Season information display method and apparatus, device and storage medium
By dividing the season into multiple stages and setting virtual props and objects with different attribute value ranges, the problem of excessive user strength gap in the season mechanism is solved, and the gaming experience and server matching efficiency is improved.
Patent Information
- Application Number
- PCT/CN2024/137716
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-18
- Filing Date
- 2024-12-09
- Publication Date
- 2025-07-24
AI Technical Summary
In the season mechanism, the strength gap caused by the different game duration of users is too large, resulting in increased server matching pressure, and it is difficult for users to participate in the game in the same scenario.
Divide the season into multiple stages, and set different ranges of virtual props and virtual object attributes for each stage. These ranges are displayed through the interface to help users understand the difficulty and benefits of the game and shorten the gap in user strength.
By setting attribute values in stages, the problem of user strength gap is alleviated, the playability of game content and the matching efficiency of servers is improved, and the waiting time for users is reduced.
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Figure CN2024137716_24072025_PF_FP_ABST
Abstract
Description
Season information display method, device, equipment and storage medium
[0001] This application claims priority to Chinese patent application No. 202410077289.0 filed on January 18, 2024, entitled “Season Information Display Method, Device, Equipment and Storage Medium,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The present application relates to the fields of Internet and computer technology, and in particular to a method, apparatus, device and storage medium for displaying season information. Background Art
[0003] As a commonly used mechanism, the season mechanism provides a continuous source of vitality for the application.
[0004] In the related art, the season system design of the relevant application is to accumulate virtual props obtained by users during the season, and settle and clear these virtual props after the season ends. Specifically, users may obtain virtual props with higher attribute values at any stage of the season.
[0005] Based on this design, if users enter a season early in the season, they all start at the same starting line, which is fair. However, if a user enters the season midway, the accumulated skill gap between them and other users will be difficult for them to bridge. Users with large skill gaps will find it difficult to participate in the same scenarios, which will lead to greater matchmaking pressure on the server in the middle and late stages of the season. Summary of the Invention
[0006] This application provides a method, device, equipment, and storage medium for displaying season information. The technical solutions provided by the embodiments of this application are as follows:
[0007] According to one aspect of an embodiment of the present application, a method for displaying season information is provided, the method being executed by a terminal device, the method comprising:
[0008] Displaying a season stage display interface of the application, where the season of the application includes at least two season stages;
[0009] Displaying stage prompt information in the season stage display interface, wherein the stage prompt information is used to indicate that the application is currently in a first season stage, and the first season stage is one of the at least two season stages;
[0010] Numerical prompt information of the first season stage is displayed in the season stage display interface, wherein the numerical prompt information is used to prompt the numerical range configured for the interactive objects in the application in the first season stage, and the numerical range changes with the change of the season stage.
[0011] According to one aspect of an embodiment of the present application, a season information display device is provided, the device comprising:
[0012] An interface display module, configured to display a season stage display interface of an application program, wherein the season of the application program includes at least two season stages;
[0013] a stage prompt module, configured to display stage prompt information in the season stage display interface, wherein the stage prompt information is used to indicate that the application is currently in a first season stage, and the first season stage is one of the at least two season stages;
[0014] A numerical prompt module is used to display the numerical prompt information of the first season stage in the season stage display interface, wherein the numerical prompt information is used to prompt the numerical range configured for the interactive objects in the application in the first season stage, and the numerical range changes with the change of the season stage.
[0015] According to one aspect of an embodiment of the present application, a terminal device is provided, which includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the season information display method as described above.
[0016] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the season information display method as described above.
[0017] According to one aspect of an embodiment of the present application, a computer program product is provided, which includes a computer program stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement the season information display method as described above.
[0018] In response to a matching operation for a game, a scene screen of the game is displayed, the attribute values of the user virtual objects participating in the game are within the numerical range of the user virtual objects, the user virtual objects carry at least one virtual prop into the game, and the attribute values of the virtual props are within the numerical range of the virtual props. In some embodiments, the number of virtual props that the user virtual objects are allowed to carry is preset. In this way, although the strength of the user virtual objects can be increased by the addition of virtual props, the comprehensive strength of the user virtual objects will also be limited by the numerical range of the user virtual objects and the numerical range of the virtual props. Within a certain numerical range, the strength gap between user virtual objects in the same game will not be too large.
[0019] In the game, in response to a pickup operation for a virtual item in the game, the virtual item in the game is acquired, and the attribute value of the virtual item in the game is within a numerical range of the virtual item. In some embodiments, the virtual item in the game may be dropped after defeating a monster virtual object in the game, or may be a reward after completing a game goal, or may be obtained by interacting with an interactive object in the game. The attribute value of the virtual item acquired by the user in the game is also within the numerical range of the virtual item, so that after the user acquires the virtual item, the strength of the user's virtual object can still be limited to a certain numerical range.
