Game interaction control method and apparatus, and electronic device

By generating hostile non-player characters in the game scene, causing them to attack each other, and allowing the player-controlled virtual characters to participate, the problem of limited NPC functions is solved, increasing the fun of the game and activity progress, and reducing resource consumption.

WO2025036084A1PCT designated stage expired Publication Date: 2025-02-20NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Application Number
PCT/CN2024/106397
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-11
Filing Date
2024-07-19
Publication Date
2025-02-20

AI Technical Summary

Technical Problem

The role of NPCs in existing games is limited, especially for veteran players, which reduces the interest in interacting with NPCs, thereby reducing the utilization rate of NPC resources in game scenarios, resulting in extended game progress, increasing the power consumption of terminal devices and Performance overhead on the server.

Method used

By generating hostile non-player characters (NPCs) in the game scene, these NPCs attack each other. The controlled virtual characters controlled by the player participate in the game activity, enriching the interaction between non-player characters and player characters and adding NPCs Resource utilization rate.

Benefits of technology

By participating in game activities with non-player characters and player characters, the fun of the game and the progress of the activity are increased, the game progress time is shortened, and the power consumption of terminal devices and the performance overhead of the server are reduced.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024106397_20022025_PF_FP_ABST
    Figure CN2024106397_20022025_PF_FP_ABST
Patent Text Reader

Abstract

A game interaction control method and apparatus, and an electronic device. The method comprises: a terminal device providing a graphical user interface, wherein the graphical user interface displays a game scene, the game scene comprises a controlled virtual character, and the controlled virtual character corresponds to the terminal device; generating a first character and a second character in the game scene; controlling the first character and the second character to execute attack actions, and updating a character attribute value of an attacked character; in response to an attack operation, controlling the controlled virtual character to cast an attack skill; in response to the attack skill having acted on a target character, and the target character and the controlled virtual character being in hostile camps, updating a character attribute value of the target character.
Need to check novelty before this filing date? Find Prior Art

Description

Game interactive control method, device and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to a Chinese patent application filed on August 11, 2023, with application number 202311017952.X, entitled “Interactive Control Method, Device and Electronic Device for Games,” the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, and electronic device for interactive control of a game. Background Art

[0004] In game scenes, there are typically player-controlled virtual characters and NPCs (Non-Player Characters). Player-controlled virtual characters can form factions to compete against each other or engage in social activities. NPCs can interact with player-controlled virtual characters, assisting players in completing game tasks and providing information and props. NPCs have limited roles in game scenes, especially for experienced players, who are very familiar with the roles of various NPCs. This reduces their interest in interacting with them, and in turn reduces the utilization of NPC resources in the game scene. This hinders the progress of game activities, causes excessively long game sessions, increases power consumption on terminal devices, and increases server-side performance overhead.

[0005] Summary of the Invention

[0006] The present disclosure provides a method, device, and electronic device for interactive control of a game.

[0007] In a first aspect, an embodiment of the present disclosure provides an interactive control method for a game, the method comprising: providing a graphical user interface through a terminal device, the graphical user interface displaying a game scene, the game scene including a controlled virtual character, the controlled virtual character corresponding to the terminal device; generating a first character and a second character in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; controlling the first character and the second character to perform attacking behavior, and updating the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character; in response to the attack operation, controlling the controlled virtual character to release an attack skill; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in hostile camps, updating the character attribute value of the target character; wherein the target character is the first character and / or the second character.

[0008] In a second aspect, an embodiment of the present disclosure further provides an interactive control device for a game, the device comprising: a display module for providing a graphical user interface through a terminal device, the graphical user interface displaying a game scene, the game scene including a controlled virtual character, the controlled virtual character corresponding to the terminal device; a generation module for generating a first character and a second character in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; a first control module for controlling the first character and the second character to perform attacking behavior and updating the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character; a second control module for controlling the controlled virtual character to release attack skills in response to an attack operation; updating the character attribute value of the target character in response to the attack skill acting on the target character and the target character and the controlled virtual character being in hostile camps; wherein the target character is the first character and / or the second character.

[0009] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.

[0010] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above-mentioned game.

[0011] The embodiments of the present disclosure bring the following beneficial effects:

[0012] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface displays a game scene, which includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; a first character and a second character are generated in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; the first character and the second character are controlled to perform attacking behavior, and the character attribute value of the attacked character is updated; wherein the attacked character is the first character and / or the second character; in response to the attack operation, the controlled virtual character is controlled to release an attack skill; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in hostile camps, the character attribute value of the target character is updated; wherein the target character is the first character and / or the second character. In this method, non-player characters are divided into mutually hostile camps and attack each other in game activities. Controlled virtual characters controlled by players participate in the game activities. This method enriches the interaction between non-player characters and player characters by allowing non-player characters and player characters to participate in game activities together, increases the utilization rate of non-player character resources, enhances the fun of activities, is conducive to the progress of activities in the game, shortens the game process time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] FIG1 is a flow chart of an interactive control method for a game provided in an embodiment of the present disclosure;

[0014] FIG2 is a schematic diagram of one of the game scenes provided in an embodiment of the present disclosure;

[0015] FIG. 3 ( a ) is a schematic diagram of a transformation of a non-player character of a specified type provided by an embodiment of the present disclosure;

[0016] FIG3( b ) is a schematic diagram of a non-player character of a specified type transformed into a first character according to an embodiment of the present disclosure;

[0017] FIG4 is a schematic diagram of a first role determining an attack target according to an embodiment of the present disclosure;

[0018] FIG5 is a schematic diagram of an interactive control device for a game provided by an embodiment of the present disclosure;

[0019] FIG6 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0020] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0021] In a game scene, there are usually virtual characters controlled by players and NPCs (Non-Player Characters).

[0022] Currently, the virtual characters controlled by players can form camps to compete against each other, or they can make friends; NPCs can interact with the virtual characters controlled by players, assist players in completing game tasks, provide players with information and props, etc., and generally play a role in promoting the development of the plot.

[0023] In related technologies, since NPCs have limited roles in game scenes, especially for experienced players, they are very familiar with the roles of various NPCs, which reduces their interest in interacting with NPCs, thereby reducing the utilization rate of NPC resources in the game scenes.

[0024] Based on the foregoing, embodiments of the present disclosure provide a method, apparatus, and electronic device for interactive game control. This technology can be applied to games or other applications involving players and non-player characters. This disclosure can enrich the interaction methods between non-player characters and player characters, increase the utilization of non-player character resources, facilitate the progression of in-game activities, shorten game progress, reduce power consumption on terminal devices, and lower server-side performance overhead.

[0025] In one embodiment of the present disclosure, the interactive control method for a game can be run on a local terminal device or a server. When the interactive control method for a game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0026] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0027] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0028] In one possible implementation, the disclosed embodiments provide a method for interactive game control, providing a graphical user interface (GUI) via a terminal device, where the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI provided by the terminal device can display interface content, such as a game scene screen, a communication interaction window, and so on, depending on the type of application being launched.

[0029] To facilitate understanding of this embodiment, a method for interactive control of a game disclosed in an embodiment of the present disclosure is first introduced in detail. As shown in FIG1 , the method for interactive control of the game includes the following steps:

[0030] Step S102: providing a graphical user interface through the terminal device, the graphical user interface displaying a game scene, the game scene including a controlled virtual character, and the controlled virtual character corresponding to the terminal device;

[0031] In an optional embodiment, a game scene is displayed in a graphical user interface of a terminal device, wherein the game scene includes a controlled virtual character controlled by a player through the terminal device; for multiple controlled virtual characters included in the game scene, one controlled virtual character corresponds to one terminal device.

[0032] The number of virtual characters controlled by players in the above-mentioned game scene, that is, the number of controlled virtual characters controlled by different terminal devices, usually has a character number threshold. When the character number threshold is reached, no more virtual characters controlled by players will be added to the game scene.

[0033] It should be noted that the game scene displayed on the graphical user interface can be a game scene in the game phase, or a non-game scene in the non-game phase.

[0034] For example, the game scene during the game phase typically refers to the scenes in a regular game match; the non-game scene during the non-game phase typically refers to the "game lobby" before a regular game match. Players' controlled virtual characters can perform actions such as moving and making friends in the corresponding game scene in the "game lobby." Combining scenes can create a sense of story or showcase core gameplay.

[0035] Step S104: generating a first character and a second character in a game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; and the first character and the second character have character attribute values;

[0036] In an exemplary embodiment, after a game activity is initiated, a first character and a second character are spawned in the game scene. This game activity can be a game match in a game scene, or it can be an activity in a non-game scene, such as an activity in a game lobby scene. Optionally, a designated special effect is displayed in the game scene, for example, different special effects are displayed at different locations in the game scene's sky to distinguish the appearance locations of the first character and the second character and to indicate the adversarial relationship between the first character and the second character. Here, the first character and the second character typically have different spawn locations, for example, the first character and the second character are spawned on the ground beneath different sky effects in the game scene.

[0037] The number of the first and second characters is typically multiple, and optionally, a threshold for the number of the first and second characters is pre-set. The character attribute values ​​typically refer to the health values ​​of the first and second characters, such as health or energy values. These values ​​can be displayed in the game scene as health or energy bars above the character models of the first and second characters or in the upper left or upper right corner of a graphical user interface. Optionally, the health or energy bars of the first and second characters are displayed in different colors to distinguish the character attribute values ​​of the first and second characters.

[0038] Specifically, the first character and the second character are non-player characters, and the first character and the second character are in hostile camps. For example, a green health bar is displayed above the character model of the first character, and a red health bar is displayed above the character model of the second character.

