Virtual character match playing method and apparatus, device, medium, and program product
By introducing automatic mobile virtual support characters in virtual games, the problem of low utilization of virtual items in the prior art is solved, and the fun of the game and the utilization rate of computer resources is improved.
Patent Information
- Application Number
- PCT/CN2024/095473
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-01
- Filing Date
- 2024-05-27
- Publication Date
- 2025-02-06
AI Technical Summary
In existing virtual games, the utilization rate of virtual items is low, resulting in relatively low utilization rate of computer resources.
By introducing a virtual support character, the character moves automatically in the virtual scene, the first virtual character is responsible for escorting the virtual support character, while the second virtual character hinders its movement. Determine the game result based on whether the virtual support role is moved to the specified position.
It improves the utilization rate of virtual support characters and the impact on game results, avoids the game interaction form of virtual characters moving fixed virtual items, and improves the fun of the game and the utilization rate of computer resources.
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Figure CN2024095473_06022025_PF_FP_ABST
Abstract
Description
Virtual character game method, device, equipment, medium and program product
[0001] This application claims priority to Chinese patent application No. 202310969952.3 filed on August 1, 2023, entitled “Virtual character game method, device, equipment, medium and program product,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a virtual character game method, device, equipment, medium and program product. Background Art
[0003] In competitive games, players control virtual characters to participate in virtual matches. Virtual matches can be played in a variety of ways. Players can control their virtual characters to eliminate enemy virtual characters to win the virtual match, or they can complete required match tasks to win the virtual match.
[0004] In related art, a virtual game mode is provided, in which a player controls a virtual character to escort a virtual item to a designated location, while a hostile virtual character is required to prevent the virtual character from moving the virtual item to the designated location. Typically, the player carries the virtual item while moving, and the hostile virtual character can prevent the virtual item from moving by attacking the player-controlled virtual character.
[0005] In the above-mentioned related technologies, virtual items only serve as fixed transport items accompanying the virtual character in movement, and the virtual items have little impact on the outcome of the virtual game. That is, the utilization rate of virtual items in the virtual game is low, resulting in relatively low utilization rate of computer resources.
[0006] Summary of the Invention
[0007] The embodiments of the present application provide a method, apparatus, device, medium, and program product for playing a virtual character game, which can improve the utilization rate of computer resources. The technical solution is as follows:
[0008] In one aspect, a virtual character game method is provided, which is executed by a computer device, and the method includes:
[0009] Displaying a first virtual character and a second virtual character in an antagonistic relationship in a virtual scene, wherein the virtual scene includes a virtual support character, the virtual support character automatically moves to a first position in the virtual scene, the first virtual character is used to escort the virtual support character, and the second virtual character is used to hinder the automatic movement of the virtual support character;
[0010] In response to receiving a control operation on the first virtual character, displaying an interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character;
[0011] In response to the virtual support character moving to the first position, a first game result is displayed, where the first game result is used to indicate that the first virtual character is successful in the game.
[0012] In another aspect, a virtual character game device is provided, the device comprising:
[0013] a display module configured to display a first virtual character and a second virtual character in an antagonistic relationship in a virtual scene, wherein the virtual scene includes a virtual support character, the virtual support character automatically moves toward a first position in the virtual scene, the first virtual character is configured to escort the virtual support character, and the second virtual character is configured to hinder the automatic movement of the virtual support character;
[0014] a receiving module configured to display, in response to receiving a control operation on the first virtual character, an interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character;
[0015] The display module is further configured to display a first game result in response to the virtual support character moving to the first position, where the first game result is used to indicate that the first virtual character has successfully played against the first virtual character.
[0016] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a virtual character game method as described in any of the above embodiments.
[0017] On the other hand, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual character game method as described in any of the above embodiments.
[0018] In another aspect, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual character game method described in any of the above embodiments.
[0019] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0020] A virtual support character is displayed in a virtual scene where a first virtual character and a second virtual character are playing against each other. The virtual support character automatically moves to a first position in the virtual scene. The first virtual character is the virtual character escorting the virtual support character to prevent the second virtual character from obstructing the virtual support character's movement. A control operation for controlling the interaction between the first virtual character and the virtual support character is received, and the interaction between the first virtual character and the virtual support character is displayed. The game outcome is then determined based on the position of the virtual support character. This process no longer relies solely on fixed virtual items to determine the outcome of the virtual game. Instead, the outcome of the virtual game is determined based on whether the virtual support character interacted with by the first virtual character moves to the first position. The virtual support character, being a character that can move within the virtual scene, increases its utilization and influence on the game outcome. This avoids the limited interaction associated with games where the virtual character moves fixed virtual items, enhancing game fun while also improving computer resource utilization. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0022] FIG2 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application;
[0023] FIG3 is a flow chart of a virtual character game method provided by an exemplary embodiment of the present application;
[0024] FIG4 is a flowchart of a virtual character game method provided by another exemplary embodiment of the present application;
[0025] FIG5 is a schematic diagram of a virtual game interface provided by an exemplary embodiment of the present application;
[0026] FIG6 is a schematic diagram of a virtual robot provided by an exemplary embodiment of the present application;
[0027] FIG7 is a schematic diagram of the design appearance of a robot provided by an exemplary embodiment of the present application;
[0028] FIG8 is a schematic diagram of a robot operation rule provided by an exemplary embodiment of the present application;
[0029] FIG9 is a flowchart of a virtual character game method provided by another exemplary embodiment of the present application;
[0030] FIG10 is a schematic diagram of state switching provided by an exemplary embodiment of the present application;
[0031] FIG11 is a flowchart of a virtual character game method provided by another exemplary embodiment of the present application;
[0032] FIG12 is a schematic diagram of the overall setting of the attack and defense mode provided by an exemplary embodiment of the present application;
[0033] FIG13 is an overall flow chart of an attack and defense mode game provided by an exemplary embodiment of the present application;
[0034] FIG14 is a flowchart of determining the offensive side of a tiebreak provided by an exemplary embodiment of the present application;
[0035] FIG15 is a structural block diagram of a virtual character game apparatus provided by an exemplary embodiment of the present application;
[0036] FIG16 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0037] The embodiments of the present application provide a virtual character game method, in which the virtual support character fully participates in the entire virtual character game process. The game result is no longer determined by the movement of a fixed virtual object accompanying the first virtual character. Instead, the game result is determined based on whether the virtual support character with a movement function moves to a first position, thereby greatly improving the utilization rate of the virtual support character and the influence of the virtual support character with a movement effect on the game result, thereby improving the utilization rate of computer resources.
[0038] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports virtual scenes is installed and running in the terminal, such as an application that supports three-dimensional virtual scenes. The application can be any one of a virtual reality application, a third-person shooter game (TPS), a first-person shooter game (FPS), a multiplayer online battle arena game (MOBA), a role-playing game, a turn-based action game, etc. Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-based application.
[0039] FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application. The electronic device 100 includes an operating system 120 and an application 122 .
[0040] The operating system 120 is the foundational software that provides application programs 122 with secure access to the computer's hardware.
[0041] Application 122 is an application that supports virtual scenes. Optionally, application 122 is an application that supports three-dimensional virtual scenes. Application 122 can be any of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like. Application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-based application.
[0042] 2 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .
[0043] The first device 220 has an application installed and running that supports a virtual scene. This application can be any of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like. The first device 220 is used by a first user, who uses the first device 220 to control a first virtual character in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual character is a first virtual person, such as a simulated human character or an anime character.
[0044] The first device 220 is connected to the server 240 via a wireless network or a wired network.
[0045] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 provides backend services for applications supporting three-dimensional virtual scenes. Optionally, server 240 performs primary computing tasks, while first device 220 and second device 260 perform secondary computing tasks. Alternatively, server 240 performs secondary computing tasks, while first device 220 and second device 260 perform primary computing tasks. Alternatively, server 240, first device 220, and second device 260 perform collaborative computing tasks using a distributed computing architecture.
[0046] Second device 260 has an application installed and running that supports the virtual scene. This application can be any of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like. Second device 260 is used by a second user, who uses it to control a second virtual character in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the second virtual character is a second avatar, such as a simulated human character or an anime character.
[0047] Optionally, the first virtual character and the second virtual character are in the same virtual scene. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friendship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different teams, different organizations, or two hostile groups.
[0048] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 can generally refer to one of multiple devices, and the second device 260 can generally refer to one of multiple devices. This embodiment only uses the first device 220 and the second device 260 as an example. The first device 220 and the second device 260 can be the same or different device types, including at least one of a game console, a desktop computer, a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are described using a desktop computer as an example.
[0049] Those skilled in the art will appreciate that the number of the above-mentioned devices may be more or less. For example, the above-mentioned device may be only one, or the above-mentioned devices may be dozens or hundreds, or a greater number. The embodiments of the present application do not limit the number and type of devices. It is worth noting that the server 240 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. Among them, cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. applied in the cloud computing business model. It can form a resource pool that is used on demand and is flexible and convenient. In some embodiments, the method provided in the embodiments of the present application can be applied to cloud gaming scenarios, so that the calculation of data logic during the game process is completed by the cloud server, while the terminal is responsible for the display of the game interface.
[0050] Optionally, the server 240 may also be implemented as a node in a blockchain system.
[0051] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with relevant laws, regulations and standards.
[0052] In combination with the above introduction and computer system, Figure 3 is a flowchart of a virtual character game method provided in an embodiment of the present application. The method is explained by taking the application of the method in a terminal as an example. As shown in Figure 3, the method includes the following steps 310 to 330.
[0053] Step 310: Display a first virtual character and a second virtual character in an adversarial relationship in a virtual scene.
[0054] In some embodiments, the first virtual character is a virtual character controlled by a first terminal, and the second virtual character is a virtual character controlled by a second terminal.
[0055] Optionally, an application supporting a virtual scene is run in the first terminal and the second terminal respectively, and the application may be any one of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like.
[0056] Optionally, a first account is logged into an application running on a first terminal, and the first virtual character is the virtual character corresponding to the first account; a second account is logged into an application running on a second terminal, and the second virtual character is the virtual character corresponding to the second account. For example, player A logs into the first account in an FPS game running on the first terminal. After logging in, player A can control the first virtual character through the first terminal; player B logs into the second account in an FPS game running on the second terminal. After logging in, player B can control the second virtual character through the second terminal.
[0057] Optionally, the first terminal is a current terminal (ie, a terminal currently executing the virtual character game method), and the second terminal is a terminal other than the current terminal.
[0058] In some embodiments, the virtual scene is a game scene in a virtual game.
[0059] Optionally, the virtual game is a game in which a first virtual character and a second virtual character compete against each other.
[0060] Optionally, the virtual game includes at least two camps, and the first virtual character and the second virtual character belong to different camps. Schematically, the virtual game includes a first camp and a second camp, the first camp and the second camp are in an adversarial relationship, the first virtual character belongs to the first camp, and the second virtual character belongs to the second camp.
[0061] Optionally, the first camp includes only the first virtual character, or the first camp includes multiple virtual characters, including the first virtual character. Optionally, the second camp includes only the second virtual character, or the second camp includes multiple virtual characters, including the second virtual character.
[0062] Among them, the virtual scene includes virtual support characters.
[0063] Optionally, a virtual support character refers to an active character within a virtual scene. This virtual support character may be a virtual person, a virtual animal, an animated character, or the like, for example, a person, animal, or plant displayed within the virtual scene. This embodiment of the present application is not limited thereto. Optionally, when the virtual scene is implemented as a three-dimensional virtual scene, the virtual support character is a three-dimensional model created using animation skeletal technology. The virtual support character has its own shape and volume within the three-dimensional virtual scene and occupies a portion of the space within the three-dimensional virtual scene.
[0064] In some embodiments, the virtual support character is implemented as a system-controlled virtual character, such as a non-player character (NPC), an artificial intelligence (AI) character, etc. That is, the virtual support character is not a manually controlled character, but a character that performs activities automatically.
[0065] Schematically, an AI character refers to a virtual character simulated through artificial intelligence technology, which gives the virtual character a higher level of intelligent decision-making ability. In games, traditional NPCs often follow fixed behavioral patterns and lack flexibility and realism. AI characters, on the other hand, can learn autonomously and make adaptive decisions through machine learning and reinforcement learning algorithms. In other words, AI characters can make more intelligent and personalized responses based on the player's behavior and environmental changes, increasing the challenge and realism of the game. In other embodiments, the above-mentioned virtual support character can also be a virtual character controlled by the player (i.e., the player through the terminal); or, the virtual support character can be a virtual character controlled jointly by the player and the system.
