Method, device, electronic device and storage medium for executing events in a game
By introducing asymmetric character camps with unique interaction rights, the system addresses the issue of repetitive tasks in MMORPGs, increasing player engagement and optimizing server resources through diverse and dynamic game tasks.
Patent Information
- Application Number
- JP2023563891
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-04-22
- Filing Date
- 2021-11-02
- Publication Date
- 2025-10-09
- Estimated Expiration
- 2041-11-02
AI Technical Summary
In massive multiplayer online role-playing games (MMORPGs), guilds are equal and lack differentiation, leading to repetitive tasks, reduced player engagement, and inefficient use of game server resources due to fixed game tasks and declining human interaction.
Implement a system that differentiates guilds into asymmetric character camps with varying interaction rights, allowing characters to perform unique interaction events based on their camp affiliation, enhancing task variety and server resource utilization.
Enhances player engagement by providing diverse and dynamic game tasks, improving human-computer interaction efficiency, and optimizing game server resource utilization through differentiated interaction events.
Smart Images

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Abstract
Description
Cross-Citation of Related Applications
[0001] This disclosure claims priority to a Chinese patent application bearing application number 202110438262.6, filed on April 22, 2021, and entitled "Method, device, electronic device and storage medium for executing events in games," the entire contents of which are incorporated herein by reference. [Technical Field]
[0002] The present invention relates to the field of game technology, and more particularly to a method, device, electronic device and storage medium for executing an event in a game. [Background technology]
[0003] In general games, especially massive multiplayer online role-playing games (MMORPGs), players can create their own guilds and invite players of their choice to join. In the guild, players can freely form groups and participate in guild tasks distributed daily by the game system. Through teamwork, players can become more immersed in the game.
[0004] Currently, guilds in games are on an equal footing, and the game system does not differentiate between guild members. Players often build social relationships with other players in the guild by joining a guild. Even if a player chooses to switch guilds, the guild tasks they can perform within the guild remain the same. This creates the problem of game tasks becoming fixed. As time passes, the game becomes less appealing to players, the efficiency of human interaction also declines, leading to a large loss of players, game server idleness, and reduced utilization of game server resources. Summary of the Invention
[0005] In a first aspect, an embodiment of the present disclosure provides a method of executing an event in a game involving a first game character, the method comprising: The first game character determines a target character camp to which the first game character belongs based on the execution result of the target task, and the first game character corresponds to different target tasks in different seasons, and the target character camp includes a first camp or a second camp; Determine a target interaction event that the first game character should perform based on a target character camp to which the first game character belongs, and interaction events corresponding to different types of character camps are different; and controlling the first game character to perform the target interaction event in response to a first interaction command for the first game character.
[0006] Selectively, the target task is an initial interaction event to be performed by the first game character, and the first game character determines a target character camp to which the first game character belongs based on the execution result of the target task; In response to the first game character completing the initial interaction event, determining that the first game character belongs to a second camp, the initial interaction event being determined based on an initial character camp to which the first game character belongs, the initial character camp being determined by the first game character's first participation in the game or determined by the results of a match this season.
[0007] Selectively, the target task is an invitation task sent from a second game character belonging to a first camp, and the first game character determines the target character camp to which the first game character belongs based on the execution result of the target task; The method includes determining that the first game character belongs to a first camp in response to the invitation task sent from a second game character belonging to the first camp.
[0008] Selecting a target interaction event to be performed by the first game character based on a target character faction to which the first game character belongs includes: determining a game scene of a first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone; In response to a first movement command for the first game character, control the first game character to move in the game scene of the first instance zone, and when the first game character moves into an interaction area of the game scene of the first instance zone, trigger a first interaction event corresponding to the interaction area, and the first interaction event is used to determine whether the first game character will join a first organization under the second faction; and having the first game character join the first organization based on the result of executing a first interaction event in which the first game character agrees to join the first organization.
[0009] determining a game scene of a first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone; In response to a touch operation on a designated task control or a first non-player character, if the touch time of the touch operation satisfies a first preset condition, determining a game scene of the first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone.
[0010] selectable, and the interaction area comprises: It includes either a first preset area where the first organization exists or a second preset area where a bulletin board is located, and the bulletin board contains important information of all organizations under the second camp.
[0011] Optionally, after having the first game character join the first organization, the method further comprises: In response to a second movement command for the first game character, control the first game character to be moved to an interaction area of a game scene of the first instance zone, and trigger a second interaction event corresponding to the interaction area in the game scene of the first instance zone, wherein the second interaction event is used to determine whether the first game character will withdraw from the first organization; In response to a result of execution of a second interaction event in which the first game character agrees to withdraw from the first organization, the first game character is deleted from the first organization, and the deleted first game character belongs to the second camp.
[0012] The method for determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs may further include determining a battle event corresponding to the first game character as the target interaction event when the first game character belongs to the second camp and the first game character satisfies a second preset condition, the battle event being determined based on the number of acquired determination information being greater than a preset number threshold, and the determination information being provided by a player character belonging to the second camp through a determination entrance during a preset time period. was issued This includes being something.
[0013] The second preset condition is selectable and includes that the first game character belongs to a second organization in the second camp, the combat power ranking of the second organization is within a preset ranking range, and the first game character is selected.
[0014] The method further includes: determining a target interaction event to be performed by the first game character based on the target character faction to which the first game character belongs, the target interaction event being selectable; If the first game character belongs to the second camp and the first game character does not satisfy the second preset condition, a spectating event corresponding to the first game character is determined as the target interaction event, and the spectating event includes an interaction event in which the first game character watches the battle event.
[0015] The method further includes: determining a target interaction event to be performed by the first game character based on the target character faction to which the first game character belongs, the target interaction event being selectable; receiving presentation information to participate in the battle event when the first game character belongs to the first camp and is a boss of the first camp, and determining the battle event as the target interaction event; If the first game character belongs to the first camp and is not the boss of the first camp, upon receiving sortie information transmitted from the boss of the first camp, determining the battle event as the target interaction event.
[0016] Optionally, after controlling the first game character to execute the target interaction event, the execution method further includes: If the first game character wins the battle event, a third organization in which the first game character is located is determined to be a first camp for the next season, and the third organization is an organization below the second camp.
[0017] Optionally, when the first game character belongs to the second camp, determining a target interaction event to be performed by the first game character based on a target character camp to which the first game character belongs includes: In response to the first game character using the target prop, determining a game scene of a second instance zone, controlling the first game character to enter the game scene of the second instance zone, and triggering a third interaction event in the game scene of the second instance zone; The first game character responds to successful execution of the third interaction event by allocating target game resources to the first game character, the target game resources being from the first camp.
[0018] Optionally, triggering a third interaction event in the game scene of the second instance zone includes: Responding to a third movement command for the first game character, controlling the first game character to move within the game scene of the second instance zone; When the first game character moves to a target area, determining a participating object, the target area corresponding to a field of view of a second non-player character, and the participating object including at least the second non-player character located in the target area; and determining a battle between the first game character and the participant object as the third interaction event.
