results of city occupations, and the benefits obtained by the game camp. Therefore, players can only improve the overall combat power of the association by constantly enhancing their own combat power, and thus the association can obtain more benefits, that is, game resources. Such a game method has a single form.

[0048] In addition, in the game process, since resources are allocated according to the number of territories or cities occupied by the game camps, in order to obtain more game resources, players with high combat power will concentrate in some game camps. As a result, a large difference in the combat power of players will occur among the game camps, and ultimately, a large difference in the overall combat power will occur among the game camps. When attacking a territory or a city, the camp with a higher overall combat power is more likely to be in an advantageous position, the resource allocation in the game will be greatly biased towards a small number of players, and the game balance will be disrupted.

[0049] Based on the above research, a game control method is provided in the present disclosure. In the game control method, a game scene includes a plurality of game camps, a plurality of virtual objects, and the connection relationships between the virtual objects. A game front line is established, and then, in response to the interaction request sent by the game camp on the game front line for the first target virtual object, based on the virtual object occupation information of each game camp on the game front line and the connection relationships between the virtual objects, it is determined whether the game camp meets the interaction conditions. If the game camp meets the interaction conditions, the response to the request sent by the game camp is successful, and an interaction operation can be started on the first target virtual object. In this way, based on the game camps, a game front line composed of different camps can be added. In the interaction with the virtual object, based on the virtual object occupation information corresponding to each camp on the game front line, it is determined whether the interaction conditions are met. Therefore, the game method becomes richer, the method of forming the front line becomes more flexible, and the fun of the game increases.

[0050] In addition, in the embodiments of the present disclosure, based on the virtual object occupation information of each game camp on the game front line, the resource allocation information of all game camps on the game front line is determined, and game resources are allocated according to the resource allocation information. Therefore, multiple game camps on the same game front line can share the allocation of game resources, the method of allocating game resources becomes rich, the resource allocation in the game becomes more reasonable, and the collapse of the game balance is suppressed.

[0051] All the drawbacks existing in the above solutions are the results derived by the inventor through practice and meticulous research. Therefore, both the process of discovering the above problems and the solutions provided by the present disclosure for the above problems should be regarded as the contributions made by the inventor to the present disclosure in the process of the present disclosure.

[0052] It should be noted that in the following drawings, similar reference numerals and characters represent similar items. Therefore, once an item is defined in one drawing, further definition and description of that item in subsequent drawings are not required.

[0053] For ease of understanding this embodiment, first, the game control method disclosed in the embodiments of the present disclosure will be introduced in detail. The execution entity of the game control method provided in the embodiments of the present disclosure is generally a computer device having a certain computing ability, and the computer device includes, for example, a terminal device, a server, or other processing devices. The terminal device includes, for example, a touch terminal and a personal computer (PC) terminal. The touch terminal includes, for example, a smartphone, a tablet PC, etc., and the PC terminal includes, for example, a desktop computer, a notebook computer, etc. A game program corresponding to the game is installed on the terminal device. It should be noted that the game may be executed on the server, and the server may perform game-related data processing, and the terminal device may display the data transmitted from the server as a display device. The game scene includes a plurality of game camps and a plurality of virtual objects, and the game camps include a plurality of virtual characters. When the game program is executed on the terminal device, the game screen is shown by the graphical user interface of the display member, and the game scene is partially included in the game screen. Here, the virtual character may be displayed on the game screen. For example, in a third-person perspective game, the virtual character is displayed on the game screen. The virtual character may not be displayed on the game screen. For example, in a first-person perspective game, the virtual character is not displayed on the game screen.

[0054] Hereinafter, the game control method provided by the embodiments of the present disclosure will be described. The execution entity of the game control method may be a terminal device or a server.

[0055] Referring to FIG. 1, a flowchart of the game control method provided by the embodiments of the present disclosure is shown, and the method includes the following steps S101 to S103.

[0056] S101: Establish a game front line including at least one game camp in response to the triggering of a front line establishment event.

[0057] S102: In response to an interaction request for a first target virtual object among the plurality of virtual objects, determine a target front line of attribution based on the game camp of the requesting side, and determine whether the interaction condition is satisfied based on the virtual object occupation information of each game camp on the target front line of attribution and the connection relationship between the virtual objects.

[0058] S103: In response to the interaction condition being satisfied, send a successful response to the interaction request. The successful response to the request is for indicating permission for an interaction operation on the first target virtual object.

[0059] In the game control method provided by the embodiments of the present disclosure, a game scene includes a plurality of game camps, a plurality of virtual objects, and the connection relationships between the virtual objects. The area within the game scene is divided into a first area (central area) and a second area (peripheral area). In response to the triggering of a battle line establishment event, a game battle line is established. Here, the game battle line includes at least one game camp. Then, in response to the interaction requirement of the game camp for the first target virtual object, a target battle line of attribution is determined based on the game camp on the requesting side. After that, based on the success of the target battle line determination, according to the virtual object occupation information of each game camp on the target battle line and the connection relationships between the virtual objects, it is determined whether the game camp on the requesting side meets the interaction conditions. If the game camp on the requesting side meets the interaction conditions, the response to the request sent by the game camp on the requesting side is successful, and an interaction operation can be started for the first target virtual object. In this way, based on the game camp, game battle lines composed of different camps can be added. In the interaction with the virtual object, whether the interaction conditions are met is determined based on the virtual object occupation information corresponding to each camp of the game battle line, so that the game method becomes richer, the method of forming the battle line becomes more flexible, and the flexibility of the game method is increased.

[0060] Hereinafter, S101 to S103 described above will be described in detail.

[0061] Regarding S101 described above, the game scene includes a plurality of game camps, a plurality of virtual objects, and the connection relationships between the virtual objects.

[0062] As an example, a game faction includes, for example, a plurality of virtual characters, such as a faction, a society, a clan, etc. within the game. The number of virtual characters in a game faction may have a certain upper limit. For example, the maximum number of virtual characters in a game faction is 100. When the number of virtual characters in a game faction reaches the upper limit, other virtual characters not belonging to the game faction cannot join the game faction. When the number of virtual characters in a game faction has not yet reached the upper limit, other virtual characters not belonging to the game faction can join the game faction by applying.

[0063] Virtual objects include, for example, cities or territories in a game scene. The interaction requirements of a game faction for a virtual object may be, for example, a requirement to capture a city or territory in a game scene, a requirement to exchange a city or territory with another game faction, a requirement to transfer an occupied city or territory, or a requirement to share an occupied city or territory. The said city or territory may be located in a peripheral area or a central area. Also, each game faction has a city or territory that is an initial occupied virtual object.

[0064] Here, if the interaction requirement is a capture requirement and the capture requirement is successful, the game faction that submitted the capture requirement can capture the corresponding city or territory. If the capture is successful, the corresponding city or territory is occupied. If the capture fails, the corresponding city or territory cannot be occupied.