[0039] Step S106: Control the first character and the second character to perform an attacking action, and update the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character;

[0040] The attacking behavior can typically be a pre-set fixed action, such as bare-handed combat, or it can be an attack using a skill or item. The attacked character can typically be the first character, the second character, or both. Here, when the first character and / or the second character is attacked, the corresponding character attribute values ​​of the first character and / or the second character are reduced and updated.

[0041] Specifically, according to the preset rules of the game, the first character and the second character are controlled to perform attacking actions; for example, the first character lifts up the second character with both hands and throws it out, or the second character releases an attack skill or throws an attack prop to the first character.

[0042] In an optional embodiment, the attack behaviors of the first and second characters are divided into regular attacks and special attacks. The regular and special attacks have different attack behaviors and cause different damage. Furthermore, the character attribute values ​​of the attacked character are updated based on the damage received by the attacked character. For example, when the second character is the attacked character, the corresponding health value of the second character is reduced and updated based on the value of the attack received by the second character.

[0043] Step S108: In response to the attack operation, controlling the controlled virtual character to release an attack skill; in response to the attack skill acting on a target character and the target character and the controlled virtual character being in an enemy camp, updating the character attribute value of the target character; wherein the target character is the first character and / or the second character;

[0044] The aforementioned attack operation is typically performed by a player clicking a target control in the terminal device's graphical user interface using a mouse or a finger. The character models of the first and second characters can be slightly larger than the character model of the controlled virtual character. For example, the character models of the first and second characters can be set to a fixed ratio relative to the character model of the controlled virtual character. The aforementioned target character can typically be the first character, the second character, or both.

[0045] For example, for a target control in a graphical user interface, a player uses a finger to perform a touch operation to control the controlled virtual character to release an attack skill, which can be a physical attack skill or a spell attack skill.

[0046] Specifically, the first character, the second character, and the controlled virtual character are pre-divided into camps. For example, the controlled virtual character and the first character are assigned to the same camp. In this case, the camp formed by the controlled virtual character and the first character is the hostile camp of the second character. For another example, the first character, the second character, and the controlled virtual character are divided into three camps. In this case, the controlled virtual character and the first character are the hostile camp, and the second character is also in the hostile camp.

[0047] Furthermore, the character attribute values ​​of the target character are updated; for example, when the controlled virtual character and the first character are in the hostile camp, and the second character is also in the hostile camp, the first character and the second character are the target characters, then according to the size of the attack value received by the first character and the second character, the corresponding blood values ​​of the first character and the second character are reduced and updated, and the updated blood bars of the first character and the second character are displayed.

[0048] In an optional embodiment, the virtual controlled character controlled by the player may not have character attribute values, that is, the virtual controlled character controlled by the player does not have a death state. Here, when the controlled virtual characters controlled by different players perform an attack action, the attack effect may be present or absent.

[0049] In the above steps, the player controls the controlled virtual character to release attack skills on the target character, thereby increasing the utilization rate of game resources and improving the player's gaming experience.

[0050] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene, which includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; a first character and a second character are generated in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; the first character and the second character are controlled to perform attacking behavior, and the character attribute value of the attacked character is updated; wherein the attacked character is the first character and / or the second character; in response to the attack operation, the controlled virtual character is controlled to release an attack skill; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in hostile camps, the character attribute value of the target character is updated; wherein the target character is the first character and / or the second character. In this method, non-player characters are divided into mutually hostile camps and attack each other in game activities. Controlled virtual characters controlled by players participate in the game activities. This method enriches the interaction between non-player characters and player characters by allowing non-player characters and player characters to participate in game activities together, increases the utilization rate of non-player character resources, enhances the fun of activities, is conducive to the progress of activities in the game, shortens the game process time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server.

[0051] The following embodiment provides an optional implementation of a game scene.

[0052] Specifically, the game scene is a non-game scene in a non-game stage.

[0053] The above-mentioned non-game stage generally refers to a stage in which the player's controlled virtual character is not in a regular game match.

[0054] In an optional embodiment, the non-game stage is a "game lobby" or a game halftime break stage. In this case, the non-game scene is a "game lobby" or a game scene during a game halftime break.

[0055] The following embodiment provides an optional implementation method for displaying the first character and the second character.

[0056] Specifically, in response to the specified time condition being triggered, the character identifications of the first character and the second character are displayed in the specified scene area of ​​the game scene; wherein the display status of the character identifications indicates that the first character and the second character are in hostile camps.

[0057] The designated time typically refers to the pre-set start time for a game activity, for example, 9:30 AM on a certain day of a certain month of a certain year. The character identifier typically consists of a character name and a character portrait. For example, as shown in Figure 2, if the first character is "Ultraman," the character identifier displayed in Figure 2 is an Ultraman portrait, and if the second character is "Baltan," the character identifier displayed in Figure 2 is a monster portrait. The designated scene area typically can be the area above the character models of the first and second characters, or it can be the upper left or upper right corner of a graphical user interface.

[0058] It can be understood that when the time indication is a designated time, the character identifications of the first character and the second character are displayed in the designated scene area of ​​the game scene.

[0059] For example, when the time is 9:30 on a certain day of a certain month of a certain year, as shown in Figure 2, the designated scene area can be the sky area in the game scene. First, a special effect of a sky crack is displayed in the sky area of ​​the game scene, indicating that the first character and the second character are about to appear. Then, the avatars of the first character and the second character are displayed in the sky area, and the "VS" logo indicates that the first character and the second character are in an adversarial relationship.

[0060] At the same time, the second character's character name "Baltan" and a monster portrait can be displayed in the upper left corner area of ​​the graphical user interface, and the first character's character name "Ultraman" and an Ultraman portrait can be displayed in the upper right corner area of ​​the graphical user interface.

[0061] In the above manner, by distinguishing the display states of the character identifiers of the first character and the second character, it is convenient for the player to distinguish the first character and the second character as the hostile camps.

[0062] The following embodiment provides an optional implementation method for generating the first role.

[0063] Specifically, among the non-player characters in the game scene, a non-player character of a specified type is determined, and a first special effect animation of the non-player character of the specified type transforming into a first character is played. After the first special effect animation is played, the character model of the first character is displayed in the game scene.

[0064] The non-player characters of the specified type are usually non-player characters in the game scene. When there are multiple non-player characters in the game scene, one or more non-player characters can be selected from them as the non-player characters of the specified type. The first special effect animation is usually a preset animation.

[0065] In an exemplary embodiment, among the non-player characters in the game scene, non-player characters of a specified type are predetermined, such as NPC No. 0 as shown in FIG3( a ).

[0066] It should be noted that when the first character begins to be generated in the game scene, the first special effect animation of the specified type of non-player character transforming into the first character begins to play; for example, as shown in Figure 3 (a), NPC No. 0 takes out the summoning stick, and at the same time, the first special effect animation begins to play.

[0067] After the first special effects animation is finished playing, the character model of the first character is displayed, as shown in FIG3(b), replacing NPC No. 0 with "Ultraman." In an alternative embodiment, a non-player character of a specified type is replaced with a character model of the first character of a specified type, for example, "Tiga" Ultraman from the Ultraman series. In another alternative embodiment, a separate character model of the first character is generated, for example, "Tiga" Ultraman from the Ultraman series.

[0068] The following embodiment provides an optional implementation method for generating a second role.

[0069] In an optional embodiment, after determining that the game activity has been started, generating a second character in the game scene includes: displaying an animation effect in the game scene in response to the start of the game activity; determining a scene position corresponding to the animation effect in the game scene, and generating and displaying a character model of the second character at the scene position corresponding to the animation effect.

[0070] For example, as shown in Figure 2, the animation effect of "sky crack" is displayed in the designated sky area in the game scene, and then the character model of the second character is generated and displayed on the scene ground mode below the "sky crack" as the scene position corresponding to the animation effect; here, the character model of the second character usually has a preset number threshold, such as three.

[0071] Alternatively, the scene position corresponding to the animation special effect may also be near the location of a designated scene model in the game scene, such as a fountain model, and the character model of the second character is generated and displayed at this location.

[0072] The following embodiment provides an optional implementation method for updating the character attribute value of the attacked character.

[0073] In an optional method, for the first character, the first attack target is determined from the second character according to a preset method, and the first character is controlled to perform an attack behavior on the first attack target; wherein the preset method includes: randomly determining the first attack target from the second character, or determining the second character closest to the first character as the first attack target; in response to the first attack target being successfully attacked, updating the character attribute value of the first attack target.

[0074] It is understood that for the first character, the first attack target is determined from the second characters according to a preset method. Specifically, when the first character performs an attack on the second character, one of the multiple second characters is randomly determined as the first attack target, or the second character closest to the first character is determined as the first attack target.

[0075] For example, as shown in Figure 4, the character model, character avatar, character name "Ultraman" and health bar of a first character, as well as the character models, character avatars, character name "Baltan" and health bars of three second characters are displayed. At this time, "Ultraman" can choose the nearest monster from the three "Baltan" monsters to attack.

[0076] Furthermore, when the first attack target is successfully attacked, the character attribute value of the first attack target is updated; for example, the size of the attack value received by the first attack target reduces and updates the corresponding health value of the first attack target, and displays the updated health bar of the first attack target.

[0077] In an optional method, for the second character, a second attack target is determined from the first character according to a preset method, and the second character is controlled to perform an attack behavior on the second attack target; wherein the preset method includes: randomly determining the second attack target from the first character, or determining the first character closest to the second character as the second attack target; in response to the second attack target being successfully attacked, updating the character attribute value of the second attack target.

[0078] It is understood that for the second character, a second attack target is determined from the first character according to a preset method. Specifically, when the second character performs an attack on the first character, one of the multiple first characters is randomly determined as the second attack target, or the first character closest to the second character is determined as the second attack target.

[0079] For example, as shown in FIG4 , three second-character “Baltan” monsters attack one first-character “Ultraman” in the game scene.