[0066] The aforementioned virtual support characters are used to provide game assistance to the virtual characters.
[0067] That is, the virtual support character is used to provide game assistance to the first virtual character and the second virtual character in a virtual game, where the first virtual character and the second virtual character play against each other. Optionally, the game assistance refers to providing help to a designated virtual character (e.g., the first virtual character or the second virtual character) in the virtual game.
[0068] Optionally, the game assistance includes at least one of the following forms:
[0069] 1. Virtual support characters are used to provide bonus effects for virtual characters.
[0070] Optionally, the addition effect refers to increasing or decreasing the attribute value of the virtual character, and the attribute value includes at least one of health value, energy value, attack power, defense value, attack speed, movement speed, etc., which is not limited in this embodiment of the present application.
[0071] Illustratively, the virtual support character increases the health value of the first virtual character to provide game assistance to the first virtual character; or, the virtual support character reduces the health value of the second virtual character to provide game assistance to the first virtual character.
[0072] Optionally, the additive effect is a single additive effect; or, the additive effect is a multiple additive effect that lasts for a period of time.
[0073] In some embodiments, a virtual game has a game duration and a preset game duration. The game duration refers to the time interval between the start of the virtual game and the current time; the preset game duration refers to the preset duration of the virtual game, representing the preset end time of the game game.
[0074] Indicatively, the game duration accumulates as the game progresses; for example, at the beginning of the game, the game duration is short, and as the game continues, the game duration becomes longer; if the preset duration remains unchanged, the difference between the game duration and the preset game duration gradually decreases from the beginning of the game to the preset game duration.
[0075] Optionally, considering that the first virtual character is used to escort the virtual support character, the greater the gap between the game duration and the preset game duration, the more sufficient time the first virtual character has to escort the virtual support character, and therefore the first virtual character has a greater probability of successfully escorting the virtual support character, which is more conducive to the success of the game for the first virtual character; the smaller the gap between the game duration and the preset game duration, the less time the first virtual character has to escort the virtual support character, and therefore the smaller the probability of the first virtual character successfully escorting the virtual support character, which is less conducive to the success of the game for the first virtual character. Accordingly, if the first virtual character fails in the game, it means that the second virtual character succeeds in the game, that is: the smaller the gap between the game duration and the preset game duration, the more conducive to the success of the game for the second virtual character.
[0076] Optionally, the added effect refers to increasing a preset duration or decreasing a preset duration.
[0077] Illustratively, the virtual support character increases the preset duration to provide game assistance to the first virtual character; or, the virtual support character decreases the preset duration to provide game assistance to the second virtual character.
[0078] 2. Virtual support characters assist virtual characters through virtual skills or virtual props.
[0079] Optionally, the virtual skills include at least one of virtual healing skills, virtual attack skills, virtual defense skills, etc.; the virtual props include at least one of virtual healing props, virtual attack props, virtual defense props, etc.
[0080] Illustratively, the virtual support character can use virtual healing skills to restore the health of the first virtual character to provide game assistance to the first virtual character; the virtual support character can use virtual attack props to attack the second virtual character to provide game assistance to the first virtual character.
[0081] 3. The virtual support character assists the virtual character through movement.
[0082] In some embodiments, the game mode of the virtual game is an attack-defense mode, and the first virtual character is the attacker and the second virtual character is the defender.
[0083] Optionally, the first virtual character is the attacker, and the first virtual character corresponds to a first match success condition, which includes: the distance between the position of the virtual support character and the designated position is less than or equal to a preset distance.
[0084] Optionally, the designated position is a preset position in the virtual scene, that is, the moving end position of the virtual support character, and the preset distance is a pre-set distance; schematically, when the preset distance is 0, that is, the virtual support character moves to the designated position, the first virtual character game is successful.
[0085] Optionally, the second virtual character is a defender, and a second match success condition is associated with the second virtual character. The second match success condition includes: the distance between the virtual support character and the designated location is greater than a preset distance. Illustratively, if the preset distance is 0, i.e., the virtual support character has not moved to the designated location, the match for the second virtual character is successful.
[0086] In some embodiments, the virtual game has a corresponding game duration, and the game duration refers to the time interval between the start time of the virtual game and the current time.
[0087] The first game condition further includes: when the game duration is less than a preset duration, the distance between the position of the virtual support character and the designated position is less than or equal to a preset distance.
[0088] Optionally, if the game duration is less than a preset duration and the distance between the virtual support character and the designated location is less than or equal to a preset distance, the game for the first virtual character is determined to be successful. For example, assuming the preset duration is 2 minutes and the preset distance is 0, if the virtual support character moves to the designated location within 2 minutes after the virtual game begins, the game for the first virtual character is determined to be successful.
[0089] The second game condition includes: when the game duration reaches a preset duration, the distance between the virtual support character's location and the designated location is greater than a preset distance.
[0090] Optionally, if the game duration reaches a preset duration and the distance between the virtual support character and the designated location is greater than a preset distance, the second virtual character game is determined to be successful. For example, assuming the preset duration is 2 minutes and the preset distance is 0, if the virtual support character has not moved to the designated location 2 minutes after the virtual game begins, the second virtual character game is considered successful.
[0091] In the above embodiment, the position of the virtual support character affects the outcome of the virtual game. Therefore, the virtual support character can also change its position by changing its movement state, thereby providing game assistance to the virtual character.
[0092] The virtual support character automatically moves to the first position in the virtual scene.
[0093] Schematically, the first position is the position corresponding to the first virtual character, and the player's game goal is to control the first virtual character to interact with the virtual support character to achieve the purpose of escorting the automatically moving virtual support character to move specifically to the first position corresponding to the first virtual character.
[0094] The first virtual character is used to escort the virtual support character, and the second virtual character is used to hinder the automatic movement of the virtual support character.
[0095] Illustratively, when the first virtual character protects the virtual support character from moving to the first position, the second virtual character, as a virtual character in a different virtual camp from the first virtual character, needs to prevent the virtual support character from moving to the first position.
[0096] In some embodiments, the smaller the distance between the virtual support character's location and the designated location (the designated location is a preset location in the virtual scene), the more conducive it is to the success of the first virtual character in the game.
[0097] Optionally, the virtual support character moves toward the designated position, thereby reducing the distance between the virtual support character's position and the designated position; or, the virtual support character is teleported from the current position to the first teleportation position, and the distance between the current position and the designated position is greater than the distance between the first teleportation position and the designated position.
[0098] In some embodiments, the greater the distance between the virtual support character's location and the designated location, the more favorable it is for the second virtual character to successfully compete.
[0099] Optionally, the virtual support character moves away from the designated position, thereby increasing the distance between the virtual support character's position and the designated position; or, the virtual support character is teleported from the current position to a second teleportation position, and the distance between the current position and the designated position is smaller than the distance between the second teleportation position and the designated position.
[0100] It should be noted that the above description of the forms of game assistance is only an illustrative example, and the embodiments of the present application do not limit the forms and quantities of game assistance.
[0101] Step 320 : In response to receiving a control operation on the first virtual character, display the interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character.
[0102] Optionally, the first terminal receives a control operation for the first virtual character, where the control operation is an operation initiated by the player on the first terminal. Illustratively, the control operation is an operation initiated by the player using a touch screen, mouse, keyboard, or other external device of the first terminal; or, the control operation is an operation initiated directly by the player on the screen of the first terminal.
[0103] In other embodiments, the control operation is an operation automatically triggered by the system.
[0104] The above control operation is used to control the first virtual character to interact with the virtual support character.
[0105] Illustratively, controlling the first virtual character to interact with the virtual support character includes: controlling the first virtual character to carry the virtual support character, controlling the first virtual character to approach the virtual support character, controlling the first virtual character to interact with the virtual support character (for example, dialogue, etc.), controlling the first virtual character to protect the virtual support character (for example, increasing the attribute value of the virtual support character through virtual props or virtual skills, etc.), controlling the first virtual character to complete the task issued by the virtual support character, etc., and the embodiments of the present application are not limited to this.
[0106] Optionally, in response to receiving a control operation for controlling the first virtual character to move to a preset character range corresponding to the virtual support character, the interaction between the first virtual character and the virtual support character when escorting the virtual support character is displayed.
[0107] Schematically, the preset character range corresponding to the virtual support character is used to represent a certain area around the virtual support character. The player can control the first virtual character to move and move to the surrounding area corresponding to the virtual support character to implement control operations on the first virtual character; at the same time, under the control operation, the interaction between the first virtual character and the virtual support character when escorting the virtual support character is displayed, such as maintaining a certain distance between the first virtual character and the virtual support character.
[0108] Optionally, in response to receiving a control operation for controlling the first virtual character to interact with the virtual support character, the first virtual character interacts with the virtual support character when escorting the virtual support character.
[0109] Illustratively, the interaction method is implemented in the form of dialogue, contact (such as handshake, caress, etc.), etc., to control the interaction process between the first virtual character and the virtual support character, such as controlling the first virtual character and the virtual support character to have a dialogue in a virtual scene, or controlling the first virtual character to touch the virtual support character, etc., to achieve control operations on the first virtual character; at the same time, under the control operation, the interaction between the first virtual character and the virtual support character when escorting the virtual support character is displayed, such as the first virtual character and the virtual support character walking hand in hand, etc.
[0110] Optionally, in response to receiving a control operation to control the first virtual character to protect the virtual support character from an attack by the second virtual character, the first virtual character interacts with the virtual support character when escorting the virtual support character.
[0111] Illustratively, the first virtual character can protect the virtual support character by releasing at least one of a variety of game skills, such as defense skills and attack skills, thereby realizing control operations on the first virtual character; under the control operation, the virtual support character can move to the first position as a target; at the same time, under the control operation, the interaction between the first virtual character and the virtual support character when escorting the virtual support character is displayed, such as the first virtual character casting a virtual shield to defend against the second virtual character's virtual attack on the virtual support character.
[0112] For illustration, unlike the fixed virtual props with which the first virtual character interacts, in this embodiment of the present application, the virtual support character interacting with the first virtual character has a mobile function within the virtual scene. Specifically, the virtual support character can move within the virtual scene to change its position. As the virtual support character moves within the virtual scene, the first virtual character can interact with the virtual support character to maintain its movement, allowing the virtual support character to move in the direction desired by the first virtual character.
[0113] The above content describes the process of receiving different forms of control operations. If the first virtual character's game objective is to interact with a virtual support character to move to a first location, the first virtual character can be controlled to interact with the virtual support character within the virtual scene to maintain the virtual support character's movement within the virtual scene through control operations. This allows the first virtual character to interact with the virtual support character to move to a designated location, thereby achieving the game objective. Using virtual support characters with movement effects overcomes the limitations of traditional fixed virtual prop models, enriching gameplay while enhancing game fun and improving the efficiency of human-computer interaction.
[0114] In some embodiments, the performance of the virtual support character may be altered to some extent based on control operations directed at the first virtual character. For example, when the first virtual character is controlled to move near the virtual support character, the virtual support character may provide a buff to the first virtual character; or, when the first virtual character is controlled to complete a task assigned by the virtual support character, the virtual support character may provide a buff to the first virtual character.
[0115] In some embodiments, the virtual support character's performance may also be altered to some extent based on changes in the virtual scene itself. For example, if the virtual support character continues to move automatically in the virtual scene, the virtual support character's attribute value will be consumed; or if the virtual support character encounters an obstacle in the virtual scene, the virtual support character will need to take a detour.
[0116] In an optional embodiment, when the virtual support character meets the first assistance condition, a first assistance animation is displayed in which the virtual support character provides game assistance to the first virtual character.
[0117] Optionally, the first auxiliary condition includes at least one of: an attribute value of the virtual supporting character is greater than a preset attribute value, the first virtual character exists within a preset character range of the virtual supporting character, and the like.
[0118] In some embodiments, when the attribute value of the virtual support character is greater than a preset attribute value, a first assisting animation is displayed in which the virtual support character provides game assistance to the first virtual character.
[0119] Among them, the attribute value includes at least one of health value, energy value, attack power, defense value, attack speed, movement speed, etc., and this embodiment of the present application is not limited to this.
[0120] Illustratively, if the health value of the virtual support character is greater than a preset health value, it is determined that the virtual support character meets the first assistance condition, and a first assistance animation is displayed in which the virtual support character provides game assistance to the first virtual character.
[0121] In other embodiments, when the first virtual character is within the preset character range of the virtual support character, a first assisting animation is displayed in which the virtual support character provides game assistance to the first virtual character.