[0065] If the interaction requirement is an exchange requirement and the exchange requirement is successful, the game factions (at least two) that submitted the exchange requirement exchange the occupation rights of the occupied cities or territories. For example, game faction A occupies city a1, and game faction B occupies city a2. Game faction A and game faction B belong to the same game front. An exchange requirement to exchange city a1 and city a2 is triggered. If the exchange requirement is successful, game faction A acquires the occupation right of city a2 and simultaneously loses the occupation right of city a1. Game faction B acquires the occupation right of city a1 and simultaneously loses the occupation right of city a2.

[0066] If the interaction request is a transfer request and the transfer request is successful, the transferee of the transfer request acquires the occupation right of the city or region corresponding to the transfer request. For example, if game camp A occupies city a1 and a transfer request to transfer the occupied city a1 by game camp A to game camp B is triggered (game camp A and game camp B belong to the same game front), and if the transfer request is successful, at this time, game camp B is the transferee and game camp A is the transferor. Game camp B acquires the occupation right of city a1, and at the same time, game camp A loses the occupation right of city a1.

[0067] If the interaction request is a sharing request and the sharing request is successful, the shared party of the sharing request acquires the occupation right of the city or region corresponding to the sharing request. For example, when game camp A occupies city a1, a sharing request to share the occupation right of city a1 occupied by game camp A with game camp B is triggered (game camp A and game camp B belong to the same game front). If the sharing request is successful, at this time game camp B is the shared party, game camp B acquires the occupation right of city a1, and at the same time, game camp A also retains the occupation right of city a1, that is, game camp A and game camp B jointly have the occupation right of city a1.

[0068] The connection relationships between virtual objects include, for example, indirect connection relationships and direct connection relationships. The indirect connection relationship refers to the situation where two virtual objects are not directly connected and it is necessary to establish a connection relationship through a third virtual object. For example, in the game scene shown in Figure 2, there are cities a1, a2, and a4. There is no direct connection between city a1 and city a2, but city a4 is connected to city a1 and city a2 respectively, and city a1 and city a2 establish an indirect connection relationship through city a4. When two virtual objects are directly connected, there is no need to establish a connection relationship through a third virtual object, and there is a direct connection relationship between these two virtual objects. For example, in the above example, city a4 and city a1 have a direct connection relationship, and there is also a direct connection relationship between city a4 and city a2.

[0069] Regarding multiple game camps in a game scene, for example, based on the overall ranking situation among all game camps included in the game server, the game camps that can participate in the corresponding game play are filtered and determined.

[0070] Taking the case where guilds are game camps and cities are virtual objects, and multiple guilds compete for cities as an example, in the game, the 16 game camps with the highest ranking scores are set as the game camps for city capture. Also, based on the number of active players in the game camp and the combat power information of the virtual characters in the game camp, the game camp for area capture may be determined. The combat power information of the virtual character includes, for example, information that can characterize the combat power of the virtual character determined based on the overall attributes of the virtual character, such as combat power information determined based on the equipment, attributes, virtual resources owned, and guild buffs of the virtual object. For example, if a game camp has a large number of active players and a high combat ability characterized by the combat power information of the players, then this game camp has the right to participate in the city capture event.

[0071] An initial occupied virtual object is assigned to each game camp participating in the city battle event. Attribute information of the initial occupied virtual object includes at least one of being a low-level virtual object, being randomly assigned, and being a virtual object located in a border area of ​​the game scene. The connection relationships between the virtual objects are preset, and the connection relationships between the virtual objects can be displayed by a map in the game scene. Players start competing for the virtual object through the connection routes between the virtual objects displayed on the map. Virtual objects that are not occupied by the game camp can be occupied by a non-player character (NPC) in the game. The game camp cannot occupy the virtual object unless it attacks the virtual object occupied by the NPC.

[0072] In addition, a game faction can start competing for a virtual object that is already occupied by another game faction.

[0073] When a game faction participates in a game scene of a territory contest, the game faction issues a request to capture a virtual object. When the game faction succeeds in occupying the virtual object, the game faction acquires the right to acquire game resources generated by the virtual object. When a second target virtual object in the plurality of virtual objects is occupied for the first time by a game faction that does not belong to any game front, a front establishment event is triggered.

[0074] In an embodiment of the present disclosure, a specific example of establishing a game front in response to a front establishment event being triggered includes establishing a game front including a first game faction in response to a second target virtual object in the plurality of virtual objects being occupied for the first time by a first game faction that does not belong to any game front.

[0075] Referring to FIG. 2, the game scene is divided into two areas: a first area and a second area. The game scene includes a first game camp A, and the initial occupied virtual objects of the first game camp include a1, a2, and a3. In subsequent games, the first game camp occupies two virtual objects a4 and a5. The connection relationship between the occupied virtual objects is represented by a solid line in the figure, and the connection relationship between an unoccupied virtual object and an occupied virtual object is represented by a dotted line. The second target virtual object c2 is located in the second area. If there is a direct connection between the virtual objects occupied by the first game camp A and the second target virtual object, the capture of the second target virtual object c2 can be started. In the example shown in FIG. 2, since there is a direct connection between both of the virtual objects a4 and a5 occupied by the first game camp A and the second target virtual object, the first game camp A can start the capture of the second target virtual object c2. Before the first game camp occupies the second target virtual object c2, since the second target virtual object c2 was not occupied by any other game camp, after the capture of the second target virtual object c2 is successful, a front line establishment event is triggered, and a game front line including the first game camp A is established.

[0076] After a game front line is established for the first game camp, the state of the front line can be determined according to any of the following situations.

[0077] (1) Once the game front line is established, regardless of whether the second target virtual object corresponding to the game front line is occupied by another game camp, the game front line will always exist.

[0078] For example, game camp A occupies the second target virtual object c2, and a game front line including game camp A is established. Subsequently, even if the second target virtual object c2 is occupied by game camp B, the game front line including game camp A still exists, and no new game front line is established.

[0079] (2) Once the game front is established, if the second target virtual object corresponding to the game front is occupied by another game camp, the game front is dissolved, and a new game front is established based on the other game camp that has occupied the second target virtual object. Here, the other game camp includes a game camp that does not belong to any game front.

[0080] For example, if game camp A occupies the second target virtual object c2, a game front including game camp A is established. Subsequently, if the second target virtual object c2 is occupied by game camp B and B did not belong to any game front before occupying the second target virtual object c2, the game front including game camp A is dissolved, and a new game front including game camp B is newly established.

[0081] After the establishment of the game front is successful, in response to the triggering of a front participation event corresponding to participation in the game front, control is performed to cause the second game camp that triggered the front participation event to participate in the game front.