[0019] Optionally, the participating object further includes at least one third game character, the third game character belonging to the first camp, and the third game character is a player character whose ranking is greater than a preset threshold and who enters the game scene of the second instance zone after receiving support information sent from the second non-player character.
[0020] Selectable, if the first game character belongs to the first camp, the game resources acquired by the first game character in the game are greater than the game resources acquired by a fourth game character in the game, and the fourth game character belongs to the second camp.
[0021] In a second aspect, an embodiment of the present disclosure provides an event execution device for a game, the game including a first game character; a camp determination module configured to determine a target character camp to which the first game character belongs based on the execution result of the first game character for a target task, the target tasks corresponding to the first game character in different seasons are different, and the target character camp includes a first camp or a second camp; an event determination module configured to determine a target interaction event to be performed by the first game character based on a target character camp to which the first game character belongs, and to have different interaction events corresponding to different types of character camps; a character control module configured to respond to a first interaction command for the first game character and control the first game character to perform the target interaction event.
[0022] In a third aspect, an embodiment of the present disclosure provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executed by the processor, wherein when the processor executes the computer program, steps of a method for executing an event in the game are realized.
[0023] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, the computer-readable storage medium storing a computer program, the computer program, when executed by a processor, performing steps of a method for executing an event in the game.
[0024] In order to make the above objects, features and advantages of the present disclosure more clearly comprehensible, preferred embodiments will be described in detail below in conjunction with the accompanying drawings. [Brief explanation of the drawings]
[0025] In order to more clearly describe the technical solutions of the embodiments of the present disclosure, the following briefly introduces the accompanying drawings that need to be used in the embodiments. The following drawings only show some embodiments of the present disclosure, which should not be considered as limiting the scope, and those skilled in the art can also obtain other relevant drawings according to these drawings without creative efforts. [Figure 1] 1 shows a flowchart of a method for executing an event in a game provided in an embodiment of the present disclosure. [Figure 2] 1 illustrates a flowchart of a method for joining a target organization under a second camp provided in an embodiment of the present disclosure. [Figure 3] 1 illustrates a flowchart of a method for withdrawing a target organization under a second camp provided in an embodiment of the present disclosure. [Figure 4] 1 illustrates a schematic diagram of a method for determining a target interaction event provided in an embodiment of the present disclosure; [Figure 5] 1 illustrates a flowchart of another method for determining a target interaction event provided in an embodiment of the present disclosure. [Figure 6] 1 illustrates a flowchart of another method for determining a target interaction event provided in an embodiment of the present disclosure. [Figure 7] 10 shows a flowchart of a third interaction event determination method provided in an embodiment of the present disclosure. [Figure 8] 10 illustrates a schematic diagram of another method for determining a target interaction event provided in an embodiment of the present disclosure. [Figure 9] 1 shows a schematic diagram of the configuration of an event execution device in a game provided in an embodiment of the present disclosure. [Figure 10] 1 is a schematic diagram illustrating the configuration of a computer device 1000 provided in an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0026] In order to make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. It should be understood that the accompanying drawings in the present disclosure are for illustration and explanation only and are not intended to limit the scope of protection of the present disclosure. Furthermore, it should be understood that the exemplary accompanying drawings are not drawn to scale. The flowcharts used in the present disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations in the flowcharts may be performed out of order, and steps that are not logically related may be performed in reverse order or simultaneously. Furthermore, those skilled in the art who are guided by the present disclosure may add one or more other operations to the flowcharts or delete one or more operations from the flowcharts.
[0027] Furthermore, the described embodiments are only some of the embodiments of the present disclosure, and do not represent all of the embodiments of the present disclosure. The components of the embodiments of the present disclosure, generally described and illustrated in the drawings herein, can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure, provided in the accompanying drawings, does not limit the scope of the disclosure for which protection is claimed, but rather represents only selected embodiments of the present disclosure. All other embodiments that can be obtained by those skilled in the art based on the embodiments of the present disclosure without creative work are within the protection scope of the present disclosure.
[0028] It should be noted that the term "comprises" is used in embodiments of the present disclosure to indicate the presence of subsequently declared features, but does not exclude the addition of other features.
[0029] In massive multiplayer online role-playing games (MMORPGs), players can establish their own guilds or join other guilds. In guilds, players can freely form groups and participate in game tasks issued daily by the game system. Various guilds in the game are on an equal footing, and the game system does not discriminate against guild members from different backgrounds. By joining a guild, players can easily build in-game social relationships with other guild members. Even if a player changes guilds, the game tasks available within the guild do not change. As a result, the types of game tasks available become rigid, making the game less appealing to players over time. This can lead to a loss of many players, a decrease in the efficiency of human-computer interaction, and a tendency for game servers to idle, resulting in wasted game server resources.
[0030] Based on this, embodiments of the present disclosure provide a method, apparatus, electronic device and storage medium for executing events in a game, configuring different interaction permissions for players belonging to different character camps, allowing game characters belonging to different character camps to perform different types of interaction events, increasing the variety and richness of game tasks, and enhancing the attractiveness of the game to players, thus improving the efficiency of human-computer interaction, and at the same time, improving the resource utilization rate on the game server.
[0031] The method for executing an event in a game according to an embodiment of the present disclosure may be executed on a terminal device or a server. Here, the terminal device may be a local terminal device. When the method for executing an event in a game is executed on a server, the method may be realized and executed based on a cloud interaction system, which includes a server and a client device (i.e., a terminal device).
[0032] In an optional embodiment, various cloud applications, such as cloud games, can be executed under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method that utilizes cloud computing. In a cloud game operation mode, the execution body of the game program and the presentation body of the game screen are separated. The execution method of the game events are stored and executed by a cloud game server. A client device is used to receive and transmit data and present the game screen. For example, the client device is a display device with data transmission capabilities close to the user, such as a mobile device, television, personal computer, or PDA, and the terminal device that processes information is a cloud game server in the cloud. To play a game, a player operates the client device to send operation instructions to the cloud game server. The cloud game server executes the game according to the operation instructions, encodes and compresses the game screen, and returns it to the client device over the network. Finally, the game screen is decoded and output via the client terminal.
[0033] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device may store a game program and be used to present a game screen. The local terminal device may be used to interact with a player via a graphical user interface; that is, the game program is typically downloaded, installed, and executed via an electronic device. The local terminal device may provide the graphical user interface to the player in various ways, including, for example, rendering on a display of the terminal or holographic projection. As an example, the local terminal device may include a display and a processor, where the display is for presenting a graphical user interface, the graphical user interface including a game screen, and the processor is for executing the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display.
[0034] To understand this embodiment, a method for executing events in a game provided by one embodiment of the present disclosure will be described in detail below.
[0035] As shown in FIG. 1 , an embodiment of the present disclosure provides a method for executing an event in a game, the game including a first game character, and the method includes: S101: Determine a target character camp to which the first game character belongs based on the execution result of the first game character for the target task, the target tasks corresponding to the first game character are different in different seasons, and the target character camp includes a first camp or a second camp.