[0122] Illustratively, if the first virtual character moves into the preset character range of the virtual support character and it is determined that the virtual support character meets the first assistance condition, a first assistance animation of the virtual support character providing game assistance to the first virtual character is displayed.
[0123] In other embodiments, when the attribute value of the virtual support character is greater than a preset attribute value and the first virtual character is within the preset character range of the virtual support character, a first assisting animation is displayed in which the virtual support character provides game assistance to the first virtual character.
[0124] Illustratively, if the health value of the virtual support character is greater than the preset health value and the first virtual character moves into the preset character range of the virtual support character, it is determined that the virtual support character meets the first assistance condition, and the first assistance animation of the virtual support character providing game assistance to the first virtual character is displayed.
[0125] Optionally, when the attribute value of the virtual support character is greater than the preset attribute value and the first virtual character is within the preset character range of the virtual support character, in response to the time duration for which the first virtual character is within the preset character range of the virtual support character reaching a first preset time duration, a first auxiliary animation of the virtual support character providing game assistance to the first virtual character is displayed.
[0126] Illustratively, if the health value of the virtual support character is greater than the preset health value, and the first virtual character moves into the preset character range of the virtual support character, when the time for which the first virtual character stays in the preset character range reaches the first preset time, it is determined that the virtual support character meets the first assistance condition, and then the first assistance animation of the virtual support character providing game assistance to the first virtual character is displayed.
[0127] Optionally, the game assistance provided by the virtual support character to the first virtual character includes at least one of: providing a bonus effect for the first virtual character, assisting the first virtual character through virtual skills or virtual props, assisting the first virtual character by changing the corresponding movement state, etc.
[0128] In some embodiments, the smaller the distance between the virtual support character's location and the designated location, the more favorable it is for the first virtual character to succeed in the game.
[0129] Optionally, when the virtual support character meets the first auxiliary condition, a movement animation of the virtual support character moving to a designated position is displayed, and the movement animation is used as the first auxiliary animation.
[0130] Illustratively, if the virtual support character meets the first assistance condition, the virtual support character moves to the designated position to reduce the distance between the virtual support character and the designated position, thereby assisting the first virtual character in winning the game.
[0131] In other embodiments, the virtual support character may provide a speed boost to the first virtual character to assist the first virtual character.
[0132] Optionally, when the virtual support character meets the first assistance condition, a speed-added animation of the first virtual character is displayed, and the speed-added animation is used as the first assistance animation.
[0133] Illustratively, if the virtual support character meets the first assistance condition, the first virtual character receives a speed bonus. This speed bonus is used only to increase the movement speed of the first virtual character, thereby enabling the first virtual character to participate in virtual combat at a faster speed. Optionally, if the first virtual character carries a virtual support character, the increased movement speed of the first virtual character also means an increase in the movement speed of the virtual support character.
[0134] Optionally, the speed-up animation may be implemented by displaying a speed-up mark, where the speed-up mark is used to prompt that the movement speed of the first virtual character is increased.
[0135] Optionally, the speed-up animation has a preset speed-up duration, and in response to the speed-up animation reaching the preset speed-up duration, the speed-up animation is stopped. Illustratively, the virtual support character may provide a speed-up duration to the first virtual character, and when the duration limit is reached, the virtual support character may stop providing the speed-up to the first virtual character.
[0136] Optionally, if the virtual support character meets the first assisting condition, a movement animation of the virtual support character moving toward a designated location and a speed-boosting animation for the first virtual character are displayed, with the movement animation and speed-boosting animation serving as the first assisting animation. Illustratively, if the virtual support character meets the first assisting condition, the virtual support character moves toward the designated location and the virtual support character provides a speed boost to the first virtual character.
[0137] In some embodiments, when the attribute value of the virtual support character is greater than a preset attribute value and the first virtual character is outside the preset character range of the virtual support character, a movement animation of the virtual support character moving at a first speed toward a specified location is displayed; and when the attribute value of the virtual support character is greater than the preset attribute value and the first virtual character is within the preset character range of the virtual support character, a movement animation of the virtual support character moving at a second speed toward the specified location is displayed, wherein the first speed is less than the second speed.
[0138] Illustratively, if the health value of the virtual support character is greater than the preset health value and the first virtual character has not moved into the preset character range of the virtual support character, the virtual support character slowly moves toward the designated position; if the first virtual character moves into the preset character range of the virtual support character, the virtual support character accelerates and moves toward the designated position.
[0139] In some embodiments, the first virtual character is a virtual character in a first camp, and the first camp also includes other virtual characters. Then, the second speed is associated with the virtual characters of the first camp included in the preset character range of the virtual support characters.
[0140] Optionally, the second speed is positively correlated with the number of virtual characters from the first camp included in the preset character range of the virtual support characters. For example, if there is one virtual character from the first camp within the preset character range of the virtual support characters, the movement speed of the virtual support character is n (n>0); if there are two virtual characters from the first camp within the preset character range of the virtual support characters, the movement speed of the virtual support character is 2n.
[0141] In some embodiments, the first camp is a camp that is in a confrontational relationship with the first camp, and the second speed is associated with virtual characters of the second camp included in the preset character range of virtual support characters.
[0142] Optionally, the second speed is negatively correlated with the number of virtual characters from the second camp within the preset character range of the virtual support characters. For example, if the preset character range of the virtual support characters includes two virtual characters from the first camp and one virtual character from the second camp, the movement speed of the virtual support character is n; if the preset character range of the virtual support characters includes four virtual characters from the first camp and two virtual characters from the second camp, the movement speed of the virtual support character is 2n.
[0143] In an optional embodiment, when the virtual support character meets the second assistance condition, a second assistance animation is displayed in which the virtual support character provides game assistance to the second virtual character.
[0144] Optionally, the second auxiliary condition includes at least one of: an attribute value of the virtual support character is less than or equal to a preset attribute value, and a second virtual character exists within a preset character range of the virtual support character.
[0145] In some embodiments, when the attribute value of the virtual support character is less than or equal to a preset attribute value, a first assisting animation is displayed in which the virtual support character provides game assistance to the first virtual character.
[0146] Among them, the attribute value includes at least one of health value, energy value, attack power, defense value, attack speed, movement speed, etc., and this embodiment of the present application is not limited to this.
[0147] Illustratively, if the health value of the virtual support character is less than or equal to the preset health value, it is determined that the virtual support character meets the second assistance condition, and a second assistance animation of the virtual support character providing game assistance to the second virtual character is displayed.
[0148] In other embodiments, when the second virtual character is within the preset character range of the virtual support character, a first assisting animation is displayed in which the virtual support character provides game assistance to the second virtual character.
[0149] Illustratively, if the second virtual character moves into the preset character range of the virtual support character and it is determined that the virtual support character meets the second assistance condition, a second assistance animation of the virtual support character providing game assistance to the second virtual character is displayed.
[0150] In other embodiments, when the attribute value of the virtual support character is less than or equal to the preset attribute value and the second virtual character is within the preset character range of the virtual support character, a second assisting animation is displayed in which the virtual support character provides game assistance to the second virtual character.
[0151] Illustratively, if the health value of the virtual support character is less than or equal to the preset health value, and the second virtual character moves into the preset character range of the virtual support character, it is determined that the virtual support character meets the second assistance condition, and a second assistance animation of the virtual support character providing game assistance to the second virtual character is displayed.
[0152] Optionally, if the attribute value of the virtual support character is less than or equal to a preset attribute value, and the second virtual character is within the preset character range of the virtual support character, in response to the second virtual character remaining within the preset character range for a second preset duration, a second assistive animation is displayed in which the virtual support character provides game assistance to the second virtual character. Illustratively, if the health value of the virtual support character is less than or equal to the preset health value, and the second virtual character moves into the preset character range of the virtual support character, when the second virtual character remains within the preset character range for a second preset duration, it is determined that the virtual support character meets the second assisting condition, and then a second assistive animation is displayed in which the virtual support character provides game assistance to the second virtual character.
[0153] Optionally, the game assistance provided by the virtual support character to the second virtual character includes at least one of: providing a bonus effect for the second virtual character, assisting the second virtual character through virtual skills or virtual props, assisting the second virtual character by changing the corresponding movement state, etc.
[0154] In some embodiments, the greater the distance between the virtual support character's location and the designated location, the more favorable it is for the second virtual character to successfully compete.
[0155] Optionally, when the virtual support character meets the second assistance condition, a life value addition animation of the second virtual character is displayed, and the life value addition animation is used as the second assistance animation.
[0156] Illustratively, if the virtual support character meets the second assistance condition, the second virtual character obtains a health bonus, which is used to increase the health of the second virtual character, thereby improving the survivability of the second virtual character in the virtual battle.
[0157] Optionally, the health value addition is a one-time addition effect. Schematically, the virtual support character increases the health value of the second virtual character by 20 points at one time.
[0158] Alternatively, the health bonus can be a multiple bonus effect that lasts for a period of time. For example, the virtual support character provides a health bonus to the second virtual character for 3 seconds, with the health bonus increasing by the same amount per second, for example, 5 health points are added to the second virtual character per second. Alternatively, the health bonus can increase by different amounts per second, for example, 2 health points are added in the first second, 5 health points are added in the second second, and 8 health points are added in the third second.
[0159] Optionally, when the virtual support character meets the second auxiliary condition, a movement animation of the virtual support character moving in a direction away from the designated position is displayed, and the movement animation is used as the second auxiliary animation.
[0160] Illustratively, if the virtual support character meets the second assistance condition, the virtual support character moves away from the designated position to increase the distance between the virtual support character and the designated position, thereby assisting the second virtual character in winning the game.
[0161] Optionally, when the virtual support character meets the second assistance condition, a stop animation of the virtual support character stopping moving is displayed, and the stop animation is used as the second assistance animation.
[0162] Illustratively, if the virtual support character meets the second assistance condition, the virtual support character stops moving.
[0163] Optionally, when the virtual support character meets the second auxiliary condition, a movement animation of the virtual support character moving away from the specified position and a life value addition animation of the second virtual character are displayed, and the movement animation and life value addition animation are used as the second auxiliary animation.
[0164] Illustratively, if the virtual support character meets the second assistance condition, the virtual support character moves in a direction away from the designated position and the virtual support character provides health bonus to the second virtual character.
[0165] Optionally, when the virtual support character meets the second auxiliary condition, a stop animation of the virtual support character stopping moving and a life value addition animation of the second virtual character are displayed, and the stop animation and life value addition animation are used as the second auxiliary animation.
[0166] Illustratively, if the virtual support character meets the second assistance condition, the virtual support character stops moving and the virtual support character provides a health bonus to the second virtual character.
[0167] The above process describes the auxiliary animation content that displays the virtual support character providing game assistance to different virtual characters when the virtual support character meets different assistance conditions. In addition to serving as information for determining the outcome of a virtual game, the virtual support character can also provide game assistance to multiple virtual characters participating in the virtual game. Furthermore, under different assistance conditions, the virtual support character assists different virtual characters, allowing the virtual support character to fully participate in the entire virtual character game process and provide game assistance to multiple virtual characters. This improves the utilization rate of the virtual support character and the degree of influence it has on the game outcome. Furthermore, by providing game assistance to different virtual characters under different assistance conditions, the process of greatly increasing the interactive forms of virtual characters during the game, and fully ensuring game fairness through the setting of differentiated assistance processes.
[0168] Step 330 : Displaying a first game result in response to the virtual support character moving to the first position.
[0169] The first game result is used to indicate that the first virtual character is successful in the game.
[0170] Illustratively, the first virtual character serves as a virtual character for interacting with the virtual support character. The purpose is that when the first virtual character needs to escort or transport the virtual support character to a first position during the virtual game, the first position is the position for ending the virtual game. Therefore, when the virtual support character moves to the first position, it means that the first virtual character's game is successful.
[0171] Optionally, in response to the virtual support character moving to a first position, where the distance between the first position and the character's final position is less than or equal to a preset distance, a first game result is displayed; the character's final position refers to the virtual support character's movement destination preset in the virtual scene. Illustratively, the first position refers to a position in the virtual scene where the distance from a designated position is less than or equal to the preset distance. The designated position is the virtual support character's movement destination position, and the designated position can be any preset position in the virtual scene. In other words, the first position is not a fixed point. If the preset distance is large, the first position can be multiple points on a range line corresponding to the preset distance, allowing the virtual support character to move to the destination from multiple directions and positions. This increases the likelihood of the virtual support character moving to the first position, speeding up the game progress, and improving the efficiency of virtual game play.