[0082] For example, after the first occupation of the second target virtual object by game camp A, a game front centered on game camp A is established. If game camp B, which has not participated in any other game front, triggers a front participation event and game camp A agrees to the participation of game camp B, game camp B is controlled to participate in the game front.

[0083] Regarding controlling the second game camp that triggered the front participation event to participate in the game front in response to the triggering of a front participation event corresponding to participation in the game front after the establishment of the game front, specific examples of the embodiments of the present disclosure include the following.

[0084] In response to the triggering of a frontline participation event corresponding to the game frontline, it is determined whether the number of game camps included in the game frontline has reached a predetermined threshold number, and it is determined whether the first game camp has agreed to the participation of the second game camp in the game frontline.

[0085] If the number of game camps included in the game frontline has not reached the predetermined threshold number and the first game camp has triggered consent to the participation of the second game camp in the game frontline, control is performed to cause the second game camp to participate in the game frontline.

[0086] As an example, in response to the triggering of a frontline participation event, it is determined whether the number of game camps in the game frontline has reached a predetermined threshold number. If the number of game camps in the game frontline has not reached the predetermined threshold number and the first game camp agrees to the participation of the second game camp, which triggered the game frontline participation event, in the game frontline, control is performed to cause the second game camp to participate in the game frontline.

[0087] If the first game camp does not agree to the participation of the second game camp, which triggered the game frontline participation event, in the game frontline, the participation of the second game camp in the game frontline fails.

[0088] As an example, if the number of game camps in the game frontline has reached a predetermined threshold number, the participation of the second game camp in the game frontline fails.

[0089] Also, in another embodiment, when the number of game camps in the game frontline has reached a predetermined threshold number and the first game camp receives a participation request from the second game camp, the first game camp may select to delete any one of the game camps within the game frontline. After deleting any one of the game camps, if the first game agrees to the participation of the second game camp in the game frontline, the participation of the second game camp in the game frontline is successful.

[0090] In another embodiment, after the establishment of the game front is successful, the second game camp may be automatically assigned to each game front. For example, for each game camp that does not belong to any game front, considering the current game state such as combat power information, the number of virtual objects occupied, the positions of the occupied virtual objects, etc., determine the second game camp for each game front. After determining the second game camp, the second game camp may be allowed to participate in the corresponding game front.

[0091] For example, when automatically assigning the second game camp to each game front, the assignment is made according to the combat power information of each game camp. After ranking the overall combat power of each game camp (the overall combat power of each game camp may be determined based on the combat power information of the virtual characters in the game camp or based on the combat history), based on the ranking, with the goal of making the combat power of the game camps in different game fronts as balanced as possible, the second game camp may be assigned to each game front.

[0092] Furthermore, for example, when automatically assigning the second game camp to each game front, the assignment is made according to the number of virtual objects occupied by each game camp. After ranking the game camps based on the number of virtual objects occupied by each game camp, based on the ranking, with the goal of making the number of virtual objects occupied by the game camps in different game fronts as balanced as possible, the second game camp may be assigned to each game front.

[0093] Furthermore, for example, when automatically assigning the second game camp to each game front, the assignment is made according to the positions of the virtual objects occupied by each game camp. Based on the positions of the virtual objects occupied by each game camp, with the goal of making the positions of the virtual objects occupied by different game camps belonging to the same game front as dispersed as possible, or with the goal of making the positions of the virtual objects occupied by different game camps belonging to the same game front as concentrated as possible, the second game camp may be assigned to each game front.

[0094] Regarding the above S102, in the embodiments of the present disclosure, a specific example is provided for determining whether the target front line to which the requester belongs satisfies the interaction condition according to the interaction request for the first target virtual object among a plurality of virtual objects. This includes the following.

[0095] According to the interaction request for the first target virtual object among the plurality of virtual objects, the target front line of attribution is determined based on the game camp of the requester side.

[0096] In response to the successful determination of the target front line, it is determined whether the interaction condition is satisfied based on the virtual object occupation information of each game camp of the target front line and the connection relationship between the virtual objects.

[0097] In response to the failure of the determination of the target front line, it is determined whether the interaction condition is satisfied based on the virtual object occupation information of the game camp corresponding to the interaction request and the connection relationship between the virtual objects.

[0098] In a specific implementation, when the server receives an interaction request for the first target virtual object, it determines the target front line of attribution based on the game camp of the requester side. Here, the requester side is, for example, a virtual character controlled by a player having the right to request in any game camp.

[0099] Taking the case where the game camp is a guild as an example, the virtual characters having the right to request include, for example, the guild leader and the vice guild leader. Taking the case where the game camp is a clan as an example, the virtual characters having the right to request include, for example, the clan leader.

[0100] A terminal device corresponding to a virtual character having the required permissions in a game camp can send the interaction request to the server after receiving the trigger of the interaction request for the first target virtual object. The server determines the target front line of attribution based on the game camp on the request side in response to the reception of the interaction request.

[0101] Here, when determining the target front line of attribution, either of the following two situations may exist.

[0102] First, the game camp on the request side has already participated in a certain game front line. In this case, the determination of the target front line can be successful.

[0103] When the determination of the target front line is successful, it is possible to determine whether the interaction conditions are met based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects.

[0104] Here, the virtual object occupation information includes, for example, the position or identifier of the virtual object occupied by the game camp in the game scene.

[0105] When determining whether the interaction conditions are met, for example, the following is possible.

[0106] Based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects, it is determined whether there is a direct connection relationship between the first target virtual object and the virtual object occupied by the game camp on the target front line. If a direct connection relationship exists, it is determined that the interaction conditions are met.

[0107] As an example, the area in the game scene includes a central area (e.g., a first area in the following embodiment) and a peripheral area (e.g., a second area in the following embodiment), and the server judges whether the position of the virtual object occupied by the game camp in the game scene is the central area or not, and whether the interaction condition is satisfied based on the connection relationship between the virtual objects. If the first target virtual object is located in the central area and there is a direct connection relationship between the first target virtual object and a virtual object occupied by any game camp present in the target front, the interaction condition is satisfied. In this case, the connection relationship is shared only within the central area. Since the connection relationship in the peripheral area cannot be shared, the virtual objects occupied by each game camp in the peripheral area can form a certain area range, and the opportunity to capture the first target virtual object in the first area can be increased, which increases the fun.

[0108] For example, each virtual object in the computer device includes a unique identifier, and the server can store the identifiers corresponding to two virtual objects having a direct connection relationship in the form of an identifier pair. At the same time, the server also stores the association between the identifier and the game faction. The association between the identifier and the game faction can characterize the virtual object occupation information of each game faction.