[0036] S102, determining a target interaction event to be performed by the first game character according to a target character camp to which the first game character belongs, where different types of character camps correspond to different interaction events.
[0037] S103, in response to a first interaction command for the first game character, control the first game character to perform the target interaction event.
[0038] In the game event execution method provided in the embodiment of the present disclosure, the first game character first determines the target character camp to which the first game character belongs based on the execution result of the target task, and then determines the target interaction event to be executed by the first game character based on the target character camp to which the first game character belongs. The player controls the first game character to execute the target interaction event in response to the interaction command of the first game character, and different types of character camps correspond to different interaction events. In this way, by granting different interaction rights to players belonging to different character camps, game characters belonging to different character camps can execute different types of interaction events, which increases the variety and richness of game tasks, increases the appeal of the game to players, improves the efficiency of human-computer interaction, and simultaneously improves the resource utilization rate of the game server.
[0039] Each of the above exemplary steps provided by embodiments of the present disclosure is described separately below.
[0040] S101: Determine a target character camp to which the first game character belongs based on the execution result of the first game character for the target task, the target tasks corresponding to the first game character are different in different seasons, and the target character camp includes a first camp or a second camp.
[0041] The game context of the game related to the embodiment of the present disclosure pre-sets two character camps (also referred to as guilds) in the game, i.e., a first camp and a second camp, and game characters located in different character camps have different interaction rights, and player characters in the first camp have higher interaction rights in the game than characters in the second camp, where the two character camps in the game have an asymmetric structure, and the second camp includes multiple independent organizations that player characters belonging to the second camp can choose to join target organizations by themselves, and each organization corresponds to an organization leader (i.e., organization boss), and the first camp has no branch organizations and the first camp corresponds to a camp boss.
[0042] In addition, the season tasks corresponding to different character camps are also different. For example, in the game, the first camp can be the defensive camp and the second camp can be the offensive camp. In each season, the second camp's season task is to defeat the first camp, and correspondingly, the first camp's season task is to defend the second camp. Based on the battle results of this season, the side that wins the battle will be determined as the first camp for the next season.
[0043] Here, the first game character in the embodiment of the present disclosure is a game character controlled by a player, and the target task is an interaction event performed by the first game character in the game. Through the result of the execution of the interaction event by the first game character, the character camp of the first game character can be changed (i.e., the ID attribute of the first game character can be changed), and the game season can be updated. In this way, the variety and richness of the game are increased, the game is more attractive to players, and the resource utilization rate of the game server is improved. In combination with the above-mentioned game background, the target task in the embodiment of the present disclosure can be divided into the following two cases:
[0044] (1) The target task is the initial interaction event that the first game character should perform; (2) The target task is an invitation task sent from a second game character belonging to the first camp.
[0045] In the first case, as an optional embodiment, determining a target character camp to which the first game character belongs based on an execution result of the first game character with respect to a target task includes: In response to the first game character completing the initial interaction event, determining that the first game character belongs to a second camp, the initial interaction event being determined based on an initial character camp to which the first game character belongs, the initial character camp being determined by the first game character's first participation in the game or determined by the results of a match this season.
[0046] Specifically, when a first game character first enters the game, the identity attribute of the first game character is a neutral identity, and does not belong to either the second camp or the first camp. At this time, the initial character camp to which the first game character belongs is a no-camp. In an optional embodiment, the initial interaction event of the no-camp first game character is to "go to a designated NPC (non-player character) and accept a character trial task." After the first game character completes the character trial, the first game character decides to join the second camp. After the first game character joins the second camp, the identity attribute of the first game character is changed to an attacker identity. If it is not the first time that the first game character accesses the game, based on the match results of the first game character in the previous season, it can be determined that the first game character who lost in the previous season has a neutral identity in this season, and in this case, the initial character camp to which the first game character belongs is understood to be the no camp; if the first game character who won in the previous season has a defensive identity in this season, and in this case, the initial character camp to which the first game character belongs is understood to be the first camp; and in an optional embodiment, if the initial character camp to which the first game character belongs is the first camp, it can be directly determined that the target character camp to which the first game character belongs is the first camp.
[0047] In the second case, as an optional embodiment, determining a target character camp to which the first game character belongs based on the execution result of the first game character for the target task may include: The method includes determining that the first game character belongs to a first camp in response to the invitation task sent from a second game character belonging to the first camp.
[0048] Specifically, combined with the above-mentioned game background, it can be seen that the first camp enjoys the highest interaction rights in the game, so after the opening of a new season, a second game character belonging to the first camp can send an invitation task to a first game character not belonging to the first camp, and when the first game character accepts the invitation task, it can be determined that the first game character will join the first camp.
[0049] S102, determining a target interaction event to be performed by the first game character according to a target character camp to which the first game character belongs, where different types of character camps correspond to different interaction events.
[0050] Combined with the above game background, the interaction privileges enjoyed by game characters in different character camps are different, and therefore, in the embodiment of the present disclosure, the interaction events corresponding to different types of character camps are also different.
[0051] For example, if a player character belonging to a first camp has the interaction authority to perform target interaction event A and target interaction event B, when the first game character belongs to a second camp, the first game character cannot perform target interaction event A and target interaction event B.
[0052] Specifically, when the target character camp to which the first game character belongs changes in a new season, the interaction authority of the first game character in the game will change, and the target interaction events that the first game character can perform in the game will also change accordingly, so that different seasons can bring players different interaction experiences, increase the variety and richness of game tasks, make the game more attractive to players, improve the efficiency of human-computer interaction, and at the same time, improve the resource utilization rate of the game server.
[0053] The target interaction event in step S102 refers to all interaction events and game tasks that the first game character can perform in the game, that is, the target interaction event in step S102 also includes the target task in step S101.
[0054] S103, in response to a first interaction command for the first game character, control the first game character to perform the target interaction event.
[0055] It should be noted that the various commands listed in the embodiments of the present disclosure may be direct operation commands that the player issues to the terminal device by touching, etc., or indirect operation commands that the player issues to the terminal device by voice, gestures, etc., and the present disclosure is not limited to these.
[0056] In step S102 of the present disclosure, if the first game character belongs to the second camp, in an optional embodiment, the target interaction events that the first game character can perform are divided into an interaction event of joining or leaving an organization, a season task for this season, and a target game task in the game, and each of these three types of target interaction events is described below.
[0057] First, in the case where the target interaction event that the first game character should perform is the interaction event of joining or leaving an organization: When the target interaction event is an interaction event that joins an organization: As shown in FIG. 2 , in an embodiment of the present disclosure, determining a target interaction event to be performed by the first game character based on a target character camp to which the first game character belongs may include: S201 includes determining a game scene of a first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone.