[0172] It should be noted that, when the preset distance is 0, the first position is the designated position. Schematically, when the virtual support character follows the first virtual character to the designated position, it is determined that the first virtual character has successfully played against the virtual support character.
[0173] Optionally, the virtual support character moving to the first position means that the virtual support character moves to the first position as an independent mobile character. Alternatively, the virtual support character moves to the first position following the first virtual character, for example, the first virtual character carries the virtual support character to the first position, that is, when the first virtual character moves to the first position, the virtual support character moves to the first position. Alternatively, the virtual support character only has the ability to move and moves to the first position when the first virtual character moves.
[0174] In some embodiments, in response to the virtual support character moving to the first position and the attribute value of the first virtual character being greater than a predetermined attribute value, a first game result is displayed.
[0175] Illustratively, assuming that the preset health value is 0, that is, the virtual support character moves to the first position, and the health value of the first virtual character is greater than 0, the first virtual character successfully competes.
[0176] The above describes the conditions for displaying the first game result. The first position to which the virtual support character moves, serving as the location for determining the first game result, can be within a certain range to avoid the issue of the virtual support character moving near the first position and failing to be effectively detected. Specifically, by determining the relationship between the distance between the first position and the virtual support character's corresponding end position and a preset distance, a certain effective range can be set for achieving the first game result. This ensures that the first game result is displayed when the distance is less than the preset distance. This overcomes the issue of randomness during gameplay, encourages players to quickly interact with the first virtual character to reach the virtual support character near the first position, and improves the efficiency of human-computer interaction.
[0177] In some embodiments, the virtual game has a game duration, which refers to the time interval between the start of the virtual game and the current time. In other words, the game duration refers to the duration of the game between the first virtual character and the second virtual character.
[0178] Optionally, when the game duration is less than a preset duration, in response to the virtual support character moving to the first position, the first game result is displayed.
[0179] Alternatively, when the game duration is less than a preset duration, in response to the virtual support character moving to the first position and the attribute value of the first virtual character being greater than a preset attribute value, the first game result is displayed.
[0180] Alternatively, if the game duration is less than a preset game duration, in response to the virtual support character moving to a first position, and the distance between the first position and the first virtual character's current position being less than the distance between the first position and the second virtual character's current position, a first game result is displayed. Illustratively, if at the end of the game, the distance between the virtual support character and the first virtual character is less than the distance between the virtual support character and the second virtual character, the game for the first virtual character is successful. If the distance between the virtual support character and the first virtual character is greater than the distance between the virtual support character and the second virtual character, the game for the first virtual character fails, and the game for the second virtual character succeeds.
[0181] The above content introduces another implementation method for displaying the first game result. The game duration and the preset game duration are introduced as the basis for determining the first game result. When the game duration is less than the preset game duration, the first position and the current position of the first virtual character, as well as the first position and the current position of the second virtual character, can be used to summarize and analyze whether to display the first game result. In other words, when the virtual support character is used as a condition for determining the game result, it is determined whether the first position is closer to the first virtual character or the first position is closer to the second virtual character. This enriches the gameplay, encourages players to pay attention to the game duration while paying attention to the virtual support character, and evaluate the game results from multiple dimensions, thereby enhancing the fun of the game.
[0182] In the above embodiment, at the end of a game, the distance between the virtual support character and the first and second virtual characters is compared to determine the first virtual character's game outcome. This eliminates the need for pre-setting positions, thus conserving computer resources. Furthermore, since players must be close to the virtual support character to win the game, this increases the frequency of interaction between the virtual characters and the virtual support characters, thereby improving the utilization of the virtual support characters.
[0183] In some embodiments, if the game duration reaches a preset duration, in response to the virtual support character not moving to the first position, a second game result is displayed, whereby the second game result indicates that the first virtual character has lost the game. For example, assuming the preset duration is 2 minutes, if the virtual support character still has not moved to the first position at the second minute after the virtual game begins, the first virtual character has lost the game, and the second virtual character has won the game.
[0184] In some embodiments, in response to the virtual support character not moving to the first position and the attribute value of the first virtual character being less than or equal to a predetermined attribute value, a second game result is displayed. For example, assuming the predetermined health value is 0, i.e., the virtual support character not moving to the first position and the health value of the first virtual character being 0, the first virtual character loses the game, and the second virtual character succeeds.
[0185] In summary, the above process no longer relies solely on fixed virtual items to determine the outcome of the virtual game. Instead, the outcome is determined based on whether the virtual support character interacting with the first virtual character moves to the first position. Since the virtual support character can move within the virtual scene, its utilization rate is high and its influence on the game outcome is also high. This avoids the limited interaction associated with virtual characters moving fixed virtual items, improving game enjoyment while also increasing computer resource utilization.
[0186] In some optional embodiments, the assistance conditions include state conditions. When the virtual support character meets different state conditions, it enters different character states. In different character states, the virtual support character can provide different game assistance to the first virtual character or the second virtual character. As shown in FIG4 , the embodiment shown in FIG3 can also be implemented as follows: Steps 410 to 450.
[0187] Step 410: Display a first virtual character and a second virtual character in an adversarial relationship in a virtual scene.
[0188] The virtual scene includes a virtual support character, which is used to provide game assistance to the virtual character.
[0189] The virtual scene is a game scene in a virtual game, and the virtual scene is a scene displayed when the application is running. Schematically, the application can be implemented as a shooting game, which includes a first-person shooting game, a third-person shooting game, and the like.
[0190] Optionally, the virtual game is an attack and defense mode game provided in a shooting game, and the virtual game includes a first camp and a second camp. The first virtual character belongs to the first camp, and the second virtual character belongs to the second camp; the first camp is the attacker, and the second camp is the defender.
[0191] For the attacking team, winning the virtual match requires escorting the virtual support character to the first position. For the defending team, they must prevent the attacking team from escorting the virtual support character to the first position and minimize the virtual support character's energy (e.g., health). During the match, both teams can utilize the status and skills of the virtual support character to formulate strategies and strive for victory in the virtual match.
[0192] The status of the virtual support character includes a first character status and a second character status.
[0193] Illustratively, the first character state of the virtual support character can be understood as an activated state. In the activated state, the virtual support character has the ability to move toward the first position. Furthermore, while the virtual support character is moving, it can provide a bonus effect to nearby attackers, such as a movement speed bonus.
[0194] Illustratively, the second character state of the virtual support character can be understood as a down state. In this down state, the virtual support character is immobile, meaning it remains stationary in a specific location within the virtual scene. While in this down state, the virtual support character can provide bonus effects, such as a defensive bonus, to nearby attackers.
[0195] In some embodiments, a virtual game is initiated through a game start operation.
[0196] Illustratively, after a virtual game is initiated, the virtual support character is displayed at any location in the virtual scene corresponding to the virtual game. Alternatively, the virtual support character is displayed at a designated location in the virtual scene corresponding to the virtual game, where the predetermined character range corresponding to the designated location (i.e., the predetermined character range of the virtual support character) includes the first virtual character (or, includes any virtual character in the first camp).
[0197] Alternatively, before the current virtual game starts, there is a historical virtual game in which the first virtual character and the second virtual character compete against each other. The display position of the virtual support character in the virtual scene corresponding to the current virtual game is determined based on the game results of the historical virtual game. Associating the game results of the historical virtual game with the current game, on the one hand, increases the correlation between the display position of the virtual support character and the game results, thereby enhancing the interactivity between the player and the virtual support character. On the other hand, compared to a method of randomly determining the display position of the virtual support character, determining the display position of the virtual support character based on the game results is more reasonable and promotes fairness in the game.
[0198] The above content describes the display of the first and second virtual characters through historical game results. Historical game results, as the results of games played by the first or second virtual character within a historical time period, can reflect the historical performance of the first or second virtual character. If the historical game results indicate that the first virtual character successfully played, the first virtual character is displayed near the second position by default. This uses historical victories as an incentive for players to control the first virtual character to continue winning the current virtual game. This enriches the implementation of game incentive mechanisms, provides a default configuration process for the game start process, and improves computing resource efficiency.
[0199] Optionally, the first virtual character has a historical virtual game corresponding to it, and the historical virtual game has a historical game result corresponding to it. A game start operation is received, wherein the game start operation is used to start the first virtual game.
[0200] In response to a game start operation, when the historical game results indicate that the first virtual character successfully played the game, the first virtual character and the second virtual character in an adversarial relationship are displayed in the virtual scene, the second position in the virtual scene includes the virtual support character, and the first virtual character is within a preset character range corresponding to the second position.
[0201] Illustratively, if the first virtual character wins in a historical virtual game, the virtual support character will be displayed at a second position in the virtual scene corresponding to the virtual game, and the preset character range corresponding to the second position includes the first virtual character (or any virtual character on the attacking side).
[0202] The above describes another implementation method for displaying virtual characters using historical game results. If the historical game results indicate a loss for the first virtual character, the first virtual character is displayed by default near the third position corresponding to the virtual support character. This uses the historical failure as an incentive for the player to control the first virtual character to win the current virtual game, avoiding the problem of the second virtual character constantly taking the initiative and causing the player to lose interest in the game. This also coordinates the relationships between different virtual characters and virtual support characters while providing a default configuration process for the game start process.
[0203] Optionally, the historical virtual games correspond to historical game durations, where the historical game duration refers to the duration of successful games played by the first virtual character. In response to a game start operation, if the historical game result indicates that the first virtual character successfully played the game, the first virtual character and the second virtual character in a rivalry relationship are displayed in the virtual scene, a fourth position in the virtual scene includes a virtual support character, and a distance between the fourth position and the current position of the first virtual character is positively correlated with the historical game duration.
[0204] Optionally, when the first virtual character successfully plays in a historical virtual game, the time it takes for the first virtual character to successfully play in the historical virtual game is the historical game duration. After starting the current virtual game, the first initial distance between the display position of the virtual support character and the position of the first virtual character is determined based on the historical game duration, wherein the historical game duration is positively correlated with the first initial distance.
[0205] The above content describes how the relative distance between the fourth position corresponding to the first virtual character and the virtual support character in the current virtual game is flexibly determined based on historical game duration. If the first virtual character has a shorter historical successful game duration, the position is closer; if the first virtual character has a longer historical successful game duration, the position is farther away. This not only refines the method for determining the display position of the virtual support character and improves the accuracy of the determined display position of the virtual support character, but also indirectly incentivizes players to actively participate in each virtual game, increasing game activity while improving the granularity of the determined display position.
[0206] Alternatively, in response to a game start operation, when the historical game results indicate that the first virtual character has failed in the game, the first virtual character and the second virtual character in an adversarial relationship are displayed in the virtual scene, the third position in the virtual scene includes a virtual support character, and the first virtual character is outside the preset character range corresponding to the third position.
[0207] Illustratively, if the first virtual character loses a historical virtual game, the virtual support character will be displayed at a third position in the virtual scene corresponding to the virtual game, and the preset character range corresponding to the third position does not include the first virtual character (or, does not include any virtual character in the first camp).
[0208] For illustration, please refer to Figure 5, which shows a schematic diagram of a game interface for a virtual game. As shown in Figure 5, in the virtual scene 500 corresponding to the virtual game, position 501 is the display position of the virtual support character, and the preset range of position 501 includes the virtual characters in the first camp (attacking side).
[0209] Optionally, the virtual support character includes a virtual robot. For example, please refer to FIG6 , which shows a schematic diagram of a virtual robot in a virtual scene. As shown in FIG6 , in a virtual scene 600 corresponding to a virtual game, a virtual robot 601 is displayed near a virtual character in the first camp (attacking side).
[0210] Optionally, the virtual robot is a virtual character controlled by the system, such as a non-player character (NPC), an artificial intelligence (AI) character, etc. In other words, the virtual robot is not a manually controlled character, but a character that performs activities automatically.
[0211] For example, please refer to FIG7 , which illustrates a schematic diagram of a virtual robot's appearance design. As shown in FIG7 , the front, left, back, and right sides of the virtual robot are displayed on the appearance display interface 700. Optionally, the virtual robot's appearance can be designed by the game developer and published in the game; alternatively, the virtual robot's appearance can be set by the player in the game.
[0212] In some embodiments, after the virtual game is started, the virtual support character is displayed at a position preset by the player in the virtual scene corresponding to the virtual game.
[0213] Step 420 : In response to receiving a control operation on the first virtual character, display the interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character.