[0109] When the interaction operation of the first target virtual object is triggered, the server reads out an identifier pair (s1, s2) containing the identifier of the first target virtual object from all the identifier pairs. Here, s1 is the identifier of the first target virtual object, s2 is the identifier of another virtual object that has a direct connection relationship with the first target virtual object, and there is at least one such identifier pair. Then, based on the association between s2 and the game camp, it is determined whether the virtual object corresponding to s2 is occupied by any game camp on the target front line. If the virtual object corresponding to s2 is occupied by any game camp on the target front line, it indicates that the interaction condition is satisfied.

[0110] In another embodiment, regardless of whether the position of the first target virtual object belongs to the central area, it is determined that the interaction condition is satisfied if there is a direct connection relationship between the virtual object occupied by any game camp existing on the target front line and the first target virtual object. Thereby, even if there is no direct connection relationship between the virtual objects occupied by each game camp in the peripheral area, the diversity of tactics can be enhanced.

[0111] Also, the virtual object occupation information may include other information such as the number of occupied virtual objects and the positions of the occupied virtual objects.

[0112] Taking the case where the virtual object occupation information includes the number of occupied virtual objects as an example, the more virtual objects a game camp occupies, the more virtual objects can issue interaction requests during the same time period. Therefore, after the interaction operation of the first target virtual object is triggered, based on the number of virtual objects occupied by each game camp on the target front line, it is determined whether the number of first target virtual objects corresponding to the interaction operation exceeds the upper limit of the number of virtual objects capable of executing the interaction operation. If not, the interaction condition is satisfied.

[0113] Taking the case where the virtual object occupation information includes the positions of the occupied virtual objects as an example, when a game camp starts an interaction operation, it cannot execute an interaction operation on a virtual object at a specific position unless it has occupied a virtual object at a certain specific position. Therefore, after determining whether the interaction operation with the first target virtual object is satisfied, based on the positions of the virtual objects occupied by each game camp on the target front line, it is necessary to determine whether the virtual objects at specific positions that need to be occupied before occupying the first target virtual object have already been occupied. If they have been occupied, it is determined that the interaction permission is satisfied.

[0114] Also, in another embodiment, a predetermined time period for starting the contention may be further set. The game camp may start contending for the first target virtual object during the game time period and, after obtaining a successful response to the interaction request, may contend for the first target virtual object in another time period.

[0115] The predetermined time period is preset, and the game camps perform different interaction operations at different times. The predetermined time period includes a truce period, a declaration of war period, a battle preparation period, and a battle period. The interaction request issued by the above-mentioned game camp for the first target virtual object is performed during the declaration of war period, and after the game camp meets the interaction condition, the first target virtual object is captured by the game camp during the battle period. When the game is in the truce period, each game camp automatically exits the game capture scene, and the game camp cannot start the capture during the truce period. When the game is in the preparation period, the game camps gather each virtual character and prepare to enter the battle period.

[0116] Furthermore, for example, if the requesting game faction starts attacking the first target virtual object and the attack by the requesting game faction on the first target virtual object fails, the first target virtual object belongs to the original game faction or the NPC faction. If the attack by the requesting game faction on the first target virtual object succeeds, the first target virtual object belongs to the requesting game faction.

[0117] In addition, if the determination of the target front fails, i.e., if the requesting game camp does not participate in any front, it is determined whether the requesting game camp satisfies the interaction condition based on the virtual object occupation information of the requesting game camp, and if the requesting game camp satisfies the interaction condition, it can start attacking the first target virtual object. Here, the virtual object occupation information includes, for example, information such as the number, level, position, and identifier of the virtual objects occupied by the requesting game camp.

[0118] In an embodiment of the present disclosure, a specific example is further provided for determining whether there is a direct connection relationship between a first target virtual object and a virtual object occupied by a game camp on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects. This includes the following.

[0119] Determine whether the first target virtual object is located in a first area.

[0120] In response to the first target virtual object being located in the first area, determine whether there is a direct connection relationship between the first target virtual object and a virtual object occupied by a game camp on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects.

[0121] As an example, in response to the first target virtual object being located in the first area, determine whether there is a direct connection relationship between the first target virtual object and a virtual object occupied by a game camp on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the occupied virtual objects. If there is a direct connection relationship between the first target virtual object and a virtual object occupied by a game camp on the target front line, the requesting game camp starts to attack the first target virtual object. At the same time, other game camps belonging to the target front line share the connection relationship between the requesting game camp and the first target virtual object and start to attack the first target virtual object from a distance.

[0122] Referring to FIG. 3, the game scene is divided into two areas: a first area and a second area. The game scene includes a plurality of virtual objects, a first game camp A, and a second game camp B. The target front line includes the first game camp A and the second game camp B. The initial virtual objects of the first game camp include a1, a2, and a3. The initial virtual objects of the second game camp B include b1, b2, and b3. The first target virtual object c1 is located in the first area, and there is a direct connection relationship between the first game camp A and the first target virtual object c1. Also, the connection relationship between the occupied virtual objects is represented by a solid line in the figure, and the connection relationship between the unoccupied virtual objects is represented by a dotted line. When the first game camp A starts to attack the first target virtual object c1, the direct connection relationship between the city a7 occupied by the first game camp A and the first target virtual object c1 can be shared with the second game camp B belonging to the same front line, and the second game camp B can attack the first target virtual object c1 from a distance. As an example, since the first game camp A can share the direct connection relationship between c1 and the occupied city a7 with the second game camp B belonging to the unified front line, the second game camp B can also directly issue a request to attack the first target virtual object c1.

[0123] As an example, in response to the first target virtual object being located in the first area, based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the occupied virtual objects, it is determined whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line. If there is no direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line, the requesting game camp cannot start an attack on the first target virtual object.

[0124] In the above S103, in response to the interaction condition being satisfied, a successful response to the interaction request is sent. The successful response to the interaction request is for indicating permission for an interaction operation on the first target virtual object.

[0125] Based on the game camp having sent an interaction request for the first target virtual object, after the successful response to the request, the game camp can enter the game's strategy scene and conduct the strategy for the first target virtual object. If the game camp succeeds in occupying the first target virtual object, the game resources produced by the first target virtual object are obtained by the game camp and the game front to which the game camp belongs.

[0126] In an embodiment of the present disclosure, in response to a resource allocation event being triggered, based on the virtual object occupation information of each game camp on the game front, the resource allocation information of each game camp on the game front is determined. The resource allocation information includes a combat power output value, a defense value, and an active value.

[0127] The resource allocation event includes at least one of the following.

[0128] A: The current time has reached a predetermined resource settlement time.

[0129] For example, based on the daily occupied virtual object information of the game camp, the occupied virtual object information includes the number, level, and location information of the virtual objects for resource settlement on that day. When the number of occupied virtual objects of the game camp is large, the level of the virtual objects is high, and the virtual objects are located in the central area, the resources obtained by the game camp will increase. Alternatively, at the end of the season, a total settlement of the season is performed based on the performance of the game camp. The settlement resources for the season include the occupied virtual object information of the game camp during the season and the resource sharing of the virtual objects occupied by multiple game camps on the game front.