[0020] By dividing a full season into multiple distinct phases and setting differentiated attribute values for interactive objects within each phase, this alleviates the significant skill disparity between users within a season due to varying durations. This aligns the skills of users within the same season, narrowing the skill gap. This allows each user to experience as much content as possible, regardless of skill constraints, and improves their play rate. For the backend servers supporting applications, this mechanism reduces skill disparities between users and increases the number of candidate users available for matching within the same time period, helping the server quickly match users and reducing the computational burden on the server during logical matching. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG1 is a schematic diagram of an implementation environment of a solution provided by an exemplary embodiment of the present application;
[0022] FIG2 is a schematic diagram of the inventive concept of this application;
[0023] FIG3 is a flow chart of a season information display method provided by an exemplary embodiment of the present application;
[0024] FIG4 is a schematic diagram of a display style of numerical prompt information provided by an exemplary embodiment of the present application;
[0025] FIG5 is a schematic diagram showing the effect of the first display area provided by an exemplary embodiment of the present application;
[0026] FIG6 is a flowchart of a season information display method provided by another exemplary embodiment of the present application;
[0027] FIG7 is a rendering of a season stage display interface provided by an exemplary embodiment of the present application;
[0028] FIG8 is an effect diagram of an operation prompt animation displayed in an object display frame provided by an exemplary embodiment of the present application;
[0029] FIG9 is a rendering of a comparison of interactive effects in an object display frame provided by an exemplary embodiment of the present application;
[0030] FIG10 is a display frame diagram of a season stage display interface provided by an exemplary embodiment of the present application;
[0031] FIG11 is a flowchart of a season information display method provided by another exemplary embodiment of the present application;
[0032] FIG12 is a schematic diagram of a game screen provided by an exemplary embodiment of the present application;
[0033] FIG13 is a schematic diagram of a process for determining an attribute value provided by an exemplary embodiment of the present application;
[0034] FIG14 is a block diagram of a season information display device provided by an exemplary embodiment of the present application;
[0035] FIG15 is a structural block diagram of a terminal device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0036] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0037] FIG1 is a schematic diagram of a solution implementation environment provided by an exemplary embodiment of the present application. The solution implementation environment can be implemented as a computer system, such as an application system. The solution implementation environment can include: a terminal device 10 and a server 20.
[0038] The terminal device 10 can be an electronic device such as a mobile phone, tablet computer, PC (Personal Computer), game console, multimedia playback device, wearable device, intelligent voice interaction device, smart home appliance, vehicle terminal, virtual reality device, augmented reality device, etc.
[0039] In one example, an application is running in the terminal device 10, and the application is capable of providing a season division function. For example, the application may be a live broadcast application, and the anchor performs different tasks during the season to advance in level. For example, the application may be a game application, and game applications include but are not limited to independent game applications, and other applications that can provide game functions, such as a game applet supported in a parent application. The parent application may be a social application, an office application, a shopping application, a video playback application, etc., and this application does not limit this. For ease of understanding, the application will be illustrated as a game application in the embodiment of the present application, but it should be understood that the technical solution of the embodiment of the present application can also be applied to other applications besides game applications.
[0040] Game applications support game types including, but not limited to, Massive Multiplayer Online Role-Playing Games (MMORPGs), First Person Shooters (FPSs), Adventure Games (ATGs), Action Games (ACTs), Simulation Games (SLGs), open world applications, multiplayer party games, and battle games.
[0041] The game application may support both Player VS Environment (PVE) and Player VS Player (PVP), which are not limited here.
[0042] Optionally, a season mechanism is provided in the game supported by the game application. At the end of a season, the virtual props obtained by the player in that season will be settled and cleared. The season mechanism provided in the game can be maintained by the server 20.
[0043] Server 20 can provide background services for applications running on terminal device 10. For example, server 20 can be the background server of an application. Server 20 can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud computing, cloud functions, cloud storage, network services, cloud communications, domain name services, and artificial intelligence platforms. Server 20 has at least data transmission and reception, storage, and computing functions.
[0044] There is a wired or wireless network connection between the terminal device 10 and the server 20 .
[0045] In one example, during the operation of the application in the terminal device 10, it needs to rely on the server 20 to provide data. Based on the operation performed by the user in the application, the terminal device 10 generates and sends a data request to the server 20, so that the server 20 provides the corresponding data to the terminal device 10 based on the data request. For example, in the present application example, the logical judgment step of determining the first season stage is performed by the server 20. After the server 20 determines the first season stage from the multiple season stages included in the season of the application, it generates and sends interface display data to the terminal device 10. Based on the interface display data, the terminal device 10 displays the season stage display interface in the application, and displays numerical prompt information related to the first season stage in the season stage display interface. For the specific content of this process, please refer to the embodiment below.