[0080] Furthermore, when the second attack target is successfully attacked, the character attribute value of the second attack target is updated; for example, according to the size of the attack value received by the second attack target, the blood value corresponding to the second attack target is reduced and updated, and the updated blood bar of the second attack target is displayed.

[0081] In an optional manner, in response to the first character not existing in the game scene, or at least part of the first character performing a first specified behavior, the second character is controlled to perform a preset action animation; wherein the first specified behavior indicates that the first character cannot perform an attack behavior.

[0082] For example, the first instruction behavior may be a falling action, and the first designated behavior indicates that the first character is currently dead or banned. The preset action animation may be a cheering action animation, a dancing action animation, or any other animation used to celebrate a successful attack.

[0083] That is, if the first character does not exist in the game scene; or if all first characters displayed in the game scene perform the first specified behavior, but some first characters have not yet appeared; or if all first characters in the game scene are in the game scene and perform the first specified behavior, then all second characters in the game scene are controlled to perform the preset action animation.

[0084] For example, if there is no first character in the game scene, that is, no first character is in the game scene; or, if two first characters in the current game scene are both in a downed state, but there is a second character that can perform an attack, and one first character is in the process of being revived; or, if there are at most three first characters in the game scene, and all three first characters in the game scene are in a downed state and cannot perform an attack, then all second characters in the game scene are controlled to perform a cheering animation.

[0085] In one alternative embodiment, if a first character performing an attacking action appears in the scene while all second characters in the game scene are being controlled to perform a cheering action animation, the preset action animation is stopped. In another alternative embodiment, after all second characters in the game scene are controlled to perform a cheering action animation, regardless of whether the first character capable of performing an attacking action reappears in the game scene, all second characters in the game scene can continue to move.

[0086] The following embodiments provide optional implementations of using a controlled virtual character as an attack target.

[0087] In an optional manner, in response to the controlled virtual character becoming an attack target of the second character, the second character is controlled to attack the controlled virtual character.

[0088] It can be understood that when the controlled virtual character controlled by the player becomes the attack target of the second character, the second character is controlled to attack the controlled virtual character.

[0089] For example, when the second character aligns the center of the cross cursor in the perspective screen with the controlled virtual character for 3 seconds, the second character is controlled to attack the controlled virtual character.

[0090] Optionally, for the second character, a controlled virtual character may be randomly selected as the attack target, or the controlled virtual character closest to the second character may be selected as the attack target, or the controlled virtual character closest to the second character may be selected as the attack target among the controlled virtual characters attacking the second character.

[0091] In an optional manner, in response to the controlled virtual character being within the attack range of the second character and the controlled virtual character being the character closest to the second character, it is determined that the controlled virtual character becomes the attack target of the second character.

[0092] The above-mentioned attack range usually refers to a circle with the second character as the center and the target distance as the radius. For example, the attack range is within 15 units around the second character.

[0093] In an optional embodiment, there are multiple player-controlled virtual characters in the game scene. When a controlled virtual character controlled by a player is within 15 units of a second character and the distance between the controlled virtual character and the second character is the closest, the controlled virtual character is determined to be the attack target of the second character, and the second character is controlled to attack the controlled virtual character.

[0094] In an optional manner, in response to the distance between the controlled virtual character and the second character being greater than a preset distance threshold, the second character is controlled to stop attacking the controlled virtual character.

[0095] The above-mentioned preset distance threshold usually refers to the farthest attack distance of the second character. Within the preset distance threshold, the second character is controlled to attack the controlled virtual character. For example, the preset distance threshold can be set to 12 meters.

[0096] In an optional embodiment, the controlled virtual character controlled by the player becomes the target of attack by the second character, and the player controls the controlled virtual character to move in the game scene; if the distance between the controlled virtual character and the second character is greater than a preset distance threshold of 12 units, that is, the controlled virtual character is out of the attack range of the second character, at this time, the second character is controlled to stop attacking the controlled virtual character.

[0097] In the above method, by controlling the second character to attack the controlled virtual character as the attack target, the richness of game interaction is increased, and the player's gaming experience and sense of participation are improved.

[0098] The following embodiments provide an optional implementation method for updating the role model of the second role.

[0099] In one optional method, in response to the appearance of a second character in the game scene whose character attribute value reaches a preset threshold, the character model of the second character whose character attribute value reaches the preset threshold is cancelled; in response to the duration of the game activity being less than a preset time threshold, an updated character model of the second character is generated and displayed at a designated scene location in the game scene; wherein, the game activity is started before the first character and the second character are generated in the game scene.

[0100] The above-mentioned preset threshold value may refer to the minimum value of the character attribute value. When the character attribute value of the virtual character reaches the preset threshold value, it indicates that the virtual character is in a dead state. The above-mentioned preset time threshold value generally refers to the preset length of time of the game activity. For example, the preset time threshold value can be set to 15 minutes.

[0101] In an exemplary embodiment, if a second character whose character attribute value reaches a preset threshold appears in the game scene, the character model of the second character whose character attribute value reaches the preset threshold is removed from display; at this time, if the duration of the game activity is also less than the preset time threshold, the second character is regenerated in the game scene. The second character whose character attribute value reaches the preset threshold can be one or more.

[0102] For example, when a second character with a health value of 0 appears in the game scene, the character model of the second character with a health value of 0 is removed from display. At this time, if the duration of the game activity is also less than 15 minutes, an updated character model of one or more second characters is generated and displayed at a specified scene location in the game scene.

[0103] In an optional embodiment, when the duration of the game activity is less than a preset time threshold, three second characters can be maintained in the game scene through resurrection; when the duration of the game activity is greater than the preset time threshold, the second characters in the game scene will no longer be resurrected, that is, the number of second characters can gradually decrease from three.

[0104] In an optional manner, an animation special effect is displayed in the game scene; the display duration of the animation special effect is the duration corresponding to the preset time threshold.

[0105] For example, the animation special effect can be a crack special effect; a crack special effect of "sky crack" is displayed in the game scene, and the duration of the crack special effect being displayed in the game scene can be 15 minutes, which corresponds to the duration of the preset time threshold.

[0106] Optionally, in response to the game activity being started, the animation effect is generated in the game scene, and the character model of the second character is generated for the first time according to the scene position corresponding to the animation effect.

[0107] In one optional method, the second character whose character attribute value reaches a preset threshold is controlled to perform a second specified behavior, and after the second specified behavior is executed, a second special effect animation is played; wherein, the second special effect animation indicates: the character model of the second character whose character attribute value reaches the preset threshold is destroyed; after the second special effect animation is played, the character model of the second character whose character attribute value reaches the preset threshold is cancelled.

[0108] The second designated behavior and the first designated behavior may be the same behavior or different behaviors.

[0109] That is, when a second character appears in the scene whose character attribute value reaches a preset threshold, the second character is controlled to perform a second designated behavior, which can continue for a period of time. After the second designated behavior is completed, a second special effect animation is played, in which the character model of the second character whose character attribute value reaches the preset threshold is destroyed. After the second special effect animation is played, the character model of the second character is removed from display.

[0110] For example, when a second character with a health value of 0 appears in the scene, the second character with a health value of 0 is controlled to perform a falling action, and the falling action can last for 5 seconds; after the second character with a health value of 0 maintains the falling action for 5 seconds, a special effects animation is played in the game scene to show that the character model of the second character is destroyed. After the special effects animation finishes playing, the character model of the second character with a health value of 0 is undisplayed.

[0111] The following provides an example embodiment of updating the role model of a first role.

[0112] In one method, in response to the appearance of a first character in a game scene whose character attribute value reaches a preset threshold, the first character whose character attribute value reaches the preset threshold is controlled to perform a third specified behavior. After the third specified behavior is executed, the first character whose character attribute value reaches the preset threshold is controlled to continue to perform the attack behavior.

[0113] The third designated behavior may be the same as or different from the first designated behavior and the second designated behavior.

[0114] That is to say, when a first character whose character attribute value reaches a preset threshold appears in the scene, the first character is controlled to perform a third specified behavior, and the process of the first character performing the third specified behavior can last for a period of time; after the third specified behavior is completed, the first character whose character attribute value reaches the preset threshold is controlled to attack the second character.

[0115] For example, when a first character with a health value of 0 appears in the scene, the first character with a health value of 0 can be controlled to perform a falling action. After the first character with a health value of 0 maintains the falling action for 1 minute, the first character with a health value of 0 is controlled to continue attacking the second character.

[0116] In an optional manner, in response to the presence of a first character that performs a third specified behavior in the game scene, the number of first characters that do not perform the third specified behavior is detected; it is determined that the number of characters is less than a preset number threshold, and an updated character model of the first character is generated and displayed.

[0117] The above-mentioned preset number threshold usually refers to the upper limit of the number of first characters that have not performed the third specified behavior; for example, the preset number threshold is three, that is, after the number of first characters that have not performed the third specified behavior in the game scene reaches three, no more first characters will be added.

[0118] For example, when a first character with a health value of 0 appears in the game scene, the first character with a health value of 0 is controlled to perform a falling action, and the number of first characters performing the falling action is detected. After determining that the number of characters is less than a preset threshold (for example, three), an updated character model of the first character is generated and displayed in the game scene, and the character attribute value of the updated first character is the full value.

[0119] It should be noted that the character model of the updated first character can be different from the character model of the first character performing the specified action. For example, if the character model of the first character performing the specified action is Ultraman Tiga from the Ultraman series, the character model of the updated first character can be Ultraman Zeta. For another example, if the character model of the first character performing the specified action is Ultraman Zeta from the Ultraman series, the character model of the updated first character can be Ultraman Cero. Optionally, the health and skills of the character model of the updated first character and the character model of the first character performing the specified action can be the same or different.