[0130] B: The third target virtual object in the virtual object is occupied by any game camp.

[0131] For the occupation of the third target virtual object to succeed, the condition that all virtual objects having a direct connection relationship with the third target virtual object are occupied by the game camp on the target front must be satisfied.

[0132] If any of the virtual objects having a direct connection relationship with the third target virtual object is occupied by a game camp on another game front, any game camp on the target front cannot issue a conquest request for the third target virtual object. When all virtual objects having a direct connection relationship with the third target virtual object are occupied by each game camp on the target front, the game camp on the target front issues a conquest request for the third target virtual object. If any game camp on the target front succeeds in occupying the third target virtual object, the third target virtual object belongs to the game camp that succeeded in the occupation among the target fronts.

[0133] Referring to FIG. 4, the game scene includes the first game camp A on the target front line, the second game camp B, the third game camp E on other game front lines, the third target virtual object c3, the virtual object d1 having a direct connection with c3, the virtual object d2, the virtual object d3, and the virtual object d4. The initial virtual objects of the first game camp A include a1, a2, and a3. The initial virtual objects of the second game camp B include b1, b2, and b3. The initial virtual objects of the third game camp E include e1, e2, and e3. Also, the connection relationship between the occupied virtual objects is represented by a solid line in the figure, and the connection relationship between the unoccupied virtual objects is represented by a dotted line. As shown in FIG. 4a, when the first game camp A and the second game camp B occupy all of the virtual objects d1, d2, d3, and d4, any game camp on the target front line, that is, the first game camp A and the second game camp B, can issue a conquest request for the third target virtual object c3.

[0134] As shown in FIG. 4b, the game scene includes the first game camp A on the target front line, the second game camp B, the third game camp E on other game front lines, the third target virtual object c3, and the virtual objects d1, d2, d3, and d4 that have a direct connection with c3. Also, the connection relationship between the occupied virtual objects is represented by a solid line in the figure, and the connection relationship between the unoccupied virtual objects is represented by a dotted line. When the first game camp A and the second game camp B occupy the virtual objects d1, d2, and d3, and the virtual object d4 is occupied by the third game camp E, any game camp on the target front line, that is, the first game camp A and the second game camp B, cannot issue a conquest request for the third target virtual object c3.

[0135] As an example, the condition to be satisfied for the successful occupation of the third target virtual object may be that a predetermined number of virtual objects having a direct connection relationship with the third target virtual object are occupied by the game camp on the target front line.

[0136] For example, in the process of the game, when the third target virtual object is occupied by any game camp, the current game season ends, and at this time, settlement is performed based on the resource sharing between the occupied virtual objects of the game camp and the virtual objects occupied by each game camp on the game front line. The game front line to which the game camp that occupies the third target virtual object belongs will obtain additional resources. Game resources are allocated based on the above-mentioned resource allocation information. In the resource allocation information, for example, if a certain game camp on the game front line occupies a large number of virtual objects and the levels of the virtual objects are high in the game process, the corresponding combat power output value and defense value of the game camp will be high. If the game camp frequently attacks other virtual objects that do not belong to the game front line in the game process, the active value corresponding to the game camp will be high.

[0137] The game resources include camp resources allocated to each game camp on the game front line and / or game character resources allocated to game characters within each game camp on the game front line. The game resources include attack tools (such as equipment), buff states, and in-game materials (for example, materials used for manufacturing drugs, equipment, buildings, etc.).

[0138] For example, determine the number of resource types held by the game camp, allocate the corresponding resource types, and if the game camp has few attack tools, increase the resources of the attack tools during resource settlement. Or, the player can select by himself the settlement of which type of game resources to increase.

[0139] As an example, based on the combat power output value, defense value, and activity value of each game camp, the number of game resources obtained by the game camp is determined. If the combat power output value of the game camp is high, the defense value is high, and the activity value is high, more camp resources are allocated. Based on the obtained camp resources, according to the level information, combat power output information, and activity value of the players in the game camp, the number of resources obtained by the players is determined. If the player's level is high, the activity value in the game process is high, and the combat power output value in the area capture process is high, the more game character resources the player will obtain.

[0140] In an embodiment of the present disclosure, a game control method applied to a client is further provided. Referring to FIG. 5, a flowchart of another game control method provided by the embodiment of the present disclosure is shown. The method includes the following steps S501 to S502.

[0141] S501: In response to an interaction request from a target virtual character for a first target virtual object among a plurality of the virtual objects being triggered, the interaction request is sent to the server.

[0142] S502: In response to receiving a successful response to the interaction request feedback from the server based on the interaction request, the interaction permission of the target virtual character for the first target virtual object is enabled. The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp of the target front line to which the game camp of the target virtual character belongs, and the connection relationship between the virtual objects.

[0143] In the above S501, each game camp includes a plurality of virtual characters, and the interaction requirement is a conquest requirement for the first target virtual object. The player controls the target virtual character to send a conquest request for the first target virtual object to the server. The server receives the request, gives feedback on the request to the target virtual character, and controls whether to allow the target virtual character to participate in the conquest scene of the first target virtual object. The conquest scene includes the simultaneous conquest of the first target virtual object by the game camps or the conquest operations of the first target virtual object by the game camps.

[0144] Based on the player's control for the target virtual character to send an interaction request for the first target virtual object, if the server succeeds in responding to the conquest request, it controls to allow the target virtual character to participate in the conquest scene for the first target virtual object, and the target virtual character, together with other virtual characters in the game camp it belongs to, conquers the first target virtual object.

[0145] In the above S502, the server receives a successful response to the interaction request. The successful response is determined by the server based on the virtual object occupation information of each game camp on the target front line to which the game camp of the requested target virtual character belongs and the connection relationship between virtual objects. Here, since the method for the server to determine the successful response can refer to the embodiment corresponding to FIG. 1 above, it will not be elaborated here.

[0146] Also, if the game camp to which the target virtual character belongs fails to conquer the first target virtual object after enabling the conquest authority of the target virtual character for the first target virtual object, the occupation state of the virtual object by the game camp to which the target virtual character belongs returns to the state before the conquest request for the first target virtual object.

[0147] When the game camp to which the target virtual character belongs succeeds in capturing the first target virtual object, the game camp to which the target virtual character belongs acquires the occupancy right of the first target virtual object. When the capture of the first target virtual object is successful, the target virtual character can enter the sub-scene corresponding to the first target virtual object or perform operations within the scope of authority on the first target virtual object, such as construction operations or operations to increase the buff state.