[0214] Illustratively, controlling the first virtual character to interact with the virtual support character includes: controlling the first virtual character to carry the virtual support character, controlling the first virtual character to approach the virtual support character, controlling the first virtual character to interact with the virtual support character (for example, dialogue, etc.), controlling the first virtual character to protect the virtual support character, controlling the first virtual character to complete the task issued by the virtual support character, etc., and the embodiments of the present application are not limited to this.
[0215] Optionally, a movement control operation for the first virtual character is received, wherein the movement control operation is used to control the first virtual character to move toward the location of the virtual support character.
[0216] Step 431 : Displaying the virtual supporting character in the first character state when the attribute value of the virtual supporting character meets the first state condition.
[0217] The first auxiliary condition includes a first state condition, and the first state condition is a condition corresponding to an attribute value of the virtual support character.
[0218] Optionally, in response to the attribute value of the virtual support character being greater than a preset attribute value, the virtual support character in the first character state is displayed.
[0219] Illustratively, the attribute value may be implemented as a health value, and the preset attribute value may be implemented as 0. In response to the virtual support character's health value being greater than 0, the virtual support character is displayed in a first character state, i.e., in an activated state. Optionally, after the virtual support character is initiated, if the virtual support character has not been attacked, the attribute value of the virtual support character is an initial attribute value, and the initial attribute value is greater than the preset attribute value. In other words, after the virtual game is initiated, the virtual support character is in the first character state. The virtual support character in the first character state has the ability to move; that is, the virtual support character in the first character state has the ability to move within the virtual scene.
[0220] In the above description, the attribute values of the virtual support character are introduced as a basis for determining the first state condition. As attribute information unique to the virtual support character, the attribute values serve as reference information for quantitatively assessing the virtual support character. The attribute values can be used to conduct a detailed analysis of whether the virtual support character meets the first state condition, thereby improving the accuracy of determining the first state condition. Specifically, under the condition that the attribute values are considered, when the attribute value of the virtual support character is greater than a preset attribute value, the virtual support character can be displayed in the first state. Thus, using the preset attribute value as a factor in determining the virtual support character's state, this helps quantitatively assess whether the virtual support character meets the first state condition, thereby improving the accuracy of determining character state transitions.
[0221] Step 432: Display the first auxiliary animation.
[0222] The first auxiliary animation refers to an animation in which the virtual support character in the first character state provides game assistance to the first virtual character. Schematically, the first auxiliary animation is displayed when the virtual support character is in the first character state.
[0223] Optionally, the first auxiliary animation includes at least one of: a first movement animation, a first attribute value addition animation, etc.
[0224] The first movement animation refers to an animation in which the virtual support character in the first character state moves to the first position; the first attribute value addition animation refers to an animation in which the virtual support character in the first character state adds an attribute value to the first virtual character.
[0225] Optionally, in response to the virtual support character being in the first character state, a first auxiliary animation is displayed.
[0226] Illustratively, when the first virtual character is within the preset character range of the virtual support character, the first movement animation is displayed as the first auxiliary animation, and / or the first attribute value addition animation is displayed as the first auxiliary animation.
[0227] Optionally, in response to the virtual support character being in the first character state and the first virtual character being within a preset character range of the virtual support character, the first auxiliary animation is displayed.
[0228] Illustratively, in response to the virtual support character being in the first character state and the first virtual character being within the preset character range of the virtual support character, a first movement animation is displayed, and / or a first attribute value addition animation is displayed.
[0229] Illustratively, if the virtual support character is in the first character state and the first virtual character is within the preset character range of the virtual support character, the virtual support character moves toward the first position to reduce the distance between the position of the virtual support character and the first position to assist the first virtual character in winning the game; and / or, the first virtual character obtains an attribute value bonus to improve the first virtual character's ability to play against characters of the second camp.
[0230] In the above description, not only is the virtual support character in the first character state used as a condition for displaying the first auxiliary animation, but it also determines whether the first virtual character is within the preset character range corresponding to the virtual support character, thereby using the preset character range as a determining factor in determining the implementation of the first auxiliary animation. When the first virtual character is within the preset character range, a first movement animation of the virtual support character moving toward the first position can be displayed. Since the game objective of the first virtual character is to escort the virtual support character to the first position, the first movement animation of the virtual support character automatically moving toward the first position can provide a good game-assisting effect for the first virtual character, facilitating the player's successful game outcome, thereby achieving the goal of improving human-computer interaction efficiency through the movement of the virtual support character with movement capabilities.
[0231] Optionally, if the first auxiliary animation is implemented as a first movement animation, a detour animation is displayed in response to the virtual support character's movement path including a first obstacle. The first obstacle is an obstacle at a fixed position in the virtual scene, and the detour animation is an animation in which the virtual support character moves around the first obstacle and then moves toward the first position.
[0232] In response to the virtual support character's movement path including a second obstacle, a collision animation is displayed, wherein the second obstacle is a movable obstacle in the virtual scene, and the collision animation is an animation of the virtual support character forcibly knocking away the second obstacle and then moving toward the first position.
[0233] In other embodiments, when the first virtual character is outside the preset character range of the virtual support character, a character standing animation is displayed. The character standing animation refers to an animation of the virtual support character standing in the virtual scene. For example, if the first virtual character is outside the preset character range of the virtual support character, the virtual support character, while capable of movement, does not move and merely stands in the virtual scene.
[0234] The above content describes the display of a character standing animation when the first virtual character is in the first character state but outside the preset character range. When the first virtual character is outside the preset character range corresponding to the virtual support character, the first virtual character is deemed unable to support the virtual support character's movement process. Therefore, although the virtual support character is in the first character state, the virtual support character is still unable to move to the first position as the player desires, and instead appears to be stationary. The character standing animation can be used to prompt the player to control the first virtual character within the preset character range, thereby achieving effective interaction between the first virtual character and the virtual support character, enhancing the fun of the game and facilitating the player's targeted control of the first virtual character's movement in the virtual scene based on the virtual support character.
[0235] In the above steps 431 to 432, it is introduced that when the virtual support character meets the first state condition, not only the virtual support character in the first character state can be displayed to represent that the virtual support character has the ability to move in the virtual scene, but also the first auxiliary animation can be displayed to represent that the virtual support character in the first character state provides game assistance to the first character in the virtual scene; thereby, the assistance provided by the virtual support character to the first virtual character is differentially determined according to the attribute value of the virtual support character itself, enriching the application effect of the virtual support character in the game, improving the gameplay, and increasing the player's interest in participating in the virtual game through the first virtual character.
[0236] Step 441 : Displaying the virtual supporting character in the second character state when the attribute value of the virtual supporting character meets the second state condition.
[0237] The second auxiliary condition includes a second state condition, and the second state condition is a condition corresponding to an attribute value of the virtual support character.
[0238] Optionally, in response to the attribute value of the virtual support character being less than or equal to a preset attribute value, the virtual support character in the second character state is displayed.
[0239] Illustratively, in step 441, when the attribute value of the virtual support character is greater than the preset attribute value, it indicates that the virtual support character is in the first character state. At this time, if the virtual character of the second camp (defender) attacks the virtual support character, making the attribute value of the virtual support character less than or equal to the preset attribute value, for example: the health value of the virtual support character is attacked to 0, then the virtual support character enters the second character state.
[0240] Optionally, the virtual support character in the second character state does not have the ability to move in the virtual scene.
[0241] In the above content, the attribute value of the virtual support character is introduced as the basis for determining the second state condition. With the help of the attribute value, whether the virtual support character meets the second state condition can be analyzed in detail; when the attribute value of the virtual support character does not reach the preset attribute value, the virtual support character in the first character state can be displayed, so that the preset attribute value is used as the judgment factor for distinguishing the role state of the virtual support character, which helps to quantify whether the virtual support character meets the second state condition and improve the accuracy of the judgment of the role state transition.
[0242] Step 442: Display the second auxiliary animation.
[0243] The second auxiliary animation refers to an animation in which the virtual support character in the second character state provides game assistance to the second virtual character.
[0244] Optionally, the second auxiliary animation includes at least one of: a character shutdown animation, a second movement animation, a second attribute value addition animation, etc.
[0245] Among them, the character crash animation is used to indicate that the virtual support character loses the ability to move in the virtual scene; the second movement animation refers to the animation of the virtual support character in the second character state moving in the direction away from the first position; the second attribute value addition animation refers to the animation of the virtual support character in the second character state adding attribute values to the second virtual character.
[0246] Optionally, in response to the virtual support character being in the second character state, a second auxiliary animation is displayed.
[0247] Optionally, in response to the virtual support character being in the second character state, when the second virtual character is within a preset character range of the virtual support character, a second auxiliary animation is displayed.
[0248] In some embodiments, in response to the virtual support character being in the second character state, a character down animation or a second movement animation is displayed; when the second virtual character is within the preset character range of the virtual support character, a second attribute value addition animation is displayed.
[0249] Illustratively, when the health value of the virtual support character is attacked to 0, the virtual support character enters the second character state, and the virtual support character stops moving toward the first position or moves away from the second position; if at this time, the second virtual character is within the preset character range of the virtual support character, the second virtual character obtains an attribute value bonus to improve the second virtual character's ability to play against the characters of the first camp.
[0250] In some embodiments, the second character state of the virtual support character can be understood as a downtime state. If the virtual support character in the downtime state needs to be activated, an activation process is required. During the activation process, the virtual support character is in a third character state, or an activated state. After the activation process is completed, the virtual support character switches from the third character state to the first character state.
[0251] The above content introduces the optional implementation method of the second auxiliary animation. When the attribute value of the virtual support character meets the second state condition, not only can the virtual support character in the second character state be displayed, but also the second auxiliary animation implemented as a character downtime animation or a second movement animation can be displayed. The character downtime animation can intuitively represent the situation where the virtual support character has lost the ability to move, which is conducive to the player's more targeted grasp of the current state of the virtual support character; the second movement animation illustrates the situation where the virtual support character assists the second virtual character, reflecting that the virtual support character can assist the second virtual character in achieving the game goal of restraining the first virtual character by moving in the opposite direction of the first position corresponding to the first virtual character. This is convenient for motivating players to control the first virtual character to compete for the initiative of the virtual support character, while enhancing the fun of the game, giving full play to the movement function of the virtual support character, and improving the efficiency of human-computer interaction.
[0252] Optionally, when the virtual support character meets the third state condition, the virtual support character in the third character state and the first switching animation are displayed.
[0253] Among them, the third character state is the intermediate character state in the switching process of switching from the second character state to the first character state; the first switching animation is used to switch the virtual support character from the third character state to the first character state, and the first switching animation corresponds to the first switching duration.
[0254] Optionally, in response to the duration of the virtual support character being in the second character state reaching a preset duration, the virtual support character in the third character state and the first switching animation are displayed.
[0255] Optionally, in response to the virtual support character being in the second character state for a preset time period and not being attacked by virtual characters in the second camp within the preset time period, the virtual support character in the third character state and the first switching animation are displayed.
[0256] In schematic form, after the virtual support character enters the downtime state, if it is not attacked within 10 seconds, it will enter the activation process and is in the activated state (i.e., the third character state). In the activated state, the attribute value recovery animation (i.e., the first switching animation) is displayed. If the virtual support character is not attacked during this period, the first switching duration refers to the recovery time of the virtual support character from the attribute value when it enters the downtime state to the attribute value of the specified value, where the attribute value of the specified value is greater than the preset attribute value.
[0257] That is, the attribute value (attribute value of the specified value) of the restored virtual support character is greater than the preset attribute value, that is, the restored virtual support character is in the first character state.
[0258] Optionally, in response to the duration of the virtual support character being in the second character state reaching a preset duration, when the first virtual character is within the preset character range of the virtual support character, the virtual support character in the third character state and the second switching animation are displayed.
[0259] The second switching animation is used to switch the virtual support character from the third character state to the first character state, and the second switching animation corresponds to a second switching duration. The first switching duration is greater than the second switching duration.
[0260] Optionally, in response to the time that the virtual support character is in the second character state reaching a preset time, and the virtual support character is not attacked by the virtual character in the second camp within the preset time, when the first virtual character is within the preset character range of the virtual support character, the virtual support character in the third character state and the second switching animation are displayed.
[0261] Indicatively, after the virtual support character enters the downtime state, if it is not attacked within 10 seconds, it will enter the activation process and is in the activated state (i.e., the third character state). In the activated state, if there is an attacking virtual character within the preset character range of the virtual support character, the attribute value accelerated recovery animation (i.e., the second switching animation) is displayed. If the virtual support character is not attacked during this period, the second switching duration refers to the recovery time of the virtual support character from the attribute value when entering the downtime state to the attribute value of the specified value, wherein the attribute value of the specified value is greater than the preset attribute value.