[0120] The following embodiments provide an optional implementation method for updating the role attribute value of a target role.

[0121] In one optional embodiment, the controlled virtual character and the first character belong to the same faction, and the controlled virtual character and the second character are in an enemy faction. Specifically, in response to an attack skill acting on the second character, the character attribute value of the second character is updated, and a special effect animation of the second character being attacked is displayed.

[0122] That is, the player-controlled virtual character and the second character are in an enemy camp; in this case, the player can control the controlled virtual object to move in the game scene and pursue the second character. If the player-controlled virtual character uses an attack skill against the second character and hits the second character, the second character becomes the target character, and the character attribute values ​​of the second character are further updated, and a special effect animation of the second character being attacked is displayed in the scene.

[0123] For example, if the player controls the controlled virtual character to release a physical attack skill or a spell attack skill against a second character, the health value of the second character will be reduced and updated according to the attack value of the attack skill, and the updated health bar will be displayed; at the same time, the special effects animation of the second character being hit by the physical attack skill or the spell attack skill will be displayed in the game scene.

[0124] In an optional manner, in response to the attack skill acting on the first character, the character attribute value of the first character is controlled to remain unchanged.

[0125] That is to say, the controlled virtual character controlled by the player belongs to the same camp as the first character; in this case, if the player controls the controlled virtual character to release an attack skill to the first character and hits the first character, the character attribute value of controlling the first character remains unchanged.

[0126] For example, when the player controls the controlled virtual character to release a physical attack skill or a spell attack skill on the first character, the health value of the first character is controlled to remain unchanged, and the health bar status displayed before the first character was attacked is maintained.

[0127] In one optional embodiment, in response to an attack skill being applied to a first character, the character model of the first character is set to a specified model state. The specified model state includes disabling collision detection for the character model against a skill object corresponding to the attack skill. In other words, the character model does not perform collision detection against the skill object corresponding to the attack skill.

[0128] For example, when a player-controlled virtual character performs an attack skill, and that attack skill affects a first character, the first character's character model's collision detection for the skill object corresponding to the attack skill fails, given that the player-controlled virtual character and the first character are in the same faction. That is, after the first character's character model detects the attack source and determines that the attack source is the player-controlled virtual character, the first character's character model does not support collision detection for the skill object corresponding to the player's attack skill. In other words, the first character's character model becomes "transparent" with respect to the player's attack skill. This skill object can be the attack weapon or item corresponding to the attack skill, or the character itself that releases the skill.

[0129] Optionally, in this case, the skill object corresponding to the attack skill is controlled to move along a preset path, that is, the attack skill released by the controlled virtual character controlled by the player passes through the character model of the first character.

[0130] In another approach, the first character's character model does not affect the skill object's original path, meaning the first character's character model is considered non-existent and the attack item is not triggered. The first character's character model and the skill object's models can exist independently of each other.

[0131] In another embodiment, the controlled virtual character and the first character are in an enemy camp; the controlled virtual character and the second character are in an enemy camp. Specifically, in response to an attack skill being applied to the first character, the character attribute values ​​of the first character are updated, and a special effect animation of the first character being attacked is displayed; and / or, in response to an attack skill being applied to the second character, the character attribute values ​​of the second character are updated, and a special effect animation of the second character being attacked is displayed.

[0132] That is, the controlled virtual character controlled by the player is in the enemy camp with the first character and the second character. In this case, if the player controls the controlled virtual character to release an attack skill on the first character and the first character is hit, the first character becomes the target character, and the first character's attribute values ​​are further updated, and a special effect animation of the first character being attacked is displayed in the game scene; or, if the player controls the controlled virtual character to release an attack skill on the second character and the second character is hit, the second character becomes the target character, and the second character's attribute values ​​are further updated, and a special effect animation of the second character being attacked is displayed in the game scene; further, if the player controls the controlled virtual character to release an attack skill on the first character and the second character and the first character and the second character are hit, the first character and the second character become the target characters, and the attribute values ​​of the first character and the second character are further updated, and a special effect animation of the first character and the second character being attacked is displayed in the game scene.

[0133] For example, if the player controls the controlled virtual character to release a physical attack skill or a spell attack skill against the first character and the second character, then the health value of the first character and the second character is reduced and updated according to the attack value of the attack skill, and the updated health bar of the first character and the second character is displayed. At the same time, a special effect animation of the first character and the second character being hit by the physical attack skill or the spell attack skill is displayed in the game scene. If the player controls the controlled virtual character to release a physical attack skill or a spell attack skill against the first character, then the health value of the first character is reduced and updated according to the attack value of the attack skill, and the updated health bar of the first character is displayed. At the same time, a special effect animation of the first character being hit by the physical attack skill or the spell attack skill is displayed in the game scene. Here, when the target character is the second character, the method is the same as the above method and will not be repeated.

[0134] During the process of the first character and the second character moving in the game scene, there may be a situation where the character attribute value of the first character or the second character is not updated.

[0135] In one optional method, in response to the character model of the first character detecting the existence of the character model of the second character in the game scene, the first character is controlled to perform an attack behavior towards the second character, and the character attribute value of the second character is updated; and / or, in response to the character model of the second character detecting the existence of the character model of the first character in the game scene, the second character is controlled to perform an attack behavior towards the first character, and the character attribute value of the first character is updated.

[0136] That is to say, in the game scene, as long as the first character or the second character detects the presence of the other party, they will perform an attack on the other party.

[0137] In an exemplary embodiment, when Ultraman detects the presence of a monster in the game scene, he will unleash an attack skill on the monster, and the monster's character attribute values ​​will be updated based on the attack value of the attack skill. Alternatively, when a monster detects the presence of Ultraman in the game scene, it will unleash an attack skill on Ultraman, and the character attribute values ​​will be updated based on the attack value of the attack skill. The above-mentioned game scene can be a scene area preset in the global game map, or a scene area in a specific game stage, such as the entire scene area corresponding to an inactive stage.

[0138] In an optional manner, in response to the fact that the character attribute value of any of the first character and the second character is not updated within a specified time period, the character position of the first character and / or the second character in the game scene is adjusted.

[0139] The specified duration is usually a pre-set duration, for example, the specified duration can be set to 1 minute. The number of roles of any of the first role and the second role can be one or more.

[0140] This may be due to a freeze in the game background or the location setting of the game scene, which results in the first character and the second character being unable to attack each other, and the character attribute values ​​are not updated.

[0141] In one example, the first character and the second character both perform an attack. At this time, if the health value or health bar of any of the first character and the second character does not change within a time period of 1 minute, the first character whose character attribute value has not been updated, or the character position of the second character in the game scene is adjusted.

[0142] In one example, the first character and / or the second character serve as the target character of the controlled virtual character controlled by the player. At this time, if the health value or health bar of any of the first character and the second character does not change within a time period of 1 minute, the character position of the first character whose character attribute value has not been updated in the game scene is adjusted, or the character position of the second character whose character attribute value has not been updated in the game scene is adjusted, or the character position of the first character and the second character whose character attribute value has not been updated in the game scene is adjusted.

[0143] In the above method, by adjusting the character position of a non-player character whose character attribute value has not been updated within a specified period of time, stagnation of the progress of the game activity can be avoided.

[0144] In an optional manner, a character to be adjusted is determined to be located at a preset scene position, and the character to be adjusted is controlled to be displayed at a default scene position in the game scene; wherein the preset scene position is: a position where the character to be adjusted cannot be attacked.

[0145] The preset scene location is typically a pre-set location in the game scene. Within this preset scene, the character to be adjusted cannot be attacked, damaged, or have its attribute values ​​reduced. The character to be adjusted is typically any character whose attribute values ​​have not been updated, either the first character or the second character. The default scene location is typically a default coordinate point in the game scene, for example, a bench near a "fountain" in the game scene.

[0146] That is, there is a preset scene position in the game scene, which is a position where the character to be adjusted cannot be attacked; when the character attribute value of any of the first character and the second character has not been updated within a specified period of time, the terminal device determines that the character to be adjusted is located at the preset scene position and controls the character to be adjusted to be displayed at a default scene position in the game scene. It is understandable that after the character to be adjusted is controlled to be displayed at the default scene position in the game scene, the character attribute value of the character to be adjusted at the preset scene position remains unchanged.

[0147] For example, there is a collision blind spot area in the game scene; when the character attribute value of any character between the first character and the second character has not been updated within the specified time period, the terminal device determines that any character between the first character and the second character is located in the collision blind spot area, and controls any character between the first character and the second character to maintain the current blood value, which is displayed on the bench near the "fountain" in the game scene.

[0148] In an optional manner, before generating the first character and the second character in the game scene, determining that the game activity is started;

[0149] After the game activity is started, the current activity status of the game activity is obtained from the game server at every preset time period; wherein the activity status includes: the role position and role attribute value of each virtual character in the game scene; the game scene on the terminal device is updated based on the current activity status.

[0150] The above-mentioned preset time period usually refers to the time period in which the terminal device updates the game data information of the game activity. For example, the preset time period can be set to 5 minutes. At this time, every 5 minutes, the terminal device obtains the role position and role attribute value of each virtual character in the game scene from the game server.

[0151] In an exemplary embodiment, after the game activity is started, the terminal device obtains the character position and character attribute values ​​of each player character and non-player character in the game scene within the game activity from the game server at every preset time period, such as position coordinates and health value.

[0152] Furthermore, based on the game data information of the current activity status obtained by the terminal device from the game server, the game scene is displayed on the terminal device.

[0153] In one optional embodiment, after the game activity is initiated, the terminal device obtains the position coordinates and health value of each player character and non-player character in the game scene from the game server every 5 minutes. Based on the current position coordinates and health value of each player character and non-player character, the graphical user interface of the terminal device updates the display of each player character and non-player character in the game scene.