[0148] In another embodiment, it further includes obtaining the game resources allocated to the target virtual character by the server. The game resources are determined by the server based on the virtual object occupancy information corresponding to each game camp on the target front line after the resource allocation event is triggered. For the specific determination method of the game resources, reference can be made to the description of the embodiment corresponding to FIG. 1 above, so the detailed description will not be repeated here.

[0149] In an embodiment of the present disclosure, a specific example of conducting urban conquest with a guild as a game camp is further provided. This includes determining the entry of the top 16 guilds in the score ranking into the urban conquest play according to the overall game and the score ranking situation of all regions, allocating three initial birth cities to each guild based on the guild's entry into the urban conquest game, establishing game battle lines in response to the occupation of the state capital (the second target virtual object) by a guild that does not belong to any game front, attacking other cities and the royal capital (the third target virtual object) based on the connection relationship between cities, being able to clear game resources at 0:00 every day during the season, and conducting a comprehensive resource settlement at the end of the season. The attribute information of the initial birth cities includes being randomly assigned, being at a low level, and being cities on the border of the map. Each game battle line includes a guild that occupies the state capital and three ordinary guilds that do not occupy the state capital. Based on the game battle line, the guilds in the game battle line share the connection relationship between the occupied cities and share resource allocation.

[0150] As shown in FIG. 6, taking Guild A as an example, the entire game scene is divided into a peripheral birth area and a central area, that is, the second area and the first area. The cities in the peripheral area are divided into birth cities, the state capital c2, and contestable cities. The central area includes six peripheral connected cities f1, f2, f3, f4, f5, f6, four important cities d1, d2, d3, d4 connected to the royal capital, and the royal capital c3. The connection relationship between the occupied cities in the game scene is represented by solid lines, and the connection relationship between the unoccupied cities is represented by dotted lines. As shown in FIG. 6a, first, three birth cities a1, a2, and a3 are randomly assigned to Guild A.

[0151] As shown in FIG. 6b, before Guild A attacks the state capital, during the declaration of war period, it can attack cities a4 and a5 that have a connection relationship with the state capital c2. After Guild A successfully occupies cities a4 and a5, it starts to attack the state capital. When Guild A successfully attacks the state capital c2, a game battle line led by Guild A is automatically established.

[0152] As shown in c of FIG. 6, the game scene further includes Company B, and Company B and Company A are on the same game front. The birth cities of Company B are b1, b2, and b3. In the game process, after Company A successfully occupies the city f1(a8) in the central area, the sharing right of game resources on the same front and the sharing of the connection relationship between the cities occupied by the company are enabled. When Company A is attacking the city f6, Company B on the game front can attack f6 from a distance, and Company A can also attack d3 from a distance.

[0153] As shown in d of FIG. 6, when both Company A and Company B occupy the four cities d1, d2, d3, and d4 that have a direct connection relationship with the capital city c3, d1 in the figure is occupied by Company A, and d2, d3, and d4 are all occupied by Company B. At this time, Company A and the game camp of the game front to which Company A belongs can start an attack on the capital city c3, and after the successful attack, they share the resources on the same front.

[0154] As shown in e of FIG. 6, if d4 among the four cities d1, d2, d3, and d4 that have a direct connection relationship with the capital city is occupied by Company C on another game front, Company A and the game camp of the game front to which Company A belongs cannot start an attack on the capital city c3.

[0155] As can be understood by those skilled in the art, in the above method of the specific embodiment, the order of description of each step does not mean a strict execution order, nor does it impose any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.

[0156] In the embodiments of the present disclosure, based on the same inventive concept, a game control device corresponding to the game control method is provided. The principle by which the device of the embodiments of the present disclosure solves problems is the same as that of the above game control method of the embodiments of the present disclosure. Therefore, for the implementation of the device, reference can be made to the implementation of the method. Therefore, the repeated parts will not be described in detail again.

[0157] Referring to FIG. 7, a schematic diagram of a game control device provided by an embodiment of the present disclosure is shown. The device includes a generation module 70 and a first processing module 71.

[0158] The generation module 70 is for establishing a game front line including at least one game camp in response to the triggering of a front line establishment event.

[0159] The first processing module 71 determines a target front line of attribution based on the game camp of the requesting side in response to an interaction request for a first target virtual object among a plurality of the virtual objects, and determines whether the interaction condition is satisfied based on the virtual object occupation information of each game camp of the target front line of attribution and the connection relationship between the virtual objects. In response to the interaction condition being satisfied, it is for sending a successful response to the interaction request. The successful response to the interaction request is for indicating permission to perform an interaction operation on the first target virtual object.

[0160] In an alternative embodiment, when establishing a game front line in response to the triggering of a front line establishment event, the generation module 70 is for establishing the game front line including the first game camp in response to the first game camp, to which no second target virtual object among a plurality of the virtual objects belongs, first occupying the second target virtual object.

[0161] In an alternative embodiment, the first processing module 71 controls the second game camp that triggered the front line participation event to participate in the game front line in response to the triggering of a front line participation event corresponding to participation in the game front line.

[0162] In one selectable embodiment, when the first processing module 71 controls the second game camp that triggered the frontline participation event to participate in the game frontline in response to the triggering of the frontline participation event corresponding to the game frontline, in response to the triggering of the frontline participation event corresponding to the game frontline, it determines whether the number of game camps included in the game frontline has reached a predetermined threshold number, determines whether the first game camp has agreed to the participation of the second game camp in the game frontline, and when the number of game camps included in the game frontline has not reached the predetermined threshold number and the first game camp has triggered its consent to the participation of the second game camp in the game frontline, it is for controlling the second game camp to participate in the game frontline.

[0163] In one selectable embodiment, when the first processing module 71 determines the target frontline of attribution based on the game camp of the requesting side in response to an interaction request for the first target virtual object among a plurality of the virtual objects, and determines whether the interaction conditions are met based on the virtual object occupation information of each game camp in the target frontline of attribution and the connection relationship between the virtual objects, when the first processing module 71 determines the target frontline of attribution based on the game camp of the requesting side in response to a conquest request for the first target virtual object among a plurality of the virtual objects, in response to the successful determination of the target frontline, it determines whether the conquest conditions are met based on the virtual object occupation information of each game camp in the target frontline and the connection relationship between the virtual objects, and in response to the failure of the determination of the target frontline, it determines whether the conquest conditions are met based on the virtual object occupation information of the game camp corresponding to the conquest request and the connection relationship between the virtual objects.

[0164] In one selectable embodiment, in response to the successful determination of the target front line, when determining whether the conquest condition is satisfied based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects, the first processing module 71 determines whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects. If it exists, it is used to determine that the conquest condition is satisfied.

[0165] In one selectable embodiment, the plurality of virtual objects include a first virtual object located in a first area and a second virtual object located in a second area. When the first processing module 71 determines whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects, it determines whether the first target virtual object is located in the first area. In response to the first target virtual object being located in the first area, it is used to determine whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects.