[0058] Specifically, the game scene of the first instance zone is an instance zone game scene that opens interaction rights only to player characters belonging to the second camp, and each organization under the second camp corresponds to an independent interaction area in the game scene of the first instance zone. If the first game character belongs to the second camp, the player controls the first game character to enter the game scene of the first instance zone and interact with the target organization in the game scene of the first instance zone. In the game scene of the first instance zone, the first game character can choose to directly join the target organization or to leave the organization to which he currently belongs and then join the target organization. Here, the target organization is the organization that the player corresponding to the first game character wishes to join.
[0059] As an optional embodiment, in the embodiment of the present disclosure, the first game character is controlled to enter the game scene of the first instance zone by the following method: In response to a touch operation on a designated task control or a first non-player character, if the touch time of the touch operation satisfies a first preset condition, a game scene of the first instance zone is determined based on a second camp to which the first game character belongs, and the first game character is controlled to enter the game scene of the first instance zone.
[0060] For example, in a game, a game scene in a first instance zone may be opened to a player character belonging to a second camp only during a predetermined period when a first predetermined condition is the opening time corresponding to the game scene in the first instance zone. For example, if the game scene in the first instance zone is opened to a player character belonging to the second camp every Wednesday and Friday, in response to a predetermined task control or a touch operation on a first non-player character, it is determined whether the touch time of the touch operation is within the opening time of the corresponding game scene in the first instance zone. If the touch time of the touch operation is within the opening time of the corresponding game scene in the first instance zone, the player can control the first game character to enter the game scene in the first instance zone. If the touch time of the touch operation is within the opening time of the corresponding game scene in the first instance zone on Monday, the player cannot control the first game character to enter the game scene in the first instance zone, even if the first game character belongs to the second camp.
[0061] Specifically, the designated task control or the first non-player character in the above embodiment corresponds to a scene transfer entrance corresponding to the game scene of the first instance zone, and in response to the player's touch operation on the scene transfer entrance, the first game character is transferred to the game scene of the first instance zone.
[0062] The designated task control may be a specific function control in the game, the first non-player character may be an NPC character in a target game scene in the game, or a target building in the target game scene, and the target game scene may be a game scene corresponding to a main story task in the game, or a game scene corresponding to an instance zone story task in the game. Note that the present disclosure does not limit the specific existence form of the scene transfer entrance corresponding to the first instance zone game scene.
[0063] S202: In response to a first movement command for the first game character, control the first game character to move in the game scene of the first instance zone, and when the first game character moves into an interaction area of the game scene of the first instance zone, trigger a first interaction event corresponding to the interaction area, and the first interaction event is used to determine whether the first game character will join a first organization under the second camp.
[0064] As can be seen from the explanation of step S201, each organization under the second camp corresponds to an independent interaction area in the game scene of the first instance zone, and after entering the game scene of the first instance zone, the player can control the first game character to move in the game scene of the first instance zone.
[0065] In an embodiment of the present disclosure, the first organization is an organization that the player wishes to join, and the interaction area comprises: It includes either a first preset area where the first organization exists or a second preset area where a bulletin board is located, and the bulletin board contains important information of all organizations under the second camp.
[0066] (1) When a first game character moves into a first preset area in which the first organization exists: A first interaction interface is displayed in a game scene of the first instance zone, where the first interaction interface includes important organizational information of the first organization and an organization participation control, and a player can view important organizational information of the first organization through the first interaction interface and trigger a first interaction event through the organization participation control.
[0067] (2) When the first game character moves into the second preset area where the bulletin board is located: In the game scene of the first instance zone, a second interaction interface corresponding to a bulletin board is displayed, where the second interaction interface includes important information of all organizations under the second camp and organization participation controls corresponding to each organization, and a player can view the organization important information of all organizations through the second interaction interface and trigger a first interaction event through the organization participation control corresponding to the first organization.
[0068] S203, allowing the first game character to join the first organization based on the execution result of a first interaction event in which the first game character agrees to join the first organization.
[0069] In the two cases of dividing the interaction area in step S202, specifically: (1) In a first preset area, in response to a player's touch operation on an organization joining control in a first interaction interface, determine that the first game character has agreed to join the first organization, and have the first game character join the first organization.
[0070] (2) In the second preset area, in response to a player's touch operation on an organization joining control corresponding to the first organization in the second interaction interface, determine that the first game character has agreed to join the first organization, and have the first game character join the first organization.
[0071] When the target interaction event is an interaction event for leaving an organization: In conjunction with the description of steps S201 to S203, if the first game character belongs to the second camp but is not a member of any organization under the second camp, the first game character can be controlled to join the first organization according to the execution method described in steps S201 to S203, and for a player character who has already joined an organization, in the above-mentioned interaction area in the game scene of the first instance zone, the player character can also choose to leave the organization to which the player character currently belongs and join another organization.
[0072] Taking a first game character as an example, as shown in FIG. 3, in an embodiment of the present disclosure, after the first game character joins the first organization, the execution method further includes:
[0073] S301: In response to a second movement command for the first game character, control the first game character to be moved to an interaction area of the game scene of the first instance zone, and trigger a second interaction event corresponding to the interaction area in the game scene of the first instance zone, wherein the second interaction event is used to determine whether the first game character will withdraw from the first organization.
[0074] S302, in response to the execution result of a second interaction event in which the first game character agrees to withdraw from the first organization, delete the first game character from the first organization, and the deleted first game character belongs to the second camp.
[0075] Specifically, in combination with steps S301-S302, after the first game character joins the first organization, the player controls the first game character to move in the game scene of the first instance zone, and when the first game character moves within the first preset area, the first game character has already joined the first organization and will not join again, so as an optional embodiment, in the first interaction interface, an organization withdrawal control is displayed for the first game character, and an organization joining control is displayed for other game characters that do not belong to the first organization, and at this time, in response to the player's touch operation on the organization withdrawal control in the first interaction interface, the first game character is determined to agree to withdraw from the first organization, and the first game character is deleted from the first organization; When the first game character moves to the second preset area, for the same reason as above, in an optional embodiment, in the second interaction interface, an organization exit control corresponding to the first organization may be displayed to the first game character, and an organization join control corresponding to another organization may be displayed to the first game character; in this case, in response to the player's touch operation on the organization exit control in the second interaction interface, the first game character may decide to agree to withdraw from the first organization and delete the first game character from the first organization; and even after the first game character is deleted, in response to the first game character touching the organization join control corresponding to the other organization, the first game character may decide to join the other organization.
[0076] It should be noted that, considering that the two target character camps in the game are constructed according to an asymmetric structure, different character camps have different interaction rights in the game and different information obtained, so if a first game character belongs to the second camp, the first game character can freely withdraw from the organization under the second camp, but after withdrawing, the first game character still belongs to the second camp.
[0077] Second, the case where the target interaction event that the first game character should perform is a season task for this season: When combined with the description in the background section of the game, it can be seen that the season task corresponding to the second camp is to defeat the first camp. Specifically, in the game, when the second camp reaches the conditions for unlocking the season task, the second camp and the first camp are notified separately, and they compete against each other according to the specified season task rules, and based on the results of the competition, the side that wins the competition is determined to be the first camp for the next season.