[0154] Optionally, every preset time period, after the terminal device obtains the activity status of the game activity from the game server, it can update the role status of the first character, so that the first character who performs the specified behavior restores the role attribute value to the full value, or makes the first character whose role model is canceled appear in the game scene.

[0155] In the above method, the current activity status of a game activity is obtained from the game server at fixed time intervals, so that each player can know the current activity status and ensure that the game scenes on all players' terminal devices are synchronized.

[0156] In one optional manner, the game activity is determined to be over in response to a role attribute value of a designated role reaching a preset threshold; wherein the designated role is the first role or the second role; and the game activity is started before the first role and the second role are generated in the game scene.

[0157] Specifically, in the game scene, when the role attribute value of the designated role reaches a preset threshold, the game activity is determined to be over. It can be understood that the number of the designated roles can be one or more.

[0158] For example, when the health value of the first character or the second character is 0, the health bar in the game scene is displayed as empty, and at this time, it is determined that the game activity is over.

[0159] In an optional manner, in response to the absence of the second character in the game scene and the duration of the absence of the second character reaching a first duration threshold, it is determined that the game activity is ended.

[0160] The first duration threshold mentioned above can usually be set to the duration of the resurrection of the second character.

[0161] That is to say, the character attribute values ​​of all second characters in the game scene reach the preset threshold, and the character models of the second characters in the game scene are cancelled. At this time, there are no second characters in the game scene; if the duration of the absence of the second character in the game scene reaches the first duration threshold, it is determined that the game activity is over.

[0162] For example, there are only three second characters in the game scene. When the health values ​​of the three second characters are all 0 and the three second characters disappear from the scene screen, at this time, there are no second characters in the game scene; if the time when there are no second characters in the game scene reaches 1 minute and no second characters are resurrected, it is determined that the game activity is over.

[0163] In an optional manner, when the first character and the second character are generated in the game scene, the activity duration is started to be counted; in response to the activity duration reaching a second duration threshold, the game activity is determined to be over.

[0164] The second duration threshold mentioned above generally refers to the duration of the game activity.

[0165] In an optional embodiment, when the first and second characters are generated in the game scene, the game activity begins, and at this time, the activity duration begins to be counted. For example, during the activity, the first and second characters can be repeatedly resurrected and perform attack behaviors; when the activity duration reaches 10 minutes, the game activity is determined to have ended.

[0166] In an optional manner, in response to the end of a game activity, a target first character is determined from the first characters, and the target first character is controlled to be replaced by a non-player character of a specified type; wherein the target first character is: the first character displayed by being replaced by a non-player character of a specified type in the game scene.

[0167] Optionally, after the game activity ends, all first characters participating in the game activity are displayed in the game scene.

[0168] In an optional embodiment, when the current game activity ends, a first character to be displayed in place of a non-player character of a specified type in the game scene is determined from among the first characters, and the first character is displayed in place of the non-player character of the specified type.

[0169] For example, when this game activity ends, "NPC No. 0" is determined from the first character to replace the displayed "Ultraman Tiga", and "Ultraman Tiga" is replaced by "NPC No. 0".

[0170] In one embodiment, in response to the game activity ending, the character model of the first character is removed from the game scene.

[0171] That is, when this game activity ends, the role models of all first roles are cancelled from the game scene.

[0172] Optionally, when the game activity ends, the first character's victory celebration action and the special effects animation of the first character flying into the sky are played in the game scene. After the special effects animation of the first character flying into the sky is finished, the character model of the first character is undisplayed.

[0173] For example, after the game activity ends, Ultraman Tiga and Ultraman Zeta are displayed in the scene screen of the game scene; at this time, after playing the actions of Ultraman Tiga and Ultraman Zeta celebrating their victory, Ultraman Tiga and Ultraman Zeta fly into the sky and disappear.

[0174] Optionally, after a period of time after the game activity ends, the game activity is restarted and the aforementioned interactive control method of the game is repeated. This approach allows all players in the game to have the opportunity to experience the interactive control method of the game.

[0175] Corresponding to the above method embodiment, referring to FIG5 , a schematic diagram of an interactive control device for a game is shown. The device includes:

[0176] A display module 502 is configured to provide a graphical user interface (GUI) through a terminal device, wherein the GUI displays a game scene including a controlled virtual character corresponding to the terminal device;

[0177] A generation module 504 generates a first character and a second character in a game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; and the first character and the second character have character attribute values;

[0178] A first control module 506 is configured to control the first character and the second character to execute an attacking action and update the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character;

[0179] The second control module 508 is used to control the controlled virtual character to release attack skills in response to the attack operation; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in the hostile camp, update the character attribute value of the target character; wherein the target character is the first character and / or the second character.

[0180] In the above-mentioned device, non-player characters are divided into mutually hostile camps and attack each other during game activities. The controlled virtual characters controlled by the players participate in the game activities. This method enriches the interaction between non-player characters and player characters by allowing non-player characters and player characters to participate in game activities together, increases the utilization rate of non-player character resources, enhances the fun of activities, is conducive to the progress of activities in the game, shortens the game process time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server.

[0181] The above-mentioned game scenes are non-game scenes in the non-game stage.

[0182] The above-mentioned device also includes: a display module for displaying the character identifications of the first character and the second character in a specified scene area of ​​the game scene in response to being triggered by a specified time condition; wherein the display status of the character identifications indicates that the first character and the second character are in hostile camps.

[0183] The above-mentioned generation module is also used to determine a non-player character of a specified type among the non-player characters in the game scene, play a first special effect animation of the non-player character of the specified type transforming into a first character, and after the first special effect animation is played, display it as a character model of the first character in the game scene.

[0184] The above-mentioned generation module is also used to determine the start of the game activity, and in response to the start of the game activity, display animation effects in the game scene; determine the scene position corresponding to the animation effects in the game scene, and generate and display the character model of the second character at the scene position corresponding to the animation effects.

[0185] The above-mentioned first control module is also used to determine the first attack target from the second character according to a preset method for the first character, and control the first character to perform an attack behavior on the first attack target; wherein the preset method includes: randomly determining the first attack target from the second character, or determining the second character closest to the first character as the first attack target; in response to the first attack target being successfully attacked, updating the character attribute value of the first attack target.

[0186] The above-mentioned first control module is also used to determine a second attack target from the first character according to a preset method for the second character, and control the second character to perform an attack behavior on the second attack target; wherein the preset method includes: randomly determining the second attack target from the first character, or determining the first character closest to the second character as the second attack target; in response to the second attack target being successfully attacked, updating the character attribute value of the second attack target.

[0187] The above-mentioned device also includes: a first execution module, which is used to control the second character to execute a preset action animation in response to the absence of the first character in the game scene, or at least part of the first character executing the first specified behavior; wherein the first specified behavior indicates that the first character cannot execute the attack behavior.

[0188] The above-mentioned device also includes: a first attack module, which is used to control the second character to attack the controlled virtual character in response to the controlled virtual character becoming the attack target of the second character.

[0189] The apparatus further includes: a first determining module for determining that the controlled virtual character becomes an attack target of the second character in response to the controlled virtual character being within the attack range of the second character and the controlled virtual character being the character closest to the second character.

[0190] The above-mentioned device also includes: a third control module, which is used to control the second character to stop attacking the controlled virtual character in response to the distance between the controlled virtual character and the second character being greater than a preset distance threshold.

[0191] The above-mentioned device also includes: a first updating module, which is used to cancel the display of the character model of the second character whose character attribute value reaches the preset threshold in response to the appearance of a second character in the game scene; in response to the duration of the game activity being less than the preset time threshold, generate and display the updated character model of the second character at a specified scene position in the game scene; wherein, the game activity is started before the first character and the second character are generated in the game scene.

[0192] Animation effects are displayed in the above-mentioned game scene; the duration of display of the animation effects is the duration corresponding to the preset time threshold.

[0193] The above-mentioned first update module is also used to control the second character whose character attribute value reaches a preset threshold to perform a second specified behavior. After the second specified behavior is executed, a second special effect animation is played; wherein, the second special effect animation indicates: the character model of the second character whose character attribute value reaches the preset threshold is destroyed; after the second special effect animation is played, the character model of the second character whose character attribute value reaches the preset threshold is cancelled.

[0194] The above-mentioned device also includes: a second execution module, which is used to control the first character whose character attribute value reaches the preset threshold to perform a third specified behavior in response to the appearance of a first character whose character attribute value reaches the preset threshold in the game scene, and after the third specified behavior is executed, control the first character whose character attribute value reaches the preset threshold to continue to perform the attack behavior.

[0195] The above-mentioned device also includes: a second update module, which is used to detect the number of first characters that have not performed the third specified behavior in response to the presence of a first character performing the third specified behavior in the game scene; determine that the number of characters is less than a preset number threshold, and generate and display an updated character model of the first character.

[0196] The above-mentioned controlled virtual character belongs to the same camp as the first character; the controlled virtual character and the second character are in the hostile camp; the above-mentioned second control module is also used to respond to the attack skill acting on the second character, update the character attribute value of the second character, and display the special effect animation of the second character being attacked.

[0197] The above-mentioned device also includes: a fourth control module, which is used to control the character attribute value of the first character to remain unchanged in response to the attack skill acting on the first character.

[0198] The above-mentioned device also includes: a setting module, which is used to set the character model of the first character to a specified model state in response to the attack skill acting on the first character; wherein the specified model state includes: the collision detection of the character model for the skill object corresponding to the attack skill is invalid.

[0199] The above-mentioned controlled virtual character and the first character are in an enemy camp; the controlled virtual character and the second character are in an enemy camp; the above-mentioned second control module is also used to update the character attribute value of the first character in response to the attack skill acting on the first character, and display the special effects animation of the first character being attacked; and / or, in response to the attack skill acting on the second character, update the character attribute value of the second character, and display the special effects animation of the second character being attacked.