[0262] Optionally, if during the activation process, the virtual support character is attacked by a virtual character in the second camp, an attribute value reduction animation will be displayed showing the virtual support character's recovering attribute value. When the attribute value of the virtual support character is reduced to less than or equal to the preset attribute value, the virtual support character will re-enter the downtime state (i.e., the second character state).
[0263] Alternatively, during the activation process, the virtual support character is attacked by a virtual character in the second camp, and the attribute value recovery (or accelerated recovery) animation stops playing, and the virtual support character re-enters the downtime state.
[0264] The above content introduces the content of adjusting the character state of the virtual support character and displaying the switching animation according to the relationship between the duration of the second character state and the preset duration. When the duration of the virtual support character in the second character state reaches the preset duration, the virtual support character can be adjusted to the third character state to gradually adjust the virtual support character in the second character state to the virtual support character in the first character state, thereby avoiding the problem that the virtual support character assists the second virtual character for a long time, causing the first virtual character to be unable to execute the game process, and providing a certain degree of fairness for the virtual game between the first virtual character and the second virtual character. In addition, the condition that the first virtual character is in the preset character range is introduced as a condition for displaying the virtual support character in the third character state, providing a restriction condition for the state transition of the virtual support character, which is conducive to motivating the player to control the first virtual character to compete for the initiative of the virtual support character, making the process of displaying the second switching animation more relevant to the game than the process of displaying the first switching animation, thereby enhancing the player's sense of game participation.
[0265] In steps 441 and 442 above, when the virtual support character meets the second state condition, not only can the virtual support character in the second state be displayed, but also a second assistive animation can be displayed to represent the virtual support character in the second state providing game assistance to the second character in the virtual scene. The second state condition, which serves as the condition for the first virtual character to provide differentiated game assistance to different virtual characters, can determine the extent to which the virtual support character provides assistance to the second virtual character based on attribute values. This enriches the application of the virtual support character in the game, enhances gameplay, and helps players control the first virtual character to avoid the virtual support character assisting the second virtual character, thereby increasing their sense of game engagement.
[0266] Step 450 : Displaying a first game result in response to the virtual support character moving to the first position.
[0267] The first game result is used to indicate that the first virtual character is successful in the game.
[0268] In some embodiments, the virtual game has a corresponding game duration, and the game duration refers to the time interval between the start time of the virtual game and the current time.
[0269] Optionally, when the game duration is less than a preset duration, in response to the virtual support character moving to the first position, the first game result is displayed.
[0270] Optionally, when the game duration reaches a preset duration, in response to the virtual support character not moving to the first position, a second game result is displayed, and the second game result is used to indicate that the first virtual character has failed in the game.
[0271] For illustration, the virtual support character is implemented as a virtual robot. FIG8 illustrates a schematic diagram of a robot's operating rules. FIG8 illustrates the robot's operating rules, which include the following: When the first virtual character on the attacking side 801 is within the preset character range of the virtual support character and its health is not depleted, it initiates a follow-up action, i.e., the robot moves and approaches the finish line. When the robot reaches the finish line, the first virtual character wins. Assuming the virtual game round lasts 2 minutes, if the robot has not reached the finish line by the second minute after the virtual game begins, the first virtual character loses.
[0272] In summary, the above process no longer relies solely on fixed virtual items to determine the outcome of the virtual game. Instead, the outcome is determined based on whether the virtual support character interacting with the first virtual character moves to the first position. Since the virtual support character can move within the virtual scene, its utilization rate is high and its influence on the game outcome is also high. This avoids the limited interaction associated with virtual characters moving fixed virtual items, improving game enjoyment while also increasing computer resource utilization.
[0273] The method provided in the embodiment of the present application displays the virtual support character in the first character state or the second character state and provides game assistance to the first virtual character or the second virtual character when the attribute value of the virtual support character meets the first state condition or the second state condition. By displaying the character state, the player can know the assistance object of the virtual support character at this time, so that the player can better formulate game strategies, improve the utilization rate of the virtual support character, and improve the efficiency of human-computer interaction.
[0274] The method provided in the embodiments of the present application determines that the virtual supporting character enters a first character state when the attribute value of the virtual supporting character is greater than a preset attribute value; and determines that the virtual character enters a second character state when the attribute value of the virtual supporting character is less than or equal to the preset attribute value. By controlling the state of the virtual supporting character based on the attribute value, the state control of the virtual supporting character is simplified and the control efficiency of the virtual supporting character is improved.
[0275] In the method provided in an embodiment of the present application, when the attribute value of a virtual support character exceeds a preset attribute value, and if the first virtual character controlled by the player is within the preset range of the virtual support character, a movement animation of the virtual support character moving to a first position is displayed. On the one hand, the movement of the virtual support character to the first position facilitates the first virtual character's success in the game and accelerates the game progress. On the other hand, triggering the movement of the virtual support character based on the position of the first virtual character increases interactivity between the player and the virtual support character and improves the efficiency of human-computer interaction.
[0276] In the method provided in the embodiment of the present application, when the attribute value of the virtual support character is greater than the preset attribute value, if the first virtual character controlled by the player is outside the preset character range of the virtual support character, the standing animation of the virtual support character will be displayed, which, to a certain extent, prompts the first virtual character to move towards the virtual support character, further increasing the interactivity between the player and the virtual support character.
[0277] The method provided in the embodiment of the present application displays a character shutdown animation or a second movement animation when the attribute value of the virtual support character is less than or equal to the preset attribute value, that is, the virtual support character moves in the opposite direction of the first position or does not move, that is, the virtual support character can provide game assistance to the second virtual character, which is conducive to game fairness.
[0278] The method provided in the embodiment of the present application displays the virtual support character in the third character state when the time the virtual support character has been in the second character state reaches a preset time, and displays a switching animation from the third character state to the first character state. That is, the virtual support character can automatically switch states under certain conditions, thereby improving the intelligence and efficiency of the virtual support character in the state switching process.
[0279] The method provided in the embodiment of the present application accelerates the switching process from the third character state to the first character state when the virtual support character is in the second character state for a preset time and the first virtual character is within the preset character range of the virtual support character, prompting the first virtual character to move toward the virtual support character, thereby further increasing the interactivity between the player and the virtual support character.
[0280] In some optional embodiments, the state of the virtual support character further includes a fourth character state, which can be understood as an emotional state. In this emotional state, a random event corresponding to the virtual support character is triggered. For example, as shown in FIG. 9 , the embodiment shown in FIG. 4 further includes steps 910 and 920 , which are performed before step 450 .
[0281] Step 910 : Display the virtual support character in the fourth character state when the virtual support character meets the fourth state condition.
[0282] Optionally, in response to the virtual supporting character switching character states a predetermined number of times within a predetermined time period, the virtual supporting character is displayed in a fourth character state, wherein the character state switched by the virtual supporting character is at least one of the first character state, the second character state, and the third character state.
[0283] Indicatively, if the robot is repeatedly activated and shut down in a short period of time (for example, entering the same state twice within 1 minute, activated-shutdown-activated, or shut down-activated-shutdown), it will enter the fourth role state.
[0284] Optionally, the virtual support character in the fourth character state is used to provide game assistance to the first virtual character or the second virtual character; or, is used to provide game assistance to the first virtual character and the second virtual character.
[0285] Step 920: Display the random event triggering animation.
[0286] Among them, the random event triggering animation is used to trigger random game assistance in the virtual scene.
[0287] Optionally, based on the virtual supporting character in the fourth character state and the random event, a random event triggering animation is displayed, wherein the random event is randomly determined by the server from a plurality of candidate events in the event library.
[0288] Illustratively, when the virtual support character is in the fourth character state, a random event is triggered. Random events include: randomly generating a bombing zone in the virtual scene, causing an attack on either the first or second virtual character; randomly selecting a teleportation point in the virtual scene, causing the virtual support character to teleport to that point; and obtaining acceleration / deceleration effects on the virtual support character. This embodiment of the application does not limit the types of random events.
[0289] Optionally, before the virtual support character in the fourth character state is displayed, that is, before the emotional state is triggered, the virtual support character is in a certain character state (wherein the character state here refers to any one of the first character state, the second character state and the third character state, etc.); after the random event trigger animation is triggered, the state switching animation is displayed, and the state switching animation is used to switch the virtual support character from the fourth character state to other character states.
[0290] 10 , which illustrates a state transition diagram, shows that the robot (i.e., the virtual support character) is a key resource in the virtual game. The robot's four states can provide game assistance to the virtual characters participating in the game.
[0291] Optionally, the various states of the robot are realized through a state machine: defining the robot's down state (i.e., the second role state) 1010, activation state (i.e., the third role state) 1020, startup state (i.e., the first role state) 1030, and emotional state (i.e., the fourth role state) 1040.
[0292] In the activation state 1030, if the attacker is within the robot's corresponding preset range (i.e., the preset character range of the virtual support character described above), the robot will walk toward the end point. During this walk, the robot will continuously provide attribute bonuses to the attacker. In the activation state 1030, if the attacker is outside the robot's corresponding preset range, the robot will stand still and not walk.
[0293] In the activation state 1020, the robot does not provide any game assistance, but the activation state can be interrupted by the defender, that is, the defender attacking the robot can interrupt the robot's activation process; it can also be accelerated by the attacker, that is, when the attacker is in the preset range corresponding to the robot, the robot will accelerate the activation process (activation state 1020 to start state 1030).
[0294] In downtime state 1010, the robot will provide attribute value bonuses to the defender, and at this time the robot has no walking ability, that is, it stops walking.
[0295] In emotional state 1040, the server will randomly select one of the three skills and the robot will use that skill.
[0296] In Figure 10, the robot's transition from Downtime State 1010 to Active State 1020 is a self-startup. If the robot is not attacked within 10 seconds, it will enter the activation process, entering Active State 1020. If the activation process is completed, it will enter Active State 1030. If it is interrupted, it will enter Downtime State 1010. If the robot is attacked and its health is reduced to 0 while in Active State 1030, it will enter Downtime State 1010. Frequently switching between Downtime State 1010, Active State 1020, and Active State 1030 will cause it to enter Mood State 1040. In Mood State 1040, after releasing a skill, the robot will return to the state before entering Mood State 1040.
[0297] In the method provided in the embodiment of the present application, a fourth state condition is additionally introduced as a condition for adjusting the character state of the virtual support character, so that when the virtual support character meets the fourth state condition, the character state of the virtual support character can be converted to the fourth character state and a random event can be triggered. That is, dynamic events are introduced into the virtual game through the virtual support character, thereby increasing the tension and challenge of the game; at the same time, the utilization rate of the virtual support character is further improved.
[0298] In some optional embodiments, the aforementioned assistance conditions also include skill conditions or item conditions. When the virtual support character meets different skill conditions or item conditions, different virtual skills or virtual items are triggered. The virtual support character can provide different game assistance to the first or second virtual character through different virtual skills or virtual items. For example, as shown in FIG11 , the embodiment shown in FIG3 can also be implemented as follows: Steps 1110 to 1150.
[0299] Step 1110 : Display a first virtual character and a second virtual character in an adversarial relationship in a virtual scene.
[0300] The virtual scene includes a virtual support character, which is used to provide game assistance to the virtual character.
[0301] Optionally, the virtual game is an attack and defense mode game provided in a shooting game, and the virtual game includes a first camp and a second camp. The first virtual character belongs to the first camp, and the second virtual character belongs to the second camp; the first camp is the attacker, and the second camp is the defender.
[0302] Step 1120: Receive a control operation on the first virtual character.
[0303] The control operation is used to control the first virtual character to interact with the virtual support character.
[0304] Optionally, a movement control operation for the first virtual character is received, wherein the movement control operation is used to control the first virtual character to move toward the location of the virtual support character.
[0305] Step 1131: When the virtual support character meets the first skill condition, trigger the first virtual skill.
[0306] In other embodiments, when the virtual support character meets the first prop condition, the first virtual prop is triggered.
[0307] Optionally, the virtual skills include at least one of virtual healing skills, virtual attack skills, virtual defense skills, etc.; the virtual props include at least one of virtual healing props, virtual attack props, virtual defense props, etc.
[0308] Optionally, the first skill condition or the first item condition includes at least one of: an attribute value of the virtual support character being greater than a preset attribute value, the presence of the first virtual character within a preset range of virtual support characters, and the like. Illustratively, if the attribute value of the virtual support character is greater than the preset attribute value, the first virtual skill and / or the first virtual item are triggered; alternatively, if the first virtual character is within a preset range of virtual support characters, the first virtual skill and / or the first virtual item are triggered; alternatively, if the attribute value of the virtual support character is greater than the preset attribute value and the first virtual character is within the preset range of virtual support characters, the first virtual skill and / or the first virtual item are triggered.