[0078] In an embodiment of the present disclosure, when a first game character belongs to the second camp and the target interaction event is a season task for this season, the specific target interaction event that the first game character can perform in the season task for this season can be determined by the following two methods:
[0079] 1. If the first game character belongs to the second camp and the first game character meets the second preset condition, As shown in FIG. 4, in an embodiment of the present disclosure, determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes:
[0080] S401: determining a battle event corresponding to the first game character as the target interaction event, the battle event being determined based on the number of acquired determination information being greater than a preset number threshold, and the determination information being provided by a player character belonging to the second camp through a determination entrance during a preset time period; was issued It is something.
[0081] In an embodiment of the present disclosure, a decision entrance is opened for player characters belonging to the second camp during a preset period, and decision information submitted by each player character is obtained through the decision entrance. The decision information is used to start this season's season tasks on time according to the season settlement time in the game. After the preset period ends, the number of decision information obtained is counted, and if the number of decision information obtained is greater than the preset number threshold, it is determined to start this season's season tasks on time, and presentation information is sent to the first camp to present the first camp with the intention of participating in the season tasks on time.
[0082] Specifically, the second preset condition includes that the first game character belongs to a second organization in the second camp, the combat power ranking of the second organization is within a preset ranking range, and the first game character is selected.
[0083] Here, since the second camp includes multiple independent organizations, after determining that this season's season tasks have started on time, it is also necessary to determine, based on the strength rankings of each organization, that organizations whose strength rankings are within the preset ranking range have the right to compete against the first camp in the season tasks.
[0084] For an organization that has the above-mentioned interaction authority, the boss of the organization needs to select a player character within the organization to fight against the first camp, so if the first game character meets the above-mentioned second preset condition, it means that the first game character has the interaction authority to fight against the first camp in the season task, and determines that the specific target interaction event that the first game character can perform in this season's season task is a battle event.
[0085] Specifically, after determining that the specific target interaction event that the first game character can perform is a battle event, the execution method further includes: If a first game character wins the battle event, a third organization in which the first game character is located is determined to be a first camp for the next season, and the third organization is an organization below the second camp.
[0086] As an example, if the first game character wins the battle event, the third organization in which the first game character is located is determined as the first camp of the next season, and at the start of the next season, the initial character camps of the remaining player characters other than the third organization of this season are set as no camp, and the target character camps are redistributed based on the execution method of steps S101-S103, and the new season is dynamically started.
[0087] 2. If the first game character belongs to the second camp and the first game character does not meet the second preset condition; As shown in FIG. 5 , in an embodiment of the present disclosure, determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes: S501: determining a spectating event corresponding to the first game character as the target interaction event, wherein the spectating event is an interaction event in which the first game character watches the battle event.
[0088] In conjunction with step S401, if the first game character does not satisfy the second preset condition, it means that the first game character does not have the interaction authority to compete against the first camp in the season task. At this time, as an optional embodiment, it can be determined that the specific target interaction event that the first game character can perform in the season task of this season is a spectating event, which indicates that the first game character has the interaction authority to watch the competition between the two camps in the season task, but does not have the interaction authority to compete against the first camp in the season task.
[0089] Third, for the case where the determined target interaction event to be performed by the first game character is a target game task in the game: As shown in FIG. 6 , in an embodiment of the present disclosure, determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes: S601, in response to the first game character's use of a target prop, determining a game scene of a second instance zone, controlling the first game character to enter the game scene of the second instance zone, and triggering a third interaction event in the game scene of the second instance zone.
[0090] As can be seen in connection with the background portion of the game, the interaction authority of the player characters in the first camp in the game is higher than the interaction authority of the player characters in the second camp in the game. Specifically, in any embodiment, the game resources obtained by the player characters belonging to the first camp in the game are greater than the game resources obtained by the player characters belonging to the second camp in the game.
[0091] The above game resources may be game data resources such as game experience points and game economic value that a player obtains when logging into the game, or game prop resources such as game equipment that a player obtains by shooting and killing non-player characters in the game, and the present disclosure is not limited to these.
[0092] In an embodiment of the present disclosure, since the first camp in the game has more abundant game resources, when the first game character belongs to the second camp, the first game character can use the target prop to enter the game scene of the second instance zone corresponding to the target prop, and perform the target game task in the game scene of the second instance zone to seize the game resources belonging to the first camp, and at this time, the target game task performed by the first game character triggers a third interaction event.
[0093] S602, in response to the first game character successfully executing the third interaction event, allocate target game resources to the first game character, where the target game resources are from the first camp.
[0094] In conjunction with step S601, the player controls the first game character to perform a target game task in the game scene of the second instance zone, and when the first game character successfully completes the target game task, determines that the first game character has successfully seized the target game resource belonging to the first camp, and newly allocates the target game resource to the first game character and deletes the target game resource from the collective game resource of the first camp.
[0095] In step S601, as shown in FIG. 7 , in an embodiment of the present disclosure, triggering a third interaction event in the game scene of the second instance zone includes: S701, including controlling the first game character to move in the game scene of the second instance zone in response to a third movement command for the first game character.
[0096] In an embodiment of the present disclosure, the game scene of the second instance zone includes at least one virtual prop, where each virtual prop corresponds to one target game resource, and each virtual prop corresponds to guarding one second non-player character, and the player controls the first game character to move in the game scene of the second instance zone to avoid surveillance and attack by the second non-player character and seize the target game resource of the virtual prop.
[0097] S702: When the first game character moves to a target area, a participating object is determined, the target area corresponds to a field of view of a second non-player character, and the participating object includes at least the second non-player character located in the target area.
[0098] In an embodiment of the present disclosure, the participating object further includes at least one third game character, the third game character belonging to the first camp, and the third game character is a player character whose ranking is greater than a preset threshold and who enters the game scene of the second instance zone after receiving support information sent from the second non-player character.
[0099] Specifically, when a first game character moves within the field of view of a second non-player character, the second non-player character sends support information to all player characters belonging to the first camp, requesting that the player characters of the first camp enter the game scene of the second instance zone as participating objects, and support the second non-player character.
[0100] Here, when support information is sent to all player characters belonging to the first camp, the second non-player character enters a leading state. Once all support information has been sent, the second non-player character ends the leading state and resumes attacking the first game character. When the second non-player character is in the leading state, the player controls the first game character to attack the second non-player character. If the first game character successfully shoots and kills the second non-player character before the second non-player character ends the leading state, the first game character can directly obtain the target game resource of the virtual prop guarded by the second non-player character.
[0101] S703, determining a battle between the first game character and the participating object as the third interaction event.
[0102] Specifically, in an embodiment of the present disclosure, an upper limit on the number of player characters that can be participating objects may be set in advance, and for example, up to four third game characters belonging to the first camp may be allowed to enter the game scene of the second instance zone as participating objects in the order before or after entering the game scene of the second instance zone, and battle may be conducted, and the battle between the first game characters and each of the participating objects may be determined as a third interaction event.