[0166] In one selectable embodiment, in response to the triggering of a resource allocation event, the first processing module 71 determines the resource allocation information of each game camp on the game front line based on the virtual object occupation information of each game camp on the game front line, and is used to allocate game resources based on the resource allocation information.

[0167] In one selectable embodiment, the game resources include camp resources assigned to each game camp on the game front line and / or game character resources assigned to game characters within each game camp on the game front line.

[0168] In one selectable embodiment, the resource allocation event includes at least one of the current time reaching a predetermined resource settlement time and a third target virtual object in the virtual object being occupied by any game camp.

[0169] Referring to FIG. 8, a schematic diagram of another game control device provided by an embodiment of the present disclosure is shown. The device includes a transmission module 80 and a second processing module 81.

[0170] The transmission module 80 is for transmitting the interaction request to the server in response to the interaction request for the first target virtual object among the plurality of virtual objects by the target virtual character being triggered.

[0171] The second processing module 81 is for enabling the interaction permission of the target virtual character for the first target virtual object in response to receiving a successful response to the interaction request feedback from the server based on the interaction request. The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp on the target front line to which the game camp of the target virtual character belongs and the connection relationship between the virtual objects.

[0172] In one selectable embodiment, when the interaction request is an attack request for the first target virtual object, the second processing module 81 is for controlling to cause the target virtual character to enter the attack scene of the first target virtual object in response to the success of the attack request.

[0173] In one selectable embodiment, the second processing module 81 is for obtaining game resources allocated to the target virtual character by the server. The game resources are determined by the server based on the virtual object occupation information corresponding to each game camp of the target front line after a resource allocation event is triggered.

[0174] For the description of the processing flow of each module in the device and the interaction flow between each module, reference can be made to the relevant description of the embodiment of the above method, and the detailed description will not be repeated here.

[0175] In the embodiment of the present disclosure, a computer device is further provided. FIG. 9 shows a schematic diagram of the structure of the computer device provided by the embodiment of the present disclosure.

[0176] It includes a processor 91 and a memory 92, and the memory 92 stores machine-readable instructions executable by the processor 91. The processor 91 is for executing the machine-readable instructions stored in the memory 92. When the machine-readable instructions are executed by the processor 91, the processor 91 executes the following steps.

[0177] In response to the triggering of a front line establishment event, establish a game front line including at least one game camp.

[0178] In response to an interaction request for a first target virtual object among the plurality of virtual objects, determine a target battle line of attribution based on the game camp of the requesting side, and determine whether the interaction condition is satisfied based on the virtual object occupation information of each game camp on the target battle line of attribution and the connection relationship between the virtual objects.

[0179] In response to the interaction condition being satisfied, send a successful response to the interaction request. The successful response to the interaction request is for indicating permission to perform an interaction operation on the first target virtual object.

[0180] Alternatively, execute the following steps.

[0181] In response to an interaction request for a first target virtual object among the plurality of virtual objects being triggered by a target virtual character, send the interaction request to the server.

[0182] In response to receiving a successful response to the interaction request fed back from the server based on the interaction request, enable the interaction permission of the target virtual character for the first target virtual object. The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp on the target battle line to which the game camp of the target virtual character belongs and the connection relationship between the virtual objects.

[0183] The above-mentioned memory 92 includes an internal memory 921 and an external memory 922. Here, the internal memory 921, also called internal storage, temporarily stores arithmetic data in the processor 91 and is used for data exchange with the external memory 922 such as a hard disk. The processor 91 performs data exchange with the external memory 922 via the internal memory 921.

[0184] For the specific execution process of the above instructions, since the steps of the game control method described in the embodiments of the present disclosure can be referred to, the detailed description will not be repeated here.

[0185] In the embodiments of the present disclosure, a computer-readable storage medium storing a computer program is further provided. When the computer program is executed by a processor, it executes the steps of the game control method described in the embodiments of the above method. Here, the storage medium may be a volatile or non-volatile computer-readable storage medium.

[0186] In the embodiments of the present disclosure, a computer program is further provided. When the computer program is executed by a processor, it executes the steps of the game control method described in the embodiments of the above method.

[0187] In the embodiments of the present disclosure, a computer program product storing program code is further provided. The instructions included in the program code can be used to execute the steps of the game control method described in the embodiments of the above method. Specifically, since the embodiments of the above method can be referred to, the detailed description will not be repeated here.

[0188] Here, the above computer program product can be specifically implemented by hardware, software, or a combination thereof. In one selectable embodiment, the computer program product is specifically embodied as a computer storage medium. In another selectable embodiment, the computer program product is specifically embodied as a software product such as, for example, a software development kit (SDK).

[0189] As will be apparent to those skilled in the art, since the specific operation processes of the above-described systems and devices can refer to the corresponding processes in the embodiments of the foregoing methods, for the convenience of description and from the perspective of brevity, the detailed description will not be repeated here. It should be understood that in some embodiments provided by the present disclosure, the disclosed systems, devices, and methods may be implemented in other ways. The embodiments of the devices described above are merely exemplary. For example, the division of the described units is only a logical function division, and in actual implementation, another division method may be used. Also, for example, a plurality of units or components may be combined, or integrated into another system, and some features may be omitted or not executed. Also, the mutual coupling, direct coupling, or communication connection shown or discussed may be an indirect coupling or communication connection through a communication interface, device, or unit, and may be in electrical, mechanical, or other forms.

[0190] The units described as the above-separated components may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed among a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution means of this embodiment.

[0191] Also, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may physically exist separately, or two or more units may be integrated into one unit.

[0192] The above functions are implemented in the form of software functional units. When sold or used as an independent product, they may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, in the technical solution of the present disclosure, the essential part, the part that contributes to the prior art, or a part of the technical solution may be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to execute all or part of the steps of the methods described in the embodiments of the present disclosure. Further, the above storage medium includes various media capable of storing program codes, such as a USB memory, a portable hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0193] Finally, it should be noted that the above embodiments are only specific embodiments of the present disclosure, and are for explaining the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, as can be understood by those skilled in the art, for those skilled in the art who are proficient in this technical field, within the scope of the technology disclosed in the present disclosure, it is still possible to modify the technical solutions described in the above embodiments, or easily conceive changes, or perform equivalent substitutions for some technical features. However, these modifications, changes or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and all should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the described claims.

[0194] This disclosure claims the priority of a Chinese patent application filed on December 7, 2021 (application number 202111489276.7, title "Game control method, device, computer device, and storage medium"), and all of its contents are incorporated herein by reference.