[0046] In related technologies, the accumulation of users in a season depends on the length of time users play games in that season. As the season progresses, the strength gap between different users gradually increases due to different game lengths. Users of different strengths face different levels of difficulty in playing the same virtual object, making it difficult for them to play the same game together, and the difficulty of the server matching users for games increases.
[0047] Taking a game application as an example, FIG2 is a schematic diagram of the inventive concept of this application.
[0048] As shown in Figure 2, the embodiment of the present application divides a complete season into multiple different season stages, and sets corresponding numerical ranges for the attribute values of virtual props and virtual objects in each season stage, thereby alleviating the problem of excessive strength gaps between different users due to different game durations in a complete season. By setting attribute values for virtual props and virtual objects in different season stages, it helps to equalize the strengths of different users as much as possible, especially in the later stages of the game, and helps to reduce the situation where the strength gap between different users is large and they cannot play together. Furthermore, for multiplayer games, this setting makes it possible to have a sufficient number of matchable users within a period of time, which helps to reduce the matching pressure on the server during the game matching process.
[0049] FIG3 is a flowchart of a season information display method provided by an exemplary embodiment of the present application. For example, the method may be executed by a terminal device 10 in the implementation environment of the solution described in FIG1 , for example, the method may be a client of a target application running on the terminal device 10. As shown in FIG3 , the method may include the following steps ( 310 - 330 ):
[0050] Step 310: Display the season stage display interface of the application. The season of the application includes multiple season stages.
[0051] In some embodiments, an application can provide a season division function. For example, the application can be a live streaming application, where streamers perform different tasks during the season to advance through the ranks. For example, the application can be a gaming application. For ease of understanding, the embodiments of this application will be described using a gaming application as an example. However, it should be understood that the technical solutions of the embodiments of this application can also be applied to other applications besides gaming applications.
[0052] In some embodiments, a game application is used to provide games to users. In other words, a game application is designed to support the running of games. Optionally, the games supported by the game application are online games, and the server provides game data support to the game application on the terminal device. Multiple users can participate in the same game through the game application installed on their respective terminal devices.
[0053] Optionally, the type of the game application includes but is not limited to at least one of the following: a game application with an independent client, a web-based game application, a mini-program within a parent application, etc. This application does not limit the type of the game application.
[0054] In some embodiments, a game within a game application may have a season system. A season within a game application refers to the period during which user earnings from the game are accumulated within the game supported by the game application. For example, within a season, user earnings from the game continue to accumulate, and at the end of the season, the user's earnings from the season are settled and cleared.
[0055] Optionally, the benefits gained by the user from the game include, but are not limited to, virtual props and virtual coins obtained by the user from the virtual environment by controlling the user's virtual object. It should be noted that in the embodiments of the present application, the season of the game application refers to the season in which the terminal device is running the game application. In other words, the season of the game application refers to the ongoing season.
[0056] In some embodiments, a season phase refers to a time-divided phase during a season. In some embodiments, a season for a game application includes multiple season phases. In other words, embodiments of the present application divide a full season into multiple season phases, and these multiple season phases do not overlap in time periods. Optionally, the time periods corresponding to different season phases may be the same or different, and this application does not limit this. For example, a season spans 60 days and includes three season phases: Season Phase 1, Season Phase 2, and Season Phase 3. If the time periods corresponding to the different season phases are the same, then Season Phase 1 corresponds to Day 1 to Day 20 after the start of the season, Season Phase 2 corresponds to Day 21 to Day 40 after the start of the season, and Season Phase 3 corresponds to Day 41 to Day 60 after the start of the season. If the time periods corresponding to the different season phases are different, then Season Phase 1 corresponds to Day 1 to Day 10 after the start of the season, Season Phase 2 corresponds to Day 11 to Day 40 after the start of the season, and Season Phase 3 corresponds to Day 41 to Day 60 after the start of the season.
[0057] Optionally, virtual items and virtual coins earned by users during different stages of the same season can be accumulated. When all stages of a season have concluded, the season ends and the user's earnings in that season will be settled and cleared.
[0058] In some embodiments, the total number of season stages included in a season is dynamically set based on the user's gaming activity within the game application. For example, the server determines the total number of season stages included in subsequent seasons based on the skill gap between users in the completed season. A user's skill represents the attribute values of the virtual objects controlled by the user through their user account, that is, the combat power possessed by the user's virtual object in the game. The skill gap between users can be understood as the difference in attribute values between the virtual objects controlled by different users.