[0103] If the first game character successfully executes the third interaction event, it is determined that the first game character has won the target game task, and the target game resource is allocated to the first game character.
[0104] If the first game character fails to execute the third interaction event, it is determined that the first game character has not won the target game task, and the target game resource is still held in the virtual prop, waiting for other player characters to continue executing the target game task, where the target game resource in the virtual prop still belongs to the first camp.
[0105] In step S102 of the embodiment of the present disclosure, if the first game character belongs to the first camp, in an optional embodiment, the target interaction events that the first game character can perform can be divided into an interaction event of leaving or joining the first camp, a season task of the current season, and a target game task in the game. The three types of target interaction events are respectively described below: First, in the case where the target interaction event that the determined first game character should perform is an interaction event to leave or join the first camp: In an optional embodiment, when the first game character belongs to the first camp, the player controlling the first game character may send withdrawal information to the boss of the first camp, and can freely choose to withdraw from the first camp at any time, and the initial character camp to which the first game character belongs after withdrawal is determined to be no camp, and at this time, according to the execution method of steps S101 to S103, the first game character can continue to perform various interaction events in the game.
[0106] Here, after withdrawal, the first game character can receive the invitation task sent from the second game character still belonging to the first camp and rejoin the first camp.
[0107] Second, if the target interaction event that the first game character must perform is a season task for this season: As shown in FIG. 8, in an embodiment of the present disclosure, determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes:
[0108] S801: if the first game character belongs to the first camp and is the boss of the first camp, receive presentation information to participate in the battle event, and determine the battle event as the target interaction event.
[0109] In an embodiment of the present disclosure, after it is determined that the season task for this season will start on time, if the first game character is the boss of the first camp, the first game character receives presentation information to participate in a battle event, wherein the first game character has the highest interaction authority in the game, and the first game character has the interaction authority to directly participate in the battle event as the boss of the first camp, and the first game character selects a player character to participate in the battle from all player characters belonging to the first camp based on a preset battle frame, and the selected player character has the interaction authority to compete against the second camp in the season task.
[0110] S802: If the first game character belongs to the first camp and the first game character is not the boss of the first camp, upon receiving sortie information sent from the boss of the first camp, determine the battle event as the target interaction event.
[0111] Specifically, in conjunction with step S801, when the first game character is not the boss of the first camp, if the boss of the first camp selects the first game character, the first game character receives the sortie information sent by the boss of the first camp, and the first game character has the interaction authority to compete against the second camp in the season task.
[0112] If the boss of the first camp does not select the first game character, the first game character does not receive the sortie information sent from the boss of the first camp, and the first game character has the interaction authority to watch the battle between the two camps in the season task, but does not have the interaction authority to battle against the second camp in the season task.
[0113] Third, in the case where the determined target interaction event to be performed by the first game character is a target game task in the game: As can be seen from steps S701-S703, when the first game character belongs to the first camp, the case where the first game character executes the target game task conflicts with the case where the first game character executes the target game task when the first game character belongs to the second camp, and this will be omitted here.
[0114] In the game event execution method provided in the embodiment of the present disclosure, the first game character first determines a target character camp to which the first game character belongs based on the execution result of the target task, and then determines a target interaction event to be executed by the first game character based on the target character camp to which the first game character belongs. The player responds to an interaction command for the first game character, and controls the first game character to execute the target interaction event. Different types of character camps correspond to different interaction events. In this way, by setting different interaction permissions for players belonging to different character camps, game characters belonging to different character camps can execute different types of interaction events, which increases the variety and richness of game tasks, increases the appeal of the game to players, improves the efficiency of human-computer interaction, and simultaneously improves the resource utilization rate of the game server.
[0115] Based on the same inventive idea, the present disclosure further provides an execution device corresponding to the method for executing events in the game, and the execution device in the embodiment of the present disclosure has the same principle as the method for executing events in the game in the embodiment of the present disclosure, so the implementation of the execution device can refer to the implementation of the execution method, and the overlapping parts will be omitted.
[0116] As shown in FIG. 9, FIG. 9 shows a configuration diagram of an event execution device in a game provided in an embodiment of the present disclosure, where the game includes a first game character, and the execution device includes: The camp determination module 901 is configured to determine a target character camp to which the first game character belongs based on the execution result of the first game character for the target task, and the target tasks corresponding to the first game character in different seasons are different, and the target character camp includes the first camp or the second camp.
[0117] The event determination module 902 determines a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs, and is configured such that the interaction events corresponding to different types of character camps are different.
[0118] The character control module 903 is configured to respond to a first interaction command for the first game character and control the first game character to perform the target interaction event.
[0119] The target task is selectable, and the target task is an initial interaction event that the first game character should perform. The camp determination module 901 further includes: In response to the first game character completing the initial interaction event, it is determined that the first game character belongs to a second camp, and the initial interaction event is determined based on the initial character camp to which the first game character belongs, and the initial character camp is determined by the first game character's first participation in the game or is determined by the results of matches this season.
[0120] The target task may be an invitation task sent from a second game character belonging to a first camp, and the camp determination module 901 may further: The first game character is configured to determine that the first game character belongs to a first camp in response to the invitation task sent from a second game character belonging to the first camp.
[0121] Optionally, the event determination module 902 includes a first transfer module, a first interaction module, and a first interaction module; a first transfer module (not shown) configured to determine a game scene of a first instance zone based on the second camp to which the first game character belongs, and to control the first game character to enter the game scene of the first instance zone; a first interaction module (not shown) configured to respond to a first movement command for the first game character, control the first game character to move in the game scene of the first instance zone, and trigger a first interaction event corresponding to the interaction area when the first game character moves into an interaction area of the game scene of the first instance zone, and the first interaction event is used to determine whether the first game character will join a first organization under the second faction; A second interaction module (not shown) is configured to have the first game character join the first organization based on the result of execution of a first interaction event in which the first game character agrees to join the first organization.
[0122] Optionally, the first transfer module further comprises: In response to a touch operation on a designated task control or a first non-player character, if the touch time of the touch operation satisfies a first preset condition, the game scene of the first instance zone is determined based on the second camp to which the first game character belongs, and the first game character is controlled to enter the game scene of the first instance zone.
[0123] selectable, and the interaction area comprises: It includes either a first preset area where the first organization exists or a second preset area where a bulletin board is located, and the bulletin board contains important information of all organizations under the second camp.
[0124] Optionally, after having the first game character join the first organization, the second interaction module further comprises: In response to a second movement command for the first game character, control the first game character to be moved to an interaction area of a game scene of the first instance zone, and trigger a second interaction event corresponding to the interaction area in the game scene of the first instance zone, wherein the second interaction event is used to determine whether the first game character will withdraw from the first organization; In response to a result of executing a second interaction event in which the first game character agrees to withdraw from the first organization, the first game character is deleted from the first organization, and the deleted first game character is configured to belong to the second camp.