[0200] The above-mentioned first control module is also used to control the first character to perform an attack behavior towards the second character and update the character attribute value of the second character in response to the character model of the first character detecting the existence of the character model of the second character in the game scene; and / or, in response to the character model of the second character detecting the existence of the character model of the first character in the game scene, control the second character to perform an attack behavior towards the first character and update the character attribute value of the first character.

[0201] The above-mentioned device also includes: an adjustment module for adjusting the role position of the first character and / or the second character in the game scene in response to the role attribute value of any role of the first character and the second character not being updated within a specified time period.

[0202] The above adjustment module is also used to determine the character to be adjusted located at a preset scene position, and control the character to be adjusted to be displayed at a default scene position in the game scene; wherein the preset scene position is: a position where the character to be adjusted cannot be attacked.

[0203] The above-mentioned device also includes: an acquisition module, which is used to determine the start of the game activity, and after the game activity is started, obtain the current activity status of the game activity from the game server at every preset time period; wherein the activity status includes: the role position and role attribute value of each virtual character in the game scene; based on the current activity status, the game scene on the display terminal device is updated.

[0204] The above-mentioned device also includes: a first ending module, which is used to determine the end of the game activity in response to the role attribute value of the designated role reaching a preset threshold; wherein the designated role is the first role or the second role; the game activity is started before the first role and the second role are generated in the game scene.

[0205] The first ending module is further configured to determine that the game activity is ended in response to the absence of the second character in the game scene and the duration of the absence of the second character reaches a first duration threshold.

[0206] The above-mentioned device also includes: a second ending module, which is used to start counting the activity duration when the first character and the second character are generated in the game scene; determine the end of the game activity in response to the activity duration reaching a second duration threshold; and start the game activity before the first character and the second character are generated in the game scene.

[0207] The above-mentioned device also includes: a replacement module, which is used to determine a target first character from the first characters in response to the end of the game activity, and control the target first character to be replaced and displayed as a non-player character of a specified type; wherein, the target first character is: the first character displayed by the non-player character of the specified type in the game scene.

[0208] The above device also includes: a display cancellation module, which is used to cancel the display of the role model of the first role in the game scene in response to the end of the game activity; before the first role and the second role are generated in the game scene, the game activity is started.

[0209] This embodiment further provides an electronic device including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the aforementioned interactive game control method. The electronic device can be a server or a terminal device.

[0210] As shown in FIG6 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores computer-executable instructions that can be executed by the processor 100 . The processor 100 executes the computer-executable instructions to implement the above-mentioned interactive control method of the game.

[0211] Furthermore, the electronic device shown in FIG6 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0212] Memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be classified as an address bus, a data bus, a control bus, etc. For ease of illustration, FIG6 shows only one bidirectional arrow, but this does not imply that there is only one bus or only one type of bus.

[0213] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0214] The processor in the above-mentioned electronic device can implement the following operations in the interactive control method of the above-mentioned game by executing computer-executable instructions: providing a graphical user interface through a terminal device, the graphical user interface displays a game scene, the game scene includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; generating a first character and a second character in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; controlling the first character and the second character to perform attacking behavior, and updating the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character; in response to the attack operation, controlling the controlled virtual character to release an attack skill; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in hostile camps, updating the character attribute value of the target character; wherein the target character is the first character and / or the second character.

[0215] The above-mentioned game scenes are non-game scenes in the non-game stage.

[0216] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to a specified time condition being triggered, the character identifications of the first character and the second character are displayed in a specified scene area of ​​the game scene; wherein the display status of the character identifications indicates that the first character and the second character are in hostile camps.

[0217] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: determining a non-player character of a specified type among the non-player characters in the game scene, playing a first special effect animation in which the non-player character of the specified type transforms into a first character, and after the first special effect animation is played, displaying the character model of the first character in the game scene.

[0218] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: determining the start of the game activity, and displaying animation special effects in the game scene in response to the start of the game activity; determining the scene position corresponding to the animation special effects in the game scene, and generating and displaying the character model of the second character at the scene position corresponding to the animation special effects.

[0219] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: for the first character, determine the first attack target from the second character according to a preset method, and control the first character to perform an attack behavior on the first attack target; wherein the preset method includes: randomly determining the first attack target from the second character, or determining the second character closest to the first character as the first attack target; in response to the first attack target being successfully attacked, updating the character attribute value of the first attack target.

[0220] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: for the second character, determine the second attack target from the first character according to a preset method, and control the second character to perform an attack behavior on the second attack target; wherein the preset method includes: randomly determining the second attack target from the first character, or determining the first character closest to the second character as the second attack target; in response to the second attack target being successfully attacked, updating the character attribute value of the second attack target.

[0221] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the absence of the first character in the game scene, or at least part of the first character performing the first specified behavior, controlling the second character to perform a preset action animation; wherein the first specified behavior indicates that: the first character cannot perform an attack behavior.

[0222] The processor in the above electronic device can implement the following operations of the interactive control method of the above game by executing machine executable instructions: in response to the controlled virtual character becoming the attack target of the second character, controlling the second character to attack the controlled virtual character.

[0223] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the controlled virtual character being within the attack range of the second character and the controlled virtual character being the character closest to the second character, determining that the controlled virtual character becomes the attack target of the second character.

[0224] The processor in the above electronic device can implement the following operations of the interactive control method of the above game by executing machine executable instructions: in response to the distance between the controlled virtual character and the second character being greater than a preset distance threshold, controlling the second character to stop attacking the controlled virtual character.

[0225] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the appearance of a second character whose character attribute value reaches a preset threshold in the game scene, canceling the display of the character model of the second character whose character attribute value reaches the preset threshold; in response to the duration of the game activity being less than a preset time threshold, generating and displaying an updated character model of the second character at a specified scene position in the game scene; wherein, the game activity is started before the first character and the second character are generated in the game scene.

[0226] Animation effects are displayed in the above-mentioned game scene; the display duration of the animation effects is the duration corresponding to the preset time threshold.

[0227] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: controlling the second character whose character attribute value reaches a preset threshold to perform a second specified behavior, and after the second specified behavior is executed, playing a second special effect animation; wherein, the second special effect animation indicates: the character model of the second character whose character attribute value reaches the preset threshold is destroyed; after the second special effect animation is played, the character model of the second character whose character attribute value reaches the preset threshold is canceled.

[0228] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the appearance of a first character whose character attribute value reaches a preset threshold in the game scene, the first character whose character attribute value reaches the preset threshold is controlled to perform a third specified behavior; after the third specified behavior is executed, the first character whose character attribute value reaches the preset threshold is controlled to continue to perform the attack behavior.

[0229] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the presence of a first character performing a third specified behavior in the game scene, detecting the number of first characters that have not performed the third specified behavior; determining that the number of characters is less than a preset number threshold, and generating and displaying an updated character model of the first character at a specified relative position of the first character performing the specified behavior.

[0230] The above-mentioned controlled virtual character belongs to the same camp as the first character; the controlled virtual character and the second character are in an enemy camp; the processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the attack skill acting on the second character, the character attribute value of the second character is updated, and the special effect animation of the second character being attacked is displayed.

[0231] The processor in the above electronic device can implement the following operations of the interactive control method of the above game by executing machine executable instructions: in response to the attack skill acting on the first character, the character attribute value of the first character is controlled to remain unchanged.

[0232] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the attack skill acting on the first character, setting the character model of the first character to a specified model state; wherein the specified model state includes: the collision detection of the character model against the skill object corresponding to the attack skill fails.

[0233] The above-mentioned controlled virtual character and the first character are in an enemy camp; the controlled virtual character and the second character are in an enemy camp; the processor in the above-mentioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the above-mentioned game: in response to the attack skill acting on the first character, the character attribute value of the first character is updated, and a special effect animation of the first character being attacked is displayed; and / or, in response to the attack skill acting on the second character, the character attribute value of the second character is updated, and a special effect animation of the second character being attacked is displayed.

[0234] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the character model of the first character detecting the existence of the character model of the second character in the game scene, controlling the first character to perform an attack behavior towards the second character and updating the character attribute value of the second character; and / or, in response to the character model of the second character detecting the existence of the character model of the first character in the game scene, controlling the second character to perform an attack behavior towards the first character and updating the character attribute value of the first character.

[0235] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the fact that the character attribute value of any character among the first character and the second character has not been updated within a specified time period, adjust the character position of the first character and / or the second character in the game scene.

[0236] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: determining the character to be adjusted located at a preset scene position, and controlling the character to be adjusted to be displayed at a default scene position in the game scene; wherein the preset scene position is: a position where the character to be adjusted cannot be attacked.

[0237] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: determine the start of the game activity, and after the game activity is started, obtain the current activity status of the game activity from the game server every preset time period; wherein the activity status includes: the role position and role attribute value of each virtual character in the game scene; and update the game scene on the display terminal device based on the current activity status.

[0238] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the character attribute value of the designated character reaching a preset threshold, determining that the game activity is over; wherein the designated character is the first character or the second character; before the first character and the second character are generated in the game scene, the game activity is started.

[0239] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the absence of the second character in the game scene and the continuous duration of the absence of the second character reaching a first duration threshold, determining that the game activity is over.

[0240] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: determining that the game activity is started and starting to count the activity duration; in response to the activity duration reaching a second duration threshold, determining that the game activity is ended.

[0241] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the end of the game activity, determine the target first character from the first characters, and control the target first character to be replaced and displayed with a non-player character of a specified type; wherein, the target first character is: the first character displayed by being replaced by a non-player character of a specified type in the game scene; before the first character and the second character are generated in the game scene, the game activity is started.