Claims

1. A game control method, including a plurality of game camps, a plurality of virtual objects, and a connection relationship between virtual objects in a game scene, comprising: establishing a game front including at least one game camp in response to a front establishment event being triggered; determining a target front to which the game camp on the requesting side belongs as the game front in which the game camp on the requesting side has already participated based on the game camp on the requesting side in response to an interaction request for a first target virtual object among the plurality of virtual objects received by the terminal device, and determining whether the interaction condition is satisfied based on the virtual object occupation information of each game camp in the target front of the attribution and the connection relationship between the virtual objects; sending a successful response to the interaction request in response to the interaction condition being satisfied; The successful response to the interaction request is for indicating permission for an interaction operation on the first target virtual object. A game control method.

2. Establishing a game front in response to a front establishment event being triggered includes: establishing the game front including the first game camp in response to a second target virtual object among the plurality of virtual objects being occupied for the first time by a first game camp that does not belong to any game front. The game control method according to claim 1.

3. The game control method according to claim 2 further includes controlling the second game camp that triggered the front participation event to participate in the game front in response to a front participation event corresponding to participation in the game front being triggered. The game control method according to claim 2.

4. Controlling the second game camp that triggered the front participation event to participate in the game front in response to a front participation event corresponding to participation in the game front being triggered includes: determining whether the number of game camps included in the game front has reached a predetermined threshold value in response to the front participation event corresponding to the game front being triggered, and determining whether the first game camp has agreed to the participation of the second game camp in the game front. When the number of game camps included in the game front has not reached the threshold of the predetermined number, and in response to the first game camp triggering consent to the participation of the second game camp in the game front, controlling the second game camp to participate in the game front; including; The game control method according to claim 3.

5. In response to an interaction request for a first target virtual object among a plurality of the virtual objects, determining a target front of attribution based on the game camp of the requesting side, and determining whether an interaction condition is satisfied based on the virtual object occupation information of each game camp of the target front of attribution and the connection relationship between the virtual objects, In response to the interaction request for the first target virtual object among a plurality of the virtual objects, determining the target front of attribution based on the game camp of the requesting side; In response to the successful determination of the target front, determining whether the interaction condition is satisfied based on the virtual object occupation information of each game camp of the target front and the connection relationship between the virtual objects; In response to the failure of the determination of the target front, determining whether the interaction condition is satisfied based on the virtual object occupation information of the game camp corresponding to the interaction request and the connection relationship between the virtual objects; including; The game control method according to claim 1.

6. In response to the successful determination of the target front, determining whether the interaction condition is satisfied based on the virtual object occupation information of each game camp of the target front and the connection relationship between the virtual objects, Based on the virtual object occupation information of each game camp of the target front and the connection relationship between the virtual objects, determining whether there is a direct connection relationship between the first target virtual object and the virtual object occupied by the game camp of the target front; If it exists, determining that the interaction condition is satisfied; including; The game control method according to claim 5.

7. The plurality of virtual objects includes a first virtual object located in a first area and a second virtual object located in a second area. Based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects, determining whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line Determining whether the first target virtual object is located in the first area In response to the first target virtual object being located in the first area, based on the virtual object occupation information of each game camp on the target front line and the connection relationship between the virtual objects, determining whether there is a direct connection relationship between the first target virtual object and the virtual objects occupied by the game camps on the target front line including The game control method according to claim 6.

8. In response to a resource allocation event being triggered, based on the virtual object occupation information of each game camp on the game front line, determining the resource allocation information of each game camp on the game front line Allocating game resources based on the resource allocation information further including The game control method according to claim 1.

9. The game resources include camp resources allocated to each game camp on the game front line and / or game character resources allocated to game characters within each game camp on the game front line, characterized in that The game control method according to claim 8.

10. The resource allocation event is that the current time has reached a predetermined resource settlement time that a third target virtual object among the virtual objects has been occupied by any game camp including at least one of The game control method according to claim 8.

11. A game control method in which a game scene includes a plurality of game camps, a plurality of virtual objects, and a connection relationship between the virtual objects, and each game camp includes a plurality of virtual characters In response to an interaction request for a first target virtual object among the plurality of virtual objects by a target virtual character being triggered, sending the interaction request to a server; In response to receiving a successful response to the interaction request fed back from the server based on the interaction request, enabling the interaction authority of the target virtual character with respect to the first target virtual object; including; The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp in the target front line where the game camp of the target virtual character already participates and the connection relationship between the virtual objects; Game control method.

12. The interaction request is an attack request for the first target virtual object, further including controlling the target virtual character to enter the attack scene of the first target virtual object in response to the success of the attack request; The game control method according to claim 11.

13. further including obtaining game resources assigned to the target virtual character by the server, The game resources are determined by the server based on the virtual object occupation information corresponding to each game camp in the target front line after a resource allocation event is triggered; The game control method according to claim 11.

14. A game control device including a plurality of game camps, a plurality of virtual objects, and a connection relationship between the virtual objects in a game scene, a generation module for establishing a game front line including at least one game camp in response to a front line establishment event being triggered; In response to an interaction request for a first target virtual object among a plurality of the virtual objects received by the terminal device, a target front line of attribution is determined as the game front line in which the game camp on the request side has already participated based on the game camp on the request side, and based on the virtual object occupation information of each game camp on the target front line of attribution and the connection relationship between the virtual objects, it is determined whether the interaction condition is satisfied, and in response to the interaction condition being satisfied, a first processing module for transmitting a successful response to the interaction request; including A game control device, wherein the successful response to the interaction request is for indicating permission of an interaction operation on the first target virtual object.

15. A game control device including a plurality of game camps, a plurality of virtual objects, and a connection relationship between the virtual objects in a game scene, and each game camp includes a plurality of virtual characters, A transmission module for transmitting the interaction request to the server in response to an interaction request for a first target virtual object among the plurality of virtual objects being triggered by a target virtual character; A second processing module for enabling the interaction authority of the target virtual character on the first target virtual object in response to receiving a successful response to the interaction request fed back from the server based on the interaction request; including The successful response to the interaction request is determined by the server based on the virtual object occupation information of each game camp on the game front line in which the game camp of the target virtual character has already participated and to which the game camp belongs, and the connection relationship between the virtual objects. Game control device.

16. A computer device including a processor and a memory, The memory stores machine-readable instructions executable by the processor, The processor is for executing the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the processor executes the steps of the game control method according to any one of claims 1 to 13. A computer device.

17. A computer-readable storage medium storing a computer program, When the computer program is executed by a computer device, the computer device executes the steps of the game control method according to any one of claims 1 to 13. A computer-readable storage medium.

18. A computer program, When the computer program is executed by a computer device, the computer device executes the steps of the game control method according to any one of claims 1 to 13. A computer program.

Citation Information

Patent Citations

  • Data processing method, server, system and storage medium

    CN111111169A

  • Program, game control device, and game system

    JP2019048074A

  • Information processing system,information processing method, information processor, and information processing program

    JP2019180720A

  • Game program and game system

    JP2021013706A