[0125] Optionally, the event determination module 902 further: If the first game character belongs to the second camp and the first game character satisfies a second preset condition, a battle event corresponding to the first game character is determined as the target interaction event, and the battle event is determined based on the number of acquired determination information being greater than a preset number threshold, and the determination information is provided by a player character belonging to the second camp through a determination entrance during a preset time period. was issued It is configured to be something.
[0126] The second preset condition is selectable and includes that the first game character belongs to a second organization in the second camp, the combat power ranking of the second organization is within a preset ranking range, and the first game character is selected.
[0127] Optionally, the event determination module 902 further: If the first game character belongs to the second camp and the first game character does not satisfy the second preset condition, a spectating event corresponding to the first game character is determined as the target interaction event, and the spectating event is configured to be an interaction event in which the first game character watches the battle event.
[0128] Optionally, the event determination module 902 further: If the first game character belongs to the first camp and is a boss of the first camp, receiving presentation information to participate in the battle event and determining the battle event as the target interaction event; If the first game character belongs to the first camp and is not the boss of the first camp, the game device is configured to determine the battle event as the target interaction event upon receiving sortie information transmitted from the boss of the first camp.
[0129] Optionally, after controlling the first game character to perform the target interaction event, the character control module 903 further: If the first game character wins the battle event, a third organization in which the first game character is located is determined as a first camp for the next season, and the third organization is configured to be an organization below the second camp.
[0130] If selectable, and the first game character belongs to the second camp, the event determination module 902 further includes a third interaction module and a fourth interaction module; a third interaction module (not shown) configured to respond to the first game character's use of the target prop, determine a game scene of a second instance zone, control the first game character to enter the game scene of the second instance zone, and trigger a third interaction event in the game scene of the second instance zone; A fourth interaction module (not shown) is configured to respond to the first game character's successful execution of the third interaction event by allocating target game resources to the first game character, the target game resources being from the first camp.
[0131] Optionally, the third interaction module further comprises: In response to a third movement command for the first game character, control the first game character to move in the game scene of the second instance zone; determining a participating object when the first game character moves to a target area, the target area corresponding to a field of view of a second non-player character, the participating object including at least the second non-player character located in the target area; The game device is configured to determine a battle between the first game character and the participant object as the third interaction event.
[0132] Optionally, the participating object further includes at least one third game character, the third game character belonging to the first camp, and the third game character is a player character whose ranking is greater than a preset threshold and who enters the game scene of the second instance zone after receiving support information sent from the second non-player character.
[0133] Selectable, if the first game character belongs to the first camp, the game resources acquired by the first game character in the game are greater than the game resources acquired by a fourth game character in the game, and the fourth game character belongs to the second camp.
[0134] In the game event execution method provided in the embodiment of the present disclosure, the first game character first determines a target character camp to which the first game character belongs based on the execution result of the target task, and then determines a target interaction event to be executed by the first game character based on the target character camp to which the first game character belongs. A player responds to an interaction command for the first game character, and controls the first game character to execute the target interaction event, where different types of character camps correspond to different interaction events. In this method, different interaction permissions are set for players belonging to different character camps, so that game characters belonging to different character camps can execute different types of interaction events, thereby increasing the variety and richness of game tasks, making the game more attractive to players, improving the efficiency of human-computer interaction, and simultaneously improving the resource utilization rate of the game server.
[0135] As shown in FIG. 10, an embodiment of the present disclosure provides a computing device 1000 configured to execute the method of executing an event in a game of the present disclosure, the device including a memory 1001, a processor 1002, and a computer program stored in the memory 1001 and executable on the processor 1002, wherein when the processor 1002 executes the computer program, steps of the method of executing an event in a game are realized.
[0136] Specifically, the memory 1001 and the processor 1002 may be general-purpose memory and processor, and although not particularly limited here, when the processor 1002 executes a computer program stored in the memory 1001, it can execute a method for executing an event in the game.
[0137] Corresponding to the method for executing an event in a game in the present disclosure, an embodiment of the present disclosure further provides a computer-readable storage medium, which stores a computer program, and when the computer program is executed by a processor, performs the steps of the method for executing an event in a game.
[0138] Specifically, the storage medium may be a general-purpose storage medium such as a removable disk or a hard disk, and when a computer program on the storage medium is executed, the method for executing an event in the game can be executed.
[0139] In the embodiments provided by the present disclosure, it should be understood that the disclosed system and method may be implemented in other ways. The above-described system embodiments are merely exemplary. For example, the division of units described is merely a logical division of functions, and the division may be performed in other ways in actual implementation. For example, some units or components may be combined or integrated into another system, or some functions may be ignored or not implemented. Furthermore, the mutual couplings or direct couplings or communication connections shown or discussed may be indirect couplings or communication connections via some communication interface, system, or unit, whether electrical, mechanical, or other means.
[0140] The units illustrated as separate components may or may not be physically separated, and the components depicted as units may or may not be physical units, i.e., located in one location or distributed across multiple network units, and some or all of these units may be selected according to actual needs to achieve the objectives of the solution of this embodiment.
[0141] Furthermore, the individual functional units in the embodiments provided by the present disclosure may be integrated into a single processing unit, the individual units may exist physically separately, or two or more units may be integrated into a single unit.
[0142] The described functions may be implemented in the form of a software functional unit and stored in a computer-readable storage medium when sold or used as a separate product. It is understood that the technical solution of the present disclosure, or a part of the technical solution that essentially or contributes to the prior art, may be embodied in the form of a software product stored in a storage medium and including a number of commands for enabling 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 various embodiments of the present disclosure. The aforementioned storage medium includes media capable of storing program code, such as a USB memory, a removable hard disk, a ROM (Read-Only Memory), a RAM (Random Access Memory), a diskette, and a CD-ROM.
[0143] In the accompanying drawings, like symbols and letters indicate like items, and therefore, once an item is defined in one drawing, it need not be further defined and explained in subsequent drawings. Terms such as "first," "second," and "third" are used only to distinguish between descriptions and are not to be understood as indicating or suggesting relative importance.
[0144] Finally, it should be noted that the above-described embodiments are merely specific embodiments for illustrating the technical solutions of the present disclosure and are not intended to limit the same, and the scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art may, within the technical scope disclosed by the present disclosure, make modifications or easily conceivable changes to the technical solutions recorded in the above embodiments, or make equivalent substitutions for some of the technical features thereof, and such modifications, changes, and substitutions do not remove the essence of the corresponding technical solutions from the scope of the technical solutions of the embodiments of the present disclosure. All are intended to be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure is subject to the scope of protection of the claims.