[0059] Given the large number of users in a game application, the skill gap between users can be calculated based on their average skill level. For example, the server divides the users in the game application into different skill ranges based on their skill levels. For each skill range, the server calculates the average value of that skill range as the representative skill value for that skill range. The server then subtracts the representative skill values of the first and second skill ranges to determine the skill gap between the users. One of the first and second skill ranges contains users with the highest skill levels, while the other contains users with the lowest skill levels.
[0060] For example, the server counts the strengths of multiple users in a ended season whose game time differences are less than a time threshold, divides the multiple users into multiple strength intervals, and determines the strength gap between users in the ended season based on the multiple strength intervals.
[0061] If the skill gap between users in a completed season is less than or equal to the preset skill gap, the total number of season stages included in the subsequent season will be equal to the total number of season stages included in the completed season. If the skill gap between users in a completed season is greater than the preset skill gap, the total number of season stages included in the subsequent season will be greater than the total number of season stages included in the completed season. In this case, the server re-divides the time periods corresponding to each season stage to determine the time periods corresponding to the multiple season stages included in the subsequent season. In other words, in this case, the total number of season stages included in the subsequent season will increase compared to the total number of season stages included in the completed season.
[0062] In some embodiments, the season stage display interface is used to display content related to the season stage. For details about the display content in the season stage display interface, please refer to the following embodiments.
[0063] Optionally, the terminal device automatically displays the season stage display interface of the game application. For example, after the user launches the application, the terminal device displays the season stage display interface. For another example, the terminal device displays the season stage display interface before the game application is fully loaded. For another example, the terminal device displays the season stage display interface when the game application is in a matchmaking state.
[0064] For example, the terminal device determines whether the current time is the time to display the season stage display interface. If so, the terminal device displays the season stage display interface; otherwise, the terminal device does not display the season stage display interface. For example, if the user launches an application at a time when the season stage display interface is displayed, the terminal device determines to display the season stage display interface at this time. This method helps reduce interference with other displayed content within the game application caused by the display of the season stage display interface.
[0065] Optionally, in response to an operation to display the season stage display interface, the terminal device displays the season stage display interface of the game application. For example, the game application's user interface includes a display control, and in response to an operation triggering the display control, the terminal device displays the season stage display interface. Operations that trigger the display control include, but are not limited to, clicking, sliding, touching, long pressing, pressing a button, and performing gestures. The season stage display interface is displayed based on actual needs and is not specified in this application.
[0066] Step 320: Display stage prompt information in the season stage display interface, wherein the stage prompt information is used to indicate that the application is currently in the first season stage, which is one of the multiple season stages.
[0067] In some embodiments, the first season stage refers to the ongoing season stage in the game application. The first season stage can be any of multiple season stages included in the season of the game application. Optionally, which season stage among the multiple seasons is the first season stage is determined based on the time when the terminal device displays the season stage display interface. In other words, the first season stage changes with the time when the terminal device displays the season stage display interface. If the time when the terminal device displays the season stage display interface is within the time period corresponding to a season stage, then that season stage is the first season stage.
[0068] For example, the multiple season stages include Season Stage 1, Season Stage 2, Season Stage 3, and Season Stage 4. Season Stage 1 corresponds to January 1st to January 5th, Season Stage 2 corresponds to January 6th to January 10th, Season Stage 3 corresponds to January 11th to January 15th, and Season Stage 4 corresponds to January 16th to January 20th. If the terminal device displays the season stage display interface at 12:00 on January 3rd, the first season stage is Season Stage 1 among the multiple season stages.
[0069] Optionally, the first season stage is determined based on the season progress calculated in real time by the server or terminal device. For example, the season progress is equal to the current time minus the season start time, divided by the total duration of the season. After the season progress is determined, the season stage corresponding to the season progress is designated as the first season stage.
[0070] In some embodiments, stage prompt information is used to indicate the current season stage in the game application. The current season stage is also known as the first season stage. Optionally, the stage prompt information may include, but is not limited to, at least one of the following: text, an image, or a prompt icon. For example, the stage prompt information may include the name of the first season stage and a prompt icon corresponding to the first season stage. It should be noted that the type of stage prompt information is determined based on actual needs and is not specified in this application.
[0071] Step 330: Display numerical prompt information of the first season stage in the season stage display interface, wherein the numerical prompt information is used to prompt the numerical range configured for the interactive objects in the application in the first season stage, and the numerical range changes with the change of the season stage.
[0072] Interactive objects are objects within a game application that can produce interactive effects in response to user interactions. Interactive objects are displayed in the virtual environment provided by the game application, and the user's gameplay involves interacting with these objects. The virtual objects and virtual props mentioned in the previous examples are all examples of interactive objects within a game application.