[0242] The processor in the above-mentioned electronic device can implement the following operations of the interactive control method of the above-mentioned game by executing machine-executable instructions: in response to the end of the game activity, canceling the display of the character model of the first character in the game scene; before the first character and the second character are generated in the game scene, the game activity is started.

[0243] In the above method, non-player characters are divided into mutually hostile camps and attack each other in game activities. The controlled virtual characters controlled by the players participate in the game activities. This method enriches the interaction between non-player characters and player characters by allowing non-player characters and player characters to participate in game activities together, increases the utilization rate of non-player character resources, enhances the fun of activities, is conducive to the progress of activities in the game, shortens the game process time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server.

[0244] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.

[0245] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: providing a graphical user interface through a terminal device, the graphical user interface displays a game scene, the game scene includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; generating a first character and a second character in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; controlling the first character and the second character to perform attack behavior, and updating the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character; in response to the attack operation, controlling the controlled virtual character to release an attack skill; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in hostile camps, updating the character attribute value of the target character; wherein the target character is the first character and / or the second character.

[0246] The above-mentioned game scenes are non-game scenes in the non-game stage.

[0247] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to a specified time condition being triggered, the character identifications of the first character and the second character are displayed in a specified scene area of ​​the game scene; wherein the display status of the character identifications indicates that the first character and the second character are in hostile camps.

[0248] The computer-executable instructions stored in the computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: determining a non-player character of a specified type among the non-player characters in the game scene, playing a first special effect animation in which the non-player character of the specified type transforms into a first character, and after the first special effect animation is played, displaying the character model of the first character in the game scene.

[0249] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: determining the start of a game activity; displaying an animation effect in the game scene in response to the start of the game activity; determining a designated scene position corresponding to the animation effect in the game scene, and generating and displaying a character model of a second character at the scene position corresponding to the designated animation effect.

[0250] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: for the first character, determine the first attack target from the second character according to a preset method, and control the first character to perform an attack behavior on the first attack target; wherein the preset method includes: randomly determining the first attack target from the second character, or determining the second character closest to the first character as the first attack target; in response to the first attack target being successfully attacked, updating the character attribute value of the first attack target.

[0251] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: for the second character, determine the second attack target from the first character according to a preset method, and control the second character to perform an attack behavior towards the second attack target; wherein the preset method includes: randomly determining the second attack target from the first character, or determining the first character closest to the second character as the second attack target; in response to the second attack target being successfully attacked, updating the character attribute value of the second attack target.

[0252] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: in response to the absence of the first character in the game scene, or at least part of the first character performing the first specified behavior, controlling the second character to perform a preset action animation; wherein the first specified behavior indicates that the first character cannot perform an attack behavior.

[0253] The computer executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: in response to the controlled virtual character becoming the attack target of the second character, controlling the second character to attack the controlled virtual character.

[0254] The computer executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: in response to the controlled virtual character being within the attack range of the second character and the controlled virtual character being the character closest to the second character, determining that the controlled virtual character becomes the attack target of the second character.

[0255] The computer executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: in response to the distance between the controlled virtual character and the second character being greater than a preset distance threshold, controlling the second character to stop attacking the controlled virtual character.

[0256] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the appearance of a second character whose character attribute value reaches a preset threshold in the game scene, canceling the display of the character model of the second character whose character attribute value reaches the preset threshold; in response to the duration of the game activity being less than a preset time threshold, generating and displaying an updated character model of the second character at a specified scene position in the game scene; wherein, the game activity is started before the first character and the second character are generated in the game scene.

[0257] Animation effects are displayed in the above-mentioned game scene; the display duration of the animation effects is the duration corresponding to the preset time threshold.

[0258] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: controlling the second character whose character attribute value reaches a preset threshold to perform a second specified behavior, and after the second specified behavior is executed, playing a second special effect animation; wherein, the second special effect animation indicates: the character model of the second character whose character attribute value reaches the preset threshold is destroyed; after the second special effect animation is played, the character model of the second character whose character attribute value reaches the preset threshold is canceled.

[0259] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the appearance of a first character whose character attribute value reaches a preset threshold in the game scene, the first character whose character attribute value reaches the preset threshold is controlled to perform a third specified behavior; after the third specified behavior is executed, the first character whose character attribute value reaches the preset threshold is controlled to continue to perform the attack behavior.

[0260] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the presence of a first character performing a third specified behavior in the game scene, detecting the number of first characters that have not performed the third specified behavior; determining that the number of characters is less than a preset number threshold, and generating and displaying an updated character model of the first character at a specified relative position of the first character performing the specified behavior.

[0261] The above-mentioned controlled virtual character belongs to the same camp as the first character; the controlled virtual character and the second character are in an enemy camp; the computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the attack skill acting on the second character, updating the character attribute value of the second character, and displaying the special effect animation of the second character being attacked.

[0262] The computer executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer executable instructions: in response to the attack skill acting on the first character, the character attribute value of the first character is controlled to remain unchanged.

[0263] The computer executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: in response to the attack skill acting on the first character, the character model of the first character is set to a specified model state; wherein the specified model state includes: the collision detection of the character model against the skill object corresponding to the attack skill is invalid.

[0264] The above-mentioned controlled virtual character and the first character are in an enemy camp; the controlled virtual character and the second character are in an enemy camp; the computer-executable instructions stored in the above-mentioned computer-readable storage medium can realize the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the attack skill acting on the first character, the character attribute value of the first character is updated, and the special effect animation of the first character being attacked is displayed; and / or, in response to the attack skill acting on the second character, the character attribute value of the second character is updated, and the special effect animation of the second character being attacked is displayed.

[0265] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the character model of the first character detecting the existence of the character model of the second character in the game scene, controlling the first character to perform an attack behavior towards the second character and updating the character attribute value of the second character; and / or, in response to the character model of the second character detecting the existence of the character model of the first character in the game scene, controlling the second character to perform an attack behavior towards the first character and updating the character attribute value of the first character.

[0266] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: in response to the fact that the character attribute value of any character among the first character and the second character has not been updated within a specified time period, adjusting the character position of the first character and / or the second character in the game scene.

[0267] The computer executable instructions stored in the above-mentioned computer-readable storage medium can be executed to implement the following operations in the interactive control method of the above-mentioned game: determining the character to be adjusted located at a preset scene position, and controlling the character to be adjusted to be displayed at a default scene position in the game scene; wherein the preset scene position is: a position where the character to be adjusted cannot be attacked.

[0268] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: determining that a game activity is started; after the game activity is started, obtaining the current activity status of the game activity from the game server at every preset time period; wherein the activity status includes: the role position and role attribute values ​​of each virtual character in the game scene; and updating the game scene on the display terminal device based on the current activity status.

[0269] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the character attribute value of the designated character reaching a preset threshold, determining that the game activity is over; wherein the designated character is the first character or the second character; before the first character and the second character are generated in the game scene, the game activity is started.

[0270] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the absence of the second character in the game scene and the duration of the absence of the second character reaching a first duration threshold, determining that the game activity is over.

[0271] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: determining that the game activity is started and starting to count the activity duration; in response to the activity duration reaching a second duration threshold, determining that the game activity is ended.

[0272] The computer-executable instructions stored in the computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the end of the game activity, determining a target first character from the first characters, and controlling the target first character to be replaced and displayed with a non-player character of a specified type; wherein the target first character is: the first character displayed by being replaced by a non-player character of a specified type in the game scene; before the first character and the second character are generated in the game scene, the game activity is started.

[0273] The computer-executable instructions stored in the above-mentioned computer-readable storage medium can implement the following operations in the interactive control method of the above-mentioned game by executing the computer-executable instructions: in response to the end of the game activity, the character model of the first character is canceled from the game scene; before the first character and the second character are generated in the game scene, the game activity is started.

[0274] In the above method, non-player characters are divided into mutually hostile camps and attack each other in game activities. The controlled virtual characters controlled by the players participate in the game activities. This method enriches the interaction between non-player characters and player characters by allowing non-player characters and player characters to participate in game activities together, increases the utilization rate of non-player character resources, enhances the fun of activities, is conducive to the progress of activities in the game, shortens the game process time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server.

[0275] The computer program product of the interactive game control method, device, and electronic device provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.

[0276] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface displays a game scene, which includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; a first character and a second character are generated in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; the first character and the second character are controlled to perform attacking behavior, and the character attribute value of the attacked character is updated; wherein the attacked character is the first character and / or the second character; in response to the attack operation, the controlled virtual character is controlled to release an attack skill; in response to the attack skill acting on the target character and the target character and the controlled virtual character are in hostile camps, the character attribute value of the target character is updated; wherein the target character is the first character and / or the second character. In this method, non-player characters are divided into mutually hostile camps and attack each other in game activities. Controlled virtual characters controlled by players participate in the game activities. This method enriches the interaction between non-player characters and player characters by allowing non-player characters and player characters to participate in game activities together, increases the utilization rate of non-player character resources, enhances the fun of activities, is conducive to the progress of activities in the game, shortens the game process time, reduces the power consumption of terminal devices, and reduces the performance overhead of the server.

[0277] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0278] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0279] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0280] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0281] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A method for interactive control of a game, the method comprising: Providing a graphical user interface through a terminal device, the graphical user interface displays a game scene, the game scene includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; Generating a first character and a second character in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; Controlling the first character and the second character to perform attacking behavior, and updating the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character; In response to an attack operation, the controlled virtual character is controlled to release an attack skill; in response to the attack skill acting on a target character and the target character and the controlled virtual character are in an enemy camp, the character attribute value of the target character is updated; wherein the target character is the first character and / or the second character.