[0309] Step 1132: Display a first auxiliary animation based on the first virtual skill.
[0310] The first auxiliary animation refers to an animation in which the virtual support character uses the first virtual skill to provide game assistance to the first virtual character.
[0311] In some other embodiments, a first auxiliary animation is displayed based on the first virtual prop, wherein the first auxiliary animation refers to an animation in which the virtual support character uses the first virtual prop to provide game assistance to the first virtual character.
[0312] Step 1141: When the virtual support character meets the second skill condition, trigger the second virtual skill.
[0313] In other embodiments, when the virtual support character meets the second prop condition, the second virtual prop is triggered.
[0314] Optionally, the virtual skills include at least one of virtual healing skills, virtual attack skills, virtual defense skills, etc.; the virtual props include at least one of virtual healing props, virtual attack props, virtual defense props, etc.
[0315] Optionally, the second skill condition or the second item condition includes at least one of: an attribute value of the virtual support character is less than or equal to a preset attribute value, a second virtual character exists within the preset character range of the virtual support characters, and the like. Illustratively, if the attribute value of the virtual support character is less than or equal to the preset attribute value, the second virtual skill and / or the second virtual item is triggered; alternatively, if the second virtual character is within the preset character range of the virtual support characters, the second virtual skill and / or the second virtual item is triggered; alternatively, if the attribute value of the virtual support character is less than or equal to the preset attribute value and the second virtual character is within the preset character range of the virtual support characters, the second virtual skill and / or the second virtual item is triggered.
[0316] Step 1142: Display a second auxiliary animation based on the second virtual skill.
[0317] Among them, the second auxiliary animation refers to the animation in which the virtual support character uses the second virtual skill to provide game assistance to the second virtual character.
[0318] In some other embodiments, a second auxiliary animation is displayed based on the second virtual prop, wherein the second auxiliary animation refers to an animation in which the virtual support character uses the second virtual prop to provide game assistance to the second virtual character.
[0319] Step 1150 : Displaying a first game result in response to the virtual support character moving to the first position.
[0320] The first game result is used to indicate that the first virtual character is successful in the game.
[0321] In some embodiments, the virtual game has a corresponding game duration, and the game duration refers to the time interval between the start time of the virtual game and the current time.
[0322] Optionally, when the game duration is less than a preset duration, in response to the virtual support character moving to the first position, the first game result is displayed. The preset duration is a preset total game duration of the virtual game.
[0323] Optionally, when the game duration reaches a preset duration, in response to the virtual support character not moving to the first position, a second game result is displayed, and the second game result is used to indicate that the first virtual character has failed in the game.
[0324] In summary, the above process no longer relies solely on fixed virtual items to determine the outcome of the virtual game. Instead, the outcome is determined based on whether the virtual support character interacting with the first virtual character moves to the first position. Since the virtual support character can move within the virtual scene, its utilization rate is high and its influence on the game outcome is also high. This avoids the limited interaction associated with virtual characters moving fixed virtual items, improving game enjoyment while also increasing computer resource utilization.
[0325] In some optional embodiments, the virtual game is implemented as an attack-and-defense mode, with the first virtual character acting as the attacker and the second virtual character acting as the defender. Both the attacker and defender can see the robot's position and status. The following describes the mode settings for the attack-and-defense mode. For illustration, please refer to FIG. 12 , which illustrates a schematic diagram of the overall settings for the attack-and-defense mode. As shown in FIG. 12 , the attack-and-defense mode 1200 is designed with mode rules 1201 and a robot 1202 (i.e., the aforementioned virtual support character):
[0326] Regarding mode rule 1201, in Attack and Defense mode, it's a 5v5 multiplayer match, and the winner is determined by multiple rounds. This means three virtual matches are played, each with a best-of-three format (three rounds of alternating offense and defense, with the third round being a tiebreaker). In a single virtual match (or single round), if the robot reaches the finish line within the round time, the attacking team wins. If the round time expires before the robot reaches the finish line, the defending team wins.
[0327] Optionally, during a virtual game, the virtual characters of both the attacking and defending sides can be resurrected, wherein the resurrection area of the virtual character of the defending side is fixed; the resurrection area of the virtual character of the attacking side is divided into stages, and during the virtual game process, it is divided into three stages (for example: the virtual game is 3 minutes, the first minute is the first stage, the second minute is the second stage, and the third minute is the third stage), and the birth point (i.e., the resurrection area) of the virtual character of the attacking side is different in each stage.
[0328] Regarding the rules of robot 1202, the state of robot 1202 determines the object and method of its assistance to the virtual character in the virtual game. Optionally, when the robot has health, if no attacker is within the set range, the robot 1202 stands still; if the attacker is within the set range, the robot 1202 walks and moves towards the end point (i.e., the first position), thereby assisting the attacker to win. When the robot 1202 is walking, if it encounters a static object, it will be blocked by a fixed position skill with a collision, that is, the robot 1202 cannot directly penetrate the static object and will automatically take a detour. If it encounters a dynamic object (for example: a virtual character, a virtual mecha, etc.), it can forcibly knock away the movable virtual character, virtual mecha, etc.
[0329] Optionally, if health is depleted, robot 1202 will crash, meaning it loses its ability to move, thus helping the defending team win. If robot 1202 is not attacked within 10 seconds, it will automatically start up again, meaning it will go from downtime to startup. If the attacker is within the set range at this time, robot 1202 will accelerate its startup, meaning the time from downtime to startup is shorter than the time it takes to start up again.
[0330] In summary, the specific actions of the robot are as follows:
[0331] The robot automatically restarts after shutdown: shutdown → automatic restart;
[0332] When the robot crashes and the attacker is nearby: crash → speed up;
[0333] When the robot is in the starting state and the attacker is nearby: Stand → Walk;
[0334] When the robot is in the startup state and there is no attacker nearby: the robot stops walking;
[0335] When the defending team attacks the robot and crashes it: Start → Crash.
[0336] It should be noted that: 1) The robot does not have an invincible period while switching to the startup state. That is, during the activation process, the robot's health will continue to increase. When it reaches the preset value, the startup action will be displayed, indicating a successful startup. If the robot is attacked during the activation process, its health will decrease. 2) In some embodiments, if the robot is attacked and forced into a shutdown state at the moment of successful startup, if the startup action is not displayed as complete at this time, the startup action will be terminated and the shutdown action will be played directly. If the robot is attacked and forced into a shutdown state while walking, the walking action will be terminated and the shutdown action will be played directly.
[0337] Schematically, please refer to FIG13, which shows an overall flow chart of an attack and defense mode game. As shown in FIG13, the flow includes the following steps:
[0338] S1301: Start.
[0339] For example, in the attack-defense mode described in the above embodiment, the game is played in a best-of-three format, with the possibility of a third round determined by the points of the first two rounds. At the start of the first round, the server randomly selects one team as the attacker and the other as the defender. In the second round, the attack-defense transition occurs. In a single round, the attacker wins if they reach the finish line; otherwise, the defender wins.
[0340] S1302: Determine whether the robot has reached the end point?
[0341] Schematically, within a single round, determine whether the robot reaches the end point.
[0342] S1303: If the robot reaches the finish line, the attacker gets +1.
[0343] Indicatively, if a robot reaches the finish line in a single round, the attacking side of that round will be awarded 1 point.
[0344] S1304: If the robot does not reach the finish line, the defender gets +1.
[0345] Indicatively, if a robot fails to reach the finish line in a single round, the defending team will be awarded 1 point.
[0346] S1305: Determine whether it is a draw?
[0347] Schematically, after two rounds, the scores of the attacking and defending teams are compared.
[0348] S1306: If the game is a draw, an extra game will be played.
[0349] Indicatively, if the scores are the same, a third round will be played, i.e. an extra round. In the extra round, the attacking side must be determined first.
[0350] Schematically, please refer to FIG14 , which shows a flowchart of determining the attacking side in an extra game. As shown in FIG14 , the process includes the following steps:
[0351] S1401: The deciding round begins.
[0352] Indicatively, the third round (decisive round) extra game begins. It should be noted that the attacking side is the default advantage, so the attacking side of the third round extra game will be determined based on the performance of both sides in the first two rounds.
[0353] S1402: Determine whether the attacking party has not reached the end point?
[0354] Indicatively, determine whether the attacking team in each round failed to transport the robot to the end point in the first two rounds.
[0355] S1403: If neither attacking team reaches the finish line, the team with the longer escort distance will be the attacking team.
[0356] Indicatively, if the attacking team in each round fails to transport the robot to the finish line, the attacking team with the longer escort distance in the two rounds will be the attacking team in the third round. That is, at the end of the round, the attacking team whose robot is closer to the finish line in the two rounds will be the attacking team in the third round.
[0357] S1404: If the attacking parties have not all reached the end point, determine whether the attacking parties have all reached the end point?
[0358] Indicatively, if the attacking side does not fail to transport the robot to the end point in each round, it is determined whether the attacking side transports the robot to the end point in both rounds.
[0359] S1405: If both attacking teams reach the finish line, the team with the shorter escort time will be the attacking team.
[0360] Indicatively, if the attacking team in each round transports the robot to the end point, the attacking team with the shorter escort time in the two rounds will be the attacking team in the third round, that is, the attacking team corresponding to the round in which the robot takes the shorter time to move to the end point in the two rounds will be the attacking team in the third round.
[0361] S1406: If not all attacking parties have reached the end point, determine whether any party has reached the end point?
[0362] Indicatively, if the attacking side does not transport the robot to the end point in every round, it is determined which round of the two rounds the attacking side transports the robot to the end point.
[0363] S1407: The team that reaches the finish line becomes the attacking team.
[0364] Indicatively, the attacker who transports the robot to the finish line in the first two rounds will be the attacker in the third round.
[0365] In some embodiments, if the attacking team in each round fails to transport the robot to the end point, and the robot's distance from the end point is the same in the two rounds; or if the attacking team in each round transports the robot to the end point, and the time taken for the robot to move to the end point in the two rounds is the same, then an attacking team in one round is randomly selected as the attacking team in the third round.
[0366] FIG15 is a block diagram of a virtual character game apparatus provided by an exemplary embodiment of the present application. As shown in FIG15 , the apparatus includes the following parts:
[0367] Display module 1510 is configured to display a first virtual character and a second virtual character in an adversarial relationship in a virtual scene, wherein the virtual scene includes a virtual support character, the virtual support character automatically moves toward a first position in the virtual scene, the first virtual character is configured to escort the virtual support character, and the second virtual character is configured to hinder the automatic movement of the virtual support character;
[0368] a receiving module 1520 for displaying, in response to receiving a control operation on the first virtual character, an interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character;
[0369] The display module 1510 is further configured to display a first game result in response to the virtual support character moving to the first position, where the first game result is configured to indicate that the first virtual character successfully plays the game.
[0370] In some embodiments, the display module 1510 is further used to display a first auxiliary animation of the virtual support character providing game assistance to the first virtual character when the virtual support character meets a first auxiliary condition; and to display a second auxiliary animation of the virtual support character providing game assistance to the second virtual character when the virtual support character meets a second auxiliary condition.
[0371] In some embodiments, the first auxiliary condition includes a first state condition, and the first state condition is a condition corresponding to an attribute value of the virtual support character; the display module 1510 is further configured to:
[0372] When the attribute value of the virtual supporting character meets the first state condition, displaying the virtual supporting character in a first character state; wherein, in the first character state, the virtual supporting character has a movement ability;
[0373] The first auxiliary animation is displayed, where the first auxiliary animation refers to an animation in which the virtual support character in the first character state provides game assistance to the first virtual character.
[0374] In some embodiments, the display module 1510 is further configured to display the virtual support character in the first character state in response to the attribute value of the virtual support character being greater than a preset attribute value.
[0375] In some embodiments, the display module 1510 is further used to display a first movement animation as the first auxiliary animation when the first virtual character is within the preset character range of the virtual support character, wherein the first movement animation refers to an animation of the virtual support character in the first character state moving to the first position.
[0376] In some embodiments, the display module 1510 is further used to display a character standing animation when the first virtual character is outside the preset character range of the virtual support character. The character standing animation refers to an animation of the virtual support character in the first character state standing in the virtual scene.