[0073] Optionally, interactive objects are used to develop the game plot and can also affect the game difficulty. For example, different types of interactive objects have different roles in the game, and different types of interactive objects produce different effects when interacting with the user. Interactive objects have attributes, and the effect of interaction between the interactive object and the user is related to the attributes of the interactive object.
[0074] In the embodiments provided herein, the attribute values of the same type of interactive objects have different value ranges across different season stages. The value prompt information in the season stage display interface indicates the value range configured for the interactive objects in the game application during the first season stage. As the season stage changes, the value range of the interactive objects also changes.
[0075] The numerical prompt information for the first season is used to indicate the game difficulty during the first season. The numerical prompt information for the first season helps users understand the difficulty and benefits of playing the game during the first season.
[0076] In some embodiments, the numerical ranges of the interactive objects in the first season stage are pre-set. That is, the numerical prompt information for the multiple season stages included in the season is pre-set. Optionally, the numerical prompt information for the multiple seasons can be stored on the terminal device or on the server. After a season stage begins, the terminal device retrieves the pre-set numerical prompt information for that season stage from local storage. Alternatively, after a season stage begins, the terminal device communicates with the server to retrieve the numerical prompt information for that season stage.
[0077] In other embodiments, the numerical range of the interactive objects in the first season is dynamically set based on the user's experience in the historical season. For example, the numerical indication information for the first season is determined based on the game data of the completed historical seasons in multiple seasons.
[0078] The historical season phase corresponds to a time period earlier than the first season phase. In other words, the historical season phase refers to the season phase that has already ended within the ongoing season. For example, the historical season phase refers to the season phase that just ended before the first season phase began.
[0079] The game data is used to reflect the user's gaming performance during the historical season. For example, the game data includes at least one of the following: the user's gaming time during the historical season, and the user's strength at the end of the historical season.
[0080] Optionally, the numerical prompt information is determined by the server based on the skill differences and game time of different users during the historical season. If the skill difference between the users is greater than a preset skill threshold, the upper limit of the numerical range corresponding to the historical season is increased by the first value to obtain the upper limit of the numerical range corresponding to the first season; and the lower limit of the numerical range corresponding to the historical season is increased by the second value to obtain the lower limit of the numerical range corresponding to the first season.
[0081] Exemplarily, the first and second values are pre-set, or determined based on the user's game time during a historical season. For example, the first value = first benchmark value * skill gap between users / game time gap, where the first benchmark value is a fixed positive integer, and the game time gap represents the difference in game time between different users during a historical season. For another example, the second value = second benchmark value * skill gap between users / game time gap, where the second benchmark value is a fixed positive integer.
[0082] In an embodiment of the present application, the numerical prompt information for the first season stage is different from the numerical prompt information for other season stages in the multiple season stages. That is, as the season stages change, the interaction effect of interacting with the interactive objects in the game application will change, and the change in the attributes of the interactive objects is related to the current season stage. Optionally, each season stage corresponds to a different numerical range. Exemplarily, the numerical ranges corresponding to different season stages do not overlap, that is, for the same interactive object, the attributes of the interactive object are different in different season stages, and the interaction effects of interacting with the interactive object in different season stages are all different.
[0083] For example, for two adjacent season stages in a season, the upper limit value of the numerical range in the earlier season stage (such as the numerical range is 121-140) is smaller than the lower limit value of the numerical range in the later season stage (such as the numerical range is 141-160).
[0084] Optionally, within different season stages of the same season, the changing trend of the numerical prompt information exhibits a regular pattern. For example, as the season stage progresses, the numerical range in the numerical prompt information gradually increases. For details on this process, please refer to the examples below.
[0085] It should be noted that this application does not limit the execution sequence of step 320 and step 330. Step 320 may be executed first and then step 330, or step 330 may be executed first and then step 320. Step 320 and step 330 may also be executed simultaneously. In one example, when the season stage display interface is displayed, the season stage display interface displays stage prompt information and numerical prompt information for the first season stage. In another example, after the season stage display interface is displayed, in response to the operation of displaying the prompt information, the terminal device displays the stage prompt information and numerical prompt information for the first season stage in the season stage display interface.
[0086] In some embodiments, the season stage display process is jointly participated by the terminal device and the server, and may specifically include the following steps. Step A10, the terminal device sends a data request to the server, and the data request is used to obtain interface display data of the season stage display interface. Step A20, the server determines the first season stage from the multiple season stages included in the current season based on the data request. The server generates and sends interface display data to the terminal device based on the first season stage. Optionally, the interface display data includes identification information of the first season stage and numerical prompt information in the first season stage. Step A30, the terminal device displays the season stage display interface of the application. Step A40, the terminal device displays the stage prompt information in the season stage display interface based on the interface display data to prompt that it is currently in the first season stage. Step A50, the terminal device displays the numerical prompt information of the first season stage in the season stage display interface based on the interface display data.