2. The method according to claim 1, wherein: The game scene is a non-game scene in a non-game stage.

3. The method according to claim 1, wherein: Before the step of generating the first character and the second character in the game scene, the method further includes: In response to a specified time condition being triggered, character identifications of the first character and the second character are displayed in a specified scene area of ​​the game scene; wherein the display status of the character identifications indicates that the first character and the second character are in hostile camps.

4. The method according to claim 1, wherein: The step of generating a first character in the game scene comprises: Among the non-player characters in the game scene, a non-player character of a specified type is determined, and a first special effect animation of the non-player character of the specified type being transformed into a first character is played. After the first special effect animation is played, a role model of the first character is displayed in the game scene.

5. The method according to claim 1, wherein: Prior to the step of generating the first character and the second character in the game scene, the method further includes: determining that a game activity is started; The step of generating a second character in the game scene comprises: In response to the game activity being started, displaying an animation effect in the game scene; A scene position corresponding to the animation special effect is determined in the game scene, and a character model of a second character is generated and displayed at the scene position corresponding to the animation special effect.

6. The method according to claim 1, wherein: The step of controlling the first character and the second character to perform attacking behavior and updating the character attribute value of the attacked character includes: For the first character, determine a first attack target from the second character according to a preset method, and control the first character to perform an attack behavior on the first attack target; wherein the preset method includes: randomly determining the first attack target from the second character, or determining the second character closest to the first character as the first attack target; In response to the first attack target being attacked successfully, the character attribute value of the first attack target is updated.

7. The method according to claim 1, wherein: The step of controlling the first character and the second character to perform attacking behavior and updating the character attribute value of the attacked character includes: For the second character, determine a second attack target from the first character according to a preset method, and control the second character to perform an attack behavior on the second attack target; wherein the preset method includes: randomly determining the second attack target from the first character, or determining the first character closest to the second character as the second attack target; In response to the second attack target being attacked successfully, the character attribute value of the second attack target is updated.

8. The method according to claim 1, wherein: The method further comprises: In response to the first character not existing in the game scene, or at least part of the first character performing a first specified behavior, the second character is controlled to perform a preset action animation; wherein the first specified behavior indicates that the first character cannot perform the attack behavior.

9. The method according to claim 1, wherein: The method further comprises: In response to the controlled virtual character becoming an attack target of the second character, the second character is controlled to attack the controlled virtual character.

10. The method according to claim 9, wherein: In response to the controlled virtual character becoming an attack target of the second character, before the step of controlling the second character to attack the controlled virtual character, the method further includes: In response to the controlled virtual character being located within the attack range of the second character and the controlled virtual character being the character closest to the second character, it is determined that the controlled virtual character becomes an attack target of the second character.

11. The method according to claim 9, wherein: In response to the controlled virtual character becoming an attack target of the second character, after the step of controlling the second character to attack the controlled virtual character, the method further includes: In response to the distance between the controlled virtual character and the second character being greater than a preset distance threshold, the second character is controlled to stop attacking the controlled virtual character.

12. The method according to claim 1, wherein: The method further comprises: In response to a second character whose character attribute value reaches a preset threshold value appearing in the game scene, canceling display of the character model of the second character whose character attribute value reaches the preset threshold value; In response to the duration of the game activity being less than a preset time threshold, an updated role model of a second role is generated and displayed at a designated scene position in the game scene; wherein the game activity is initiated before the first role and the second role are generated in the game scene.

13. The method according to claim 12, wherein: Animation special effects are displayed in the game scene; The display duration of the animation special effect is the duration corresponding to the preset time threshold.

14. The method according to claim 12, wherein: The step of cancelling display of the role model of the second role whose role attribute value reaches a preset threshold comprises: Controlling the second character whose character attribute value reaches the preset threshold to perform a second specified behavior, and after the second specified behavior is performed, playing a second special effect animation; wherein the second special effect animation indicates that the character model of the second character whose character attribute value reaches the preset threshold is destroyed; After the second special effect animation is played, the role model of the second role whose role attribute value reaches the preset threshold is cancelled.

15. The method according to claim 1, wherein: The method further comprises: In response to the appearance of a first character whose character attribute value reaches a preset threshold in the game scene, the first character whose character attribute value reaches the preset threshold is controlled to perform a third specified behavior. After the third specified behavior is executed, the first character whose character attribute value reaches the preset threshold is controlled to continue to perform the attack behavior.

16. The method according to claim 15, wherein: After the step of controlling the first character whose character attribute value reaches the preset threshold to perform a third specified behavior in response to the first character whose character attribute value reaches the preset threshold appearing in the game scene, the method further includes: In response to the presence of a first character that performs the third specified behavior in the game scene, detecting the number of first characters that do not perform the third specified behavior; It is determined that the number of roles is less than a preset number threshold, and an updated role model of the first role is generated and displayed.

17. The method according to claim 1, wherein: The controlled virtual character and the first character belong to the same camp; the controlled virtual character and the second character are in an enemy camp; The step of updating the character attribute value of the target character in response to the attack skill acting on the target character and the target character and the controlled virtual character being in an enemy camp comprises: In response to the attack skill acting on the second character, the character attribute value of the second character is updated, and a special effect animation of the second character being attacked is displayed.

18. The method according to claim 17, wherein: The method further comprises: In response to the attack skill acting on the first character, the character attribute value of the first character is controlled to remain unchanged.

19. The method according to claim 18, wherein: The method further comprises: In response to the attack skill acting on the first character, the character model of the first character is set to a specified model state; wherein the specified model state includes: the collision detection of the character model for the skill object corresponding to the attack skill is invalid.

20. The method according to claim 1, wherein: The controlled virtual character and the first character are in an enemy camp; the controlled virtual character and the second character are in an enemy camp; The step of updating the character attribute value of the target character in response to the attack skill acting on the target character and the target character and the controlled virtual character being in an enemy camp comprises: In response to the attack skill acting on the first character, updating the character attribute value of the first character, and displaying a special effect animation of the first character being attacked; And / or, in response to the attack skill acting on the second character, the character attribute value of the second character is updated, and a special effect animation of the second character being attacked is displayed.

21. The method according to claim 1, wherein: The step of controlling the first character and the second character to perform attacking behavior and updating the character attribute value of the attacked character includes: In response to the role model of the first role detecting the presence of the role model of the second role in the game scene, controlling the first role to execute an attack behavior toward the second role and updating a role attribute value of the second role; And / or, in response to the role model of the second character detecting the presence of the role model of the first character in the game scene, controlling the second character to execute an attack action toward the first character, and updating the role attribute value of the first character.

22. The method according to claim 21, wherein: The method further comprises: In response to the fact that the character attribute value of any of the first character and the second character is not updated within a specified time period, the character position of the first character and / or the second character in the game scene is adjusted.

23. The method according to claim 22, wherein: The step of adjusting the role position of the first role or the second role in the game scene includes: Determine a character to be adjusted located at a preset scene position, and control the character to be adjusted to be displayed at a default scene position in the game scene; wherein the preset scene position is: a position where the character to be adjusted cannot be attacked.

24. The method according to claim 1, wherein: Prior to the step of generating the first character and the second character in the game scene, the method further includes: determining that a game activity is started; The method further comprises: after the game activity is started, obtaining the current activity status of the game activity from the game server at every preset time period; wherein the activity status comprises: the role position and role attribute value of each virtual role in the game scene; The game scene on the terminal device is updated and displayed based on the current activity status.

25. The method of claim 1, wherein: The method further comprises: In response to a role attribute value of a designated role reaching a preset threshold, determining that the game activity is over; wherein the designated role is the first role or the second role; and the game activity is started before the first role and the second role are generated in the game scene.

26. The method according to claim 25, wherein: In response to a role attribute value of a designated role reaching a preset threshold, the step of determining that the game activity ends includes: in response to the absence of a second role in the game scene, and the duration of the absence of the second role reaches a first duration threshold, determining that the game activity ends.

27. The method of claim 1, wherein: Before the step of generating the first character and the second character in the game scene, the method further includes: determining that a game activity is started and starting to count the activity duration; In response to the activity duration reaching a second duration threshold, it is determined that the game activity is ended.

28. The method of claim 1, wherein: The method further comprises: In response to the end of a game activity, a target first character is determined from the first characters, and the target first character is controlled to be replaced by a non-player character of a specified type; wherein the target first character is: a first character displayed by replacing a non-player character of a specified type in the game scene; and the game activity is started before the first character and the second character are generated in the game scene.

29. The method of claim 1, wherein: The method further comprises: In response to the game activity ending, the character model of the first character is cancelled from being displayed in the game scene; and before the first character and the second character are generated in the game scene, the game activity is started.

30. An interactive control device for a game, the device comprising: A display module, used for providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene, wherein the game scene includes a controlled virtual character, and the controlled virtual character corresponds to the terminal device; A generation module, used for generating a first character and a second character in the game scene; wherein the first character and the second character are non-player characters; the first character and the second character are in hostile camps; the first character and the second character have character attribute values; A first control module, used to control the first character and the second character to execute attacking behavior and update the character attribute value of the attacked character; wherein the attacked character is the first character and / or the second character; The second control module is used to control the controlled virtual character to release attack skills in response to an attack operation; in response to the attack skill acting on a target character and the target character and the controlled virtual character are in an enemy camp, update the character attribute value of the target character; wherein the target character is the first character and / or the second character.

31. An electronic device comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-29.

32. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game described in any one of claims 1-29.

Citation Information

Patent Citations

  • Virtual reward resource allocation method and device, electronic equipment and storage medium

    CN113134237A

  • Movement control method and device for virtual object, equipment and medium

    CN115814404A

  • Virtual character control method and device, electronic equipment and storage medium

    CN116421968A

  • Game interaction control method and device and electronic equipment

    CN117018611A

Cited By

  • Attack entity generation method and device, equipment and medium

    CN121266114A