Claims
1. 1. A method for executing an event in a game involving a first game character, comprising: The first game character determines a target character camp to which the first game character belongs based on the execution result of the target task, the first game character corresponds to different target tasks in different seasons, the target character camp includes a first camp or a second camp, the target task is an initial interaction event to be performed by the first game character, or the target task is an invitation task sent from a second game character belonging to the first camp; Determine a target interaction event that the first game character should perform based on a target character camp to which the first game character belongs, and interaction events corresponding to different types of character camps are different; and controlling the first game character to perform the target interaction event in response to a first interaction command for the first game character; Determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes: If the first game character belongs to the second camp and the first game character satisfies a second preset condition, determine a battle event corresponding to the first game character as the target interaction event, the battle event being determined based on the number of acquired determination information being greater than a preset number threshold, and the determination information indicating that the player character will start this season's season task on time according to the season settlement time in the game; The second preset condition includes that the first game character belongs to a second organization in the second camp, the strength ranking of the second organization is within a preset ranking range, and the first game character is selected. A method for executing an event in a game.
2. Determining a target character camp to which the first game character belongs based on an execution result of the first game character with respect to a target task, and determining that the first game character belongs to a second camp in response to the first game character completing the initial interaction event, the initial interaction event being determined based on an initial character camp to which the first game character belongs, the initial character camp being determined by the first game character's first participation in the game or being determined by the results of a match this season.
2. The method for executing an event in a game according to claim 1.
3. Determining a target character camp to which the first game character belongs based on an execution result of the first game character with respect to a target task, determining that the first game character belongs to a first camp in response to the invitation task transmitted from a second game character belonging to the first camp; 2. The method for executing an event in a game according to claim 1.
4. Determining a target interaction event to be performed by the first game character based on a target character camp to which the first game character belongs includes: determining a game scene of a first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone; Responding to a first movement command for the first game character, control the first game character to move in the game scene of the first instance zone, and when the first game character moves into an interaction area of the game scene of the first instance zone, trigger a first interaction event corresponding to the interaction area, and the first interaction event is used to determine whether the first game character will join a first organization under the second faction; and having the first game character join the first organization based on the result of execution of a first interaction event in which the first game character agrees to join the first organization.
2. The method for executing an event in a game according to claim 1.
5. determining a game scene of a first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone; In response to a touch operation on a designated task control or a first non-player character, if a touch time of the touch operation satisfies a first preset condition, determining a game scene of the first instance zone based on a second camp to which the first game character belongs, and controlling the first game character to enter the game scene of the first instance zone.
5. The method for executing an event in a game according to claim 4.
6. The interaction area comprises: The first preset area includes either a first area where the first organization is located or a second preset area where a bulletin board is located, the bulletin board including important information of all organizations under the second camp.
5. The method for executing an event in a game according to claim 4.
7. After having the first game character join the first organization, the method further comprises: In response to a second movement command for the first game character, control the first game character to be moved to an interaction area of a game scene of the first instance zone, and trigger a second interaction event corresponding to the interaction area in the game scene of the first instance zone, wherein the second interaction event is used to determine whether the first game character will withdraw from the first organization; In response to a result of the execution of a second interaction event in which the first game character agrees to withdraw from the first organization, the first game character is deleted from the first organization, and the deleted first game character belongs to the second camp.
5. The method for executing an event in a game according to claim 4.
8. Determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes: If the first game character belongs to the second camp and the first game character does not satisfy the second preset condition, a spectating event corresponding to the first game character is determined as the target interaction event, and the spectating event is an interaction event in which the first game character watches the battle event.
2. The method for executing an event in a game according to claim 1.
9. Determining a target interaction event to be performed by the first game character based on the target character camp to which the first game character belongs further includes: receiving presentation information for participating in the battle event when the first game character belongs to the first camp and is a boss of the first camp, and determining the battle event as the target interaction event; If the first game character belongs to the first camp and is not the boss of the first camp, upon receiving sortie information transmitted from the boss of the first camp, determining the battle event as the target interaction event.
2. The method for executing an event in a game according to claim 1.
10. After controlling the first game character to execute the target interaction event, the execution method further includes: If the first game character wins the battle event, a third organization in which the first game character is located is determined to be a first camp for the next season, and the third organization is an organization under the second camp.
2. The method for executing an event in a game according to claim 1.
11. When the first game character belongs to the second camp, determining a target interaction event to be performed by the first game character based on a target character camp to which the first game character belongs includes: In response to the first game character using the target prop, determining a game scene of a second instance zone, controlling the first game character to enter the game scene of the second instance zone, and triggering a third interaction event in the game scene of the second instance zone; and assigning a target game asset to the first game character in response to the first game character successfully executing the third interaction event, the target game asset being from the first camp.
2. The method for executing an event in a game according to claim 1.
12. Triggering a third interaction event in the game scene of the second instanced zone includes: Responding to a third movement command for the first game character, controlling the first game character to move within the game scene of the second instance zone; When the first game character moves to a target area, a participating object is determined, the target area corresponds to a field of view of a second non-player character, and the participating object includes at least the second non-player character located in the target area; determining a battle between the first game character and the participant object as the third interaction event.
12. The method for executing an event in a game according to claim 11.
13. The participating object further includes at least one third game character, the third game character belonging to the first camp, and the third game character is a player character whose ranking is greater than a preset threshold and who enters the game scene of the second instance zone after receiving the support information transmitted from the second non-player character.
13. The method for executing an event in a game according to claim 12.
14. When the first game character belongs to the first camp, the game assets acquired by the first game character in the game are greater than the game assets acquired by a fourth game character in the game, and the fourth game character belongs to the second camp.
2. The method for executing an event in a game according to claim 1.
15. An event execution device for a game including a first game character, a camp determination module configured to determine a target character camp to which the first game character belongs based on an execution result of the first game character for a target task, the target tasks corresponding to the first game character in different seasons are different, the target character camp includes a first camp or a second camp, and the target task is an initial interaction event to be executed by the first game character, or the target task is an invitation task sent from a second game character belonging to the first camp; an event determination module that determines a target interaction event to be performed by the first game character based on a target character camp to which the first game character belongs, and is configured so that interaction events corresponding to different types of character camps are different; a character control module configured to respond to a first interaction command for the first game character and to control the first game character to perform the target interaction event; The event determination module further comprises: If the first game character belongs to the second camp and the first game character satisfies a second preset condition, determine a battle event corresponding to the first game character as the target interaction event, the battle event being determined based on the number of acquired determination information being greater than a preset number threshold, and the determination information indicating that the player character will start this season's season task on time according to the season settlement time in the game; The second preset condition includes that the first game character belongs to a second organization in the second camp, the strength ranking of the second organization is within a preset ranking range, and the first game character is selected. A device for executing an event in a game.
16. An electronic device including a processor, a memory, and a bus, The memory stores machine-readable instructions executable by the processor, and when the electronic device is executed, the processor and the memory communicate via a bus, and when the machine-readable instructions are executed by the processor, the steps of the method for executing an event in a game according to any one of claims 1 to 14 are performed. An electronic device for an event in a game.
17. A computer-readable storage medium, comprising: The computer-readable storage medium stores a computer program, which, when executed by a processor, performs the steps of the method for executing an event in a game according to any one of claims 1 to 14. A computer-readable storage medium comprising:
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