[0377] In some embodiments, the second auxiliary condition includes a second state condition, and the second state condition is a condition corresponding to an attribute value of the virtual support character; the display module 1510 is further configured to:
[0378] displaying the virtual support character in a second character state when the attribute value of the virtual support character meets the second state condition;
[0379] The second auxiliary animation is displayed, where the second auxiliary animation refers to an animation in which the virtual support character in the second character state provides game assistance to the second virtual character.
[0380] In some embodiments, the display module 1510 is further configured to display the virtual support character in the second character state in response to the attribute value of the virtual support character being less than or equal to a preset attribute value.
[0381] In some embodiments, the display module 1510 is also used to display a character downtime animation, which is used to indicate that the virtual support character has lost the ability to move in the virtual scene; or, to display a second movement animation, which is an animation of the virtual support character in the second character state moving away from the first position.
[0382] In some embodiments, the display module 1510 is further configured to:
[0383] In response to the virtual support character being in the second character state for a predetermined duration, displaying the virtual support character in a third character state and a first switching animation; the third character state being an intermediate character state in a process of switching from the second character state to the first character state, the first switching animation being used to switch the virtual support character from the third character state to the first character state, and the first switching animation corresponding to a first switching duration;
[0384] or,
[0385] In response to the duration of the virtual support character being in the second character state reaching the preset duration, displaying the virtual support character in the third character state and a second switching animation when the first virtual character is within the preset character range of the virtual support character, the second switching animation being used to switch the virtual support character from the third character state to the first character state, the second switching animation corresponding to a second switching duration;
[0386] The first switching duration is greater than the second switching duration.
[0387] In some embodiments, the display module 1510 is further configured to:
[0388] In response to the virtual supporting character switching character states a predetermined number of times within a predetermined time period, displaying the virtual supporting character in a fourth character state; wherein the character states switched by the virtual supporting character include at least one of the first character state, the second character state, and the third character state;
[0389] A random event triggering animation is displayed, where the random event triggering animation is used to trigger random game assistance in the virtual scene.
[0390] In some embodiments, the display module 1510 is further used to display the first game result in response to the virtual support character moving to the first position, and the distance between the first position and the character's end position is less than or equal to a preset distance; the character's end position refers to the moving end point of the virtual support character preset in the virtual scene.
[0391] In some embodiments, the display module 1510 is further used to display the first game result in response to the virtual support character moving to the first position and the distance between the first position and the current position of the first virtual character being less than the distance between the first position and the current position of the second virtual character, when the game duration is less than a preset game duration; the game duration refers to the duration of the game between the first virtual character and the second virtual character.
[0392] In some embodiments, the first virtual character corresponds to a historical virtual game, and the historical virtual game corresponds to a historical game result; the receiving module 1520 is used to receive a game start operation, and the game start operation is used to start the first virtual game; the display module 1510 is also used to respond to the game start operation, and when the historical game result indicates that the first virtual character game is successful, display the first virtual character and the second virtual character in an adversarial relationship in the virtual scene, the second position in the virtual scene includes the virtual support character, and the first virtual character is within the preset character range corresponding to the second position.
[0393] In some embodiments, the display module 1510 is further used to display the first virtual character and the second virtual character in an adversarial relationship in the virtual scene in response to the game start operation, when the historical game result indicates that the first virtual character has failed in the game, the third position in the virtual scene includes the virtual support character, and the first virtual character is outside the preset character range corresponding to the third position.
[0394] In some embodiments, the historical virtual game corresponds to a historical game duration, and the historical game duration refers to the time spent on the successful game of the first virtual character; the fourth position in the virtual scene includes the virtual support character, and the distance between the fourth position and the current position of the first virtual character is positively correlated with the historical game duration.
[0395] In summary, the above process no longer relies solely on fixed virtual items to determine the outcome of the virtual game. Instead, the outcome is determined based on whether the virtual support character interacting with the first virtual character moves to the first position. Since the virtual support character can move within the virtual scene, its utilization rate is high and its influence on the game outcome is also high. This avoids the limited interaction associated with virtual characters moving fixed virtual items, improving game enjoyment while also increasing computer resource utilization.
[0396] It should be noted that the virtual character game device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual character game device provided in the above embodiment and the virtual character game method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0397] FIG16 shows a block diagram of an electronic device 1600 provided by an exemplary embodiment of the present application. The electronic device 1600 may be a portable mobile terminal, such as a smartphone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The electronic device 1600 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other names. Typically, the electronic device 1600 includes a processor 1601 and a memory 1602.
[0398] The processor 1601 may include one or more processing cores, such as a quad-core processor or an octa-core processor. The processor 1601 may be implemented in at least one hardware form selected from the group consisting of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array).
[0399] The memory 1602 may include one or more computer-readable storage media, which may be non-transitory, and may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
[0400] In some embodiments, the electronic device 1600 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
[0401] In some embodiments, the electronic device 1600 also includes other components. Those skilled in the art will understand that the structure shown in Figure 16 does not constitute a limitation on the electronic device 1600, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0402] An embodiment of the present application further provides a computer device, which can be implemented as a terminal or server as shown in Figure 2. The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the virtual character game method provided in each of the above method embodiments.
[0403] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the virtual character game method provided by the above-mentioned method embodiments.
[0404] Embodiments of the present application further provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual character game method described in any of the above embodiments.
Claims
1. A virtual character game method, executed by a computer device, the method comprising: Displaying a first virtual character and a second virtual character in an antagonistic relationship in a virtual scene, wherein the virtual scene includes a virtual support character, the virtual support character automatically moves to a first position in the virtual scene, the first virtual character is used to escort the virtual support character, and the second virtual character is used to hinder the automatic movement of the virtual support character; In response to receiving a control operation on the first virtual character, displaying the interaction between the first virtual character and the virtual support character when the first virtual character escorts the virtual support character; In response to the virtual support character moving to the first position, a first game result is displayed, where the first game result is used to indicate that the first virtual character is successful in the game.
2. The method according to claim 1, wherein: The method further comprises: When the virtual support character meets the first assistance condition, displaying a first assistance animation in which the virtual support character provides game assistance to the first virtual character; When the virtual support character meets the second assistance condition, a second assistance animation is displayed in which the virtual support character provides game assistance to the second virtual character.
3. The method according to claim 2, wherein: The first auxiliary condition includes a first state condition, the first state condition being a condition corresponding to an attribute value of the virtual support character; The method of displaying a first assisting animation in which the virtual assisting character provides game assisting to the first virtual character when the virtual assisting character meets the first assisting condition comprises: When the attribute value of the virtual supporting character meets the first state condition, displaying the virtual supporting character in a first character state; wherein the virtual supporting character has a moving ability in the first character state; The first auxiliary animation is displayed, where the first auxiliary animation refers to an animation in which the virtual support character in the first character state provides game assistance to the first virtual character.
4. The method according to claim 3, wherein: The method of displaying the virtual supporting character in the first character state when the attribute value of the virtual supporting character meets the first state condition includes: In response to the attribute value of the virtual supporting character being greater than a preset attribute value, the virtual supporting character in the first character state is displayed.
5. The method according to claim 3, wherein: The displaying the first auxiliary animation comprises: When the first virtual character is within the preset character range of the virtual supporting character, a first moving animation is displayed as the first auxiliary animation, wherein the first moving animation refers to an animation of the virtual supporting character in the first character state moving to the first position.
6. The method according to claim 3, wherein: The method further comprises: When the first virtual character is outside the preset character range of the virtual supporting character, a character standing animation is displayed, wherein the character standing animation refers to an animation of the virtual supporting character in the first character state standing in the virtual scene.
7. The method according to claim 2, wherein: The second auxiliary condition includes a second state condition, the second state condition being a condition corresponding to an attribute value of the virtual support character; The method of displaying a second assisting animation in which the virtual assisting character provides game assisting to the second virtual character when the virtual assisting character meets the second assisting condition comprises: displaying the virtual supporting character in a second character state when the attribute value of the virtual supporting character meets the second state condition; The second auxiliary animation is displayed, where the second auxiliary animation refers to an animation in which the virtual support character in the second character state provides game assistance to the second virtual character.
8. The method according to claim 7, wherein: The method of displaying the virtual supporting character in the second character state when the attribute value of the virtual supporting character meets the second state condition includes: In response to the attribute value of the virtual support character being less than or equal to a preset attribute value, displaying the virtual support character in the second character state.
9. The method according to claim 7, wherein: The displaying the second auxiliary animation comprises: Displaying a character downtime animation, wherein the character downtime animation is used to indicate that the virtual support character loses the ability to move in the virtual scene; or, A second movement animation is displayed, where the second movement animation refers to an animation in which the virtual support character in the second character state moves in a direction away from the first position.
10. The method according to claim 7, wherein: The method further comprises: In response to the duration of the virtual supporting character being in the second character state reaching a preset duration, displaying the virtual supporting character in a third character state and a first switching animation; the third character state is an intermediate character state in the switching process of switching from the second character state to the first character state, the first switching animation is used to switch the virtual supporting character from the third character state to the first character state, and the first switching animation corresponds to a first switching duration; or, In response to the duration of the virtual support character being in the second character state reaching the preset duration, displaying the virtual support character in the third character state and a second switching animation when the first virtual character is in the preset character range of the virtual support character, the second switching animation being used to switch the virtual support character from the third character state to the first character state, the second switching animation corresponding to a second switching duration; Among them, the first switching duration is greater than the second switching duration.
11. The method according to claim 10, wherein: The method further comprises: In response to the virtual supporting character switching the character state a preset number of times within a preset time period, displaying the virtual supporting character in a fourth character state; wherein the character state switched by the virtual supporting character includes at least one of the first character state, the second character state and the third character state; A random event triggering animation is displayed, where the random event triggering animation is used to trigger random game assistance in the virtual scene.
12. The method according to any one of claims 1 to 11, wherein: In response to the virtual support character moving to the first position, displaying a first game result includes: In response to the virtual supporting character moving to the first position, and the distance between the first position and the character's terminal position is less than or equal to a preset distance, the first game result is displayed; the character's terminal position refers to the moving terminal point of the virtual supporting character preset in the virtual scene.
13. The method according to any one of claims 1 to 12, wherein: In response to the virtual support character moving to the first position, displaying a first game result includes: When the game duration is less than the preset game duration, in response to the virtual support character moving to the first position, and the distance between the first position and the current position of the first virtual character is less than the distance between the first position and the current position of the second virtual character, the first game result is displayed; the game duration refers to the duration of the game between the first virtual character and the second virtual character.
14. The method according to any one of claims 1 to 13, wherein: The first virtual character corresponds to a historical virtual game, and the historical virtual game corresponds to a historical game result; The method of displaying the first virtual character and the second virtual character in a confrontational relationship in the virtual scene includes: Receiving a game start operation, where the game start operation is used to start a first virtual game; In response to the game start operation, when the historical game result indicates that the first virtual character has successfully played the game, the first virtual character and the second virtual character in an adversarial relationship are displayed in the virtual scene, the second position in the virtual scene includes the virtual support character, and the first virtual character is within a preset character range corresponding to the second position.
15. The method according to claim 14, wherein: The method further comprises: In response to the game start operation, when the historical game result indicates that the first virtual character has failed in the game, the first virtual character and the second virtual character in an adversarial relationship are displayed in the virtual scene, the third position in the virtual scene includes the virtual support character, and the first virtual character is outside the preset character range corresponding to the third position.
16. The method according to claim 14, wherein: The historical virtual game corresponds to a historical game duration, and the historical game duration refers to the time consumed by the first virtual character in a successful game; the fourth position in the virtual scene includes the virtual support character, and the distance between the fourth position and the current position of the first virtual character is positively correlated with the historical game duration.
17. A virtual character game device, the device comprising: A display module, configured to display a first virtual character and a second virtual character in an antagonistic relationship in a virtual scene, wherein the virtual scene includes a virtual support character, the virtual support character automatically moves to a first position in the virtual scene, the first virtual character is configured to escort the virtual support character, and the second virtual character is configured to hinder the automatic movement of the virtual support character; The receiving module is used for displaying the interaction between the first virtual character and the virtual supporting character when the first virtual character escorts the virtual supporting character in response to receiving a control operation on the first virtual character; the display module is also used for displaying a first game result in response to the virtual supporting character moving to the first position, wherein the first game result is used to indicate that the game of the first virtual character is successful.
18. A computer device, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual character game method as described in any one of claims 1 to 16.
19. A computer-readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the virtual character game method as described in any one of claims 1 to 16.
20. A computer program product, comprising a computer program, wherein when the computer program is executed by a processor, the virtual character game method according to any one of claims 1 to 16 is implemented.
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