[0087] In summary, by dividing a full season into multiple distinct season stages and setting differentiated attribute values for virtual items and virtual objects in each season stage, the significant skill disparity between users within the same season due to varying game durations is mitigated. By setting up a season stage display interface within the game application and using it to display the attribute value ranges for virtual objects and virtual items in the current season stage, users can clearly perceive the changes in the attribute values of virtual objects and virtual items across different season stages, improving the visibility of the season stage transition process.
[0088] Furthermore, this approach helps even out the skill levels of different users within a season, narrowing the skill gap between them. This allows each user to experience as much game content as possible, regardless of skill constraints, and increases the play rate of the game content. For the backend servers supporting game applications, this mechanism reduces the skill gap between users, increases the number of candidate users available for matching in the same time period, facilitates faster user matching, simplifies server matching logic, improves game matching efficiency, and reduces user wait times.
[0089] The following describes the interactive objects in the application and how numerical prompt information affects the interactive objects.
[0090] In some embodiments, the interactive objects include at least one of the following: virtual objects, virtual props, and the numerical prompt information includes at least one of first numerical prompt information and second numerical prompt information, wherein the first numerical prompt information is used to prompt the first numerical range configured for the attributes of the virtual objects in the first season stage, and the second numerical prompt information is used to prompt the second numerical range configured for the attributes of the virtual props in the first season stage.
[0091] The virtual objects in the game application include at least one of the following: non-player characters (NPCs), user virtual objects controlled by the user through the user account. In the embodiment of the present application, non-player characters are also called monster virtual objects.
[0092] Optionally, the numerical prompt information for the first season includes at least one of first numerical prompt information and second numerical prompt information. For example, the numerical prompt information for the first season includes the first numerical prompt information. Another example, the numerical prompt information for the first season includes the second numerical prompt information. Another example, the numerical prompt information for the first season includes the first numerical prompt information and the second numerical prompt information.
[0093] In some embodiments, the attributes of a virtual object are used to represent the interactive effects of the virtual object on other virtual objects in the virtual environment during the game. Other virtual objects include at least one of the following: a monster virtual object and a user virtual object controlled by another user through their user account. The attributes of a virtual object can be represented by a numerical value of the virtual object's attribute.
[0094] The first numerical value prompt information is used to indicate a first numerical range configured for the attributes of the virtual object during the first season. That is, during the first season, the attributes of the virtual object are determined according to the first numerical range. During the first season, the attribute values of the virtual object in the application are constrained by the first numerical range. Exemplarily, during the first season, the attribute values of the virtual object are within the first numerical range. Exemplarily, the attribute values of the virtual object fluctuate based on the upper limit of the first numerical range.
[0095] Optionally, the numerical range configured for the attribute of the monster virtual object and the numerical range configured for the attribute of the user virtual object can be the same or different. For example, the first numerical prompt information includes the numerical range configured for the attribute of the user virtual object and the numerical range configured for the attribute of the monster virtual object.
[0096] In some embodiments, virtual props refer to usable props provided in the game application. Virtual props are used to enhance the combat power of virtual objects, or virtual props act on virtual objects to control the behavior of virtual objects in the virtual environment. The attributes of virtual props are used to measure the value of virtual props obtained during the first season. Virtual props include but are not limited to equippable props, clothing, consumables, etc. that can be picked up from the virtual environment. For example, when a user controls the user's virtual object to achieve a game goal, a virtual prop that can be picked up appears in the virtual environment. Virtual props can also be sold or purchased in an online store in the game application. The attributes of virtual props can be represented by the attribute values of the virtual props.
[0097] The second numerical value prompt information is used to indicate the second numerical range configured for the virtual item's attributes during the first season. That is, during the first season, the virtual item's attributes are determined based on the second numerical range. For example, during the first season, the virtual item's attribute values are within the second numerical range. For example, the virtual item's attribute values fluctuate based on the upper limit of the second numerical range. For example, during the first season, the virtual item's attribute values are not less than the lower limit of the second numerical range.
[0098] Optionally, the first numerical prompt information and the second numerical prompt information are pre-set. Exemplarily, the first numerical prompt information and the second numerical prompt information have the same changing pattern. Assuming that a season in a game application includes a first season stage and a second season stage, if the first numerical range in the first season stage is smaller than the first numerical range in the second season stage, then the second numerical range in the first season stage is smaller than the second numerical range in the second season stage.
[0099] For the method of determining the specific numerical ranges corresponding to the first numerical prompt information and the second numerical prompt information included in the numerical prompt information of the first season, please refer to the above embodiment, and this application does not limit it here.
[0100] Optionally, the types of monster virtual objects and virtual items that appear in different season stages within the same season may differ. That is, a monster virtual object that appears in one season stage may not appear in another; a virtual item available in one season stage may not be available in another. It's easy to understand that as the season progresses and users' abilities gradually increase, replacing monster virtual objects and virtual items in different season stages helps balance game difficulty and user abilities. Furthermore, in different season stages, the server can maintain only the monster virtual objects and virtual items in that season stage, helping to reduce server pressure.
[0101] For example, different virtual monster objects refer to those with different attributes. The appearance of virtual monster objects in different seasons can be the same or different. For example, virtual monster objects in different seasons may have different attribute values, but they can be represented using the same or similar texture maps or 3D models. This approach eliminates the need for frequent updates to the game application on the terminal device between seasons, allowing virtual monster objects with different attributes to be implemented in different seasons, helping to reduce the update and maintenance costs of the game application.
[0102] This method uses the first numerical prompt information to indicate the properties of virtual objects, and the second numerical prompt information to indicate the properties of virtual items. This helps users determine their achievable game goals during the first season, allowing them to better plan their game progression based on the numerical prompt information. Furthermore, assigning different numerical ranges to the properties of interactive objects in different seasons helps to align the skills of different users within the same season, narrowing the skill gap between them.
[0103] In some embodiments, the attributes of the virtual object include at least one of the following: the ability of the virtual object, the income of the virtual object, wherein the ability of the virtual object gradually increases with the progress of the season stage, and the income of the virtual object gradually increases with the progress of the season stage; the attributes of the virtual props include at least one of the following: the ability of the virtual props, the value of the virtual props, wherein the ability of the virtual props gradually increases with the progress of the season stage, and the value of the virtual props gradually increases with the progress of the season stage.
[0104] In some embodiments, the progression of a season stage refers to the season progress of a season. In the embodiments of the present application, the season progress of a season is represented by a season stage. Different season stages correspond to different season progress within that season. Optionally, the attributes of virtual objects and virtual props continuously improve as the season progresses. In other words, as the season stages progress, the game difficulty continuously increases, and the game gain obtained from the game also continuously increases.
[0105] In some embodiments, a virtual object's capabilities are used to characterize the effects of the virtual object's interactions with other virtual objects in the game, where other virtual objects include at least one of the following: a user virtual object controlled by another user, or a monster virtual object. Alternatively, the virtual object's interactions with other virtual objects in the game include, but are not limited to, attacking other virtual objects, being attacked by other virtual objects, receiving help from other virtual objects, and providing help to other virtual objects.
[0106] Optionally, the virtual object's capabilities include, but are not limited to, at least one of the following: the virtual object's attack power, health points, spell points, defense points, healing points, etc. For example, the virtual object's capabilities are related to the virtual item equipped by the virtual object. For example, the virtual object's capabilities are positively correlated with the attribute values of the virtual item equipped by the virtual object. The virtual object's capabilities are also referred to as the virtual object's combat power, etc.
[0107] In some embodiments, the virtual object's earnings represent game rewards earned by the virtual object during gameplay. Optionally, the virtual object's earnings include earnings earned by the user's virtual object from clearing other virtual objects. Exemplarily, the virtual object's earnings include at least one of the following: lootable items dropped in the game, virtual coins earned from clearing other virtual objects, and the like.
[0108] In some embodiments, the power of a virtual item represents the gain in attributes of a virtual object after using the virtual item. Optionally, the power of a virtual item includes, but is not limited to, at least one of the following: attack gain, defense gain, spell gain, health gain, etc. The power of a virtual item is also referred to as the strength of the virtual item, the combat power of the virtual item, etc. Optionally, the power of a virtual item increases over time as the season progresses.
[0109] In some embodiments, the value of a virtual item refers to the number of virtual gold coins that the virtual item can be redeemed for. Optionally, the value of the virtual item increases as the season progresses. Virtual items can be redeemed in the game application's online store or directly converted into virtual gold coins on the game's settlement page after a round of play.
[0110] In one example, the numerical prompt information of the first season stage includes: first numerical prompt information and second numerical prompt information, wherein the first numerical prompt information includes the numerical range of the ability of the virtual object in the first season stage; the second numerical prompt information includes the numerical range of the ability of the virtual props in the first season stage.
[0111] Optionally, the numerical prompt information for the first season also includes an open world range, where the open world refers to an activity area that can be reached in the virtual environment provided by the game application. That is, the open world is a local virtual environment that supports users to reach through various displacement operations. Exemplarily, the virtual environment is a simulation of the real world, or it can be a semi-simulation and semi-fictional environment, or it can be a purely fictional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and this application is not limited to this. Exemplarily, the user controls the user virtual object to move in the virtual environment and perform interactive operations.
[0112] FIG4 is a schematic diagram of a numerical prompt information display style provided by an exemplary embodiment of the present application. As shown in FIG4 , the display content of the numerical prompt information includes: first numerical prompt information 420 , second numerical prompt information 410 , and an open world range 430 .
[0113] By gradually increasing the power and value of virtual items over the course of a season, the effectiveness and value of virtual items acquired in one season will dynamically decline in subsequent seasons. This mechanism helps reduce user addiction and prevents malicious game studios from profiting by repeatedly hoarding virtual items, ultimately improving fairness and playability within game applications.
[0114] The following describes a method for displaying a season stage display interface through several embodiments.
[0115] In some embodiments, step 310, displaying the season stage display interface of the application, may include the following sub-steps, and the execution subject of the sub-steps is the terminal device.
[0116] Sub-step 313, in response to the interface display operation obtained in the first season stage, obtaining an interface display instruction, wherein the interface display instruction is used to indicate the display timing of the season stage display interface.
[0117] In some embodiments, the display of the season stage display interface is triggered by a user action. Optionally, the interface display action acquired during the first season stage includes a user logging into a game application. For example, in response to the user logging into the game application, the terminal device displays the season stage display interface within the game application.
[0118] Optionally, the user interface of the game application includes a display control, and the interface display operation obtained during the first season includes a triggering operation on the display control. For example, the triggering operation on the display control includes clicking the display control, and the terminal device displays the season stage display interface in the game application in response to the clicking of the display control. It should be noted that the type of interface display operation obtained during the first season is set according to actual needs and is not limited in this application.
[0119] Exemplarily, the server indicates whether to display the season stage display interface. In response to an interface display operation acquired during the first season stage, the terminal device generates and sends a display request to the server. The display request includes at least the time the interface display operation was acquired and the identification information of the first user account logged into the game application. Based on the display request, the server generates and sends an interface display instruction to the terminal device. The interface display instruction instructs the terminal device whether to display the season stage display interface.
[0120] In sub-step 316, if the first user account logged in in the application meets the prompt information display conditions, the season stage display interface is displayed according to the interface display instructions. The prompt information display conditions include at least one of the following: the application is in the season period, the number of logins of the first user account in the first time period is less than or equal to the threshold, and the first user account is in a state of waiting to join the scene. The first time period refers to a period of time within the first season stage.
[0121] In some embodiments, the prompt information display conditions are used to determine when to display the season stage display interface. Optionally, after receiving a display request, the server first determines whether the display request meets the prompt information display conditions. If the display request meets the prompt information display conditions, the server generates and sends the aforementioned interface display data to the terminal device. If the display request does not meet the prompt information display conditions, the server does not generate the interface display data, or generates invalid interface display data, which indicates that the season stage display interface does not need to be displayed.
[0122] In some embodiments, the prompt information display conditions include at least one or a combination of at least two of the following: the number of logins of the first user account within the first time period is less than or equal to a threshold; the first user account is in a state of waiting to join a scene (for example, a game scene); and whether the current moment is during a season of a certain season.
[0123] Optionally, the season period refers to the stage of a season that the game application is currently in. If the prompt information display condition includes whether the current moment is during a season, then if the current moment is during a season, then the display request meets the prompt information display condition; if the current moment is not during a season, that is, there is no ongoing season in the game application at the current moment, then it is determined that the display request does not meet the prompt information display condition, and there is no need to display the season stage display interface.
[0124] Optionally, the first time period indicates the interval for refreshing the display count of the season stage display interface. For example, the first time period is one calendar day. The threshold value may be preset as a positive integer, for example, the threshold value is equal to 1. If the prompt information display condition includes the number of logins of the first user account within the first time period being less than or equal to the threshold value, then if the number of logins of the first user account within one calendar day is less than or equal to the threshold value, then the display request meets the prompt information display condition.
[0125] Optionally, the "waiting to join a game" status is used to indicate that the first user account is currently playing a game. The first user account refers to the account logged in by the user in the game application. If the prompt information display condition includes whether the first user account is in the "waiting to join a game" status, then if the first user account is in the "waiting to join a game" status, then the display request meets the prompt information display condition.
[0126] In one example, the prompt information display conditions include: the number of logins by the first user account within a first time period is less than or equal to a threshold, and whether the current time is during a season. If the current time is during a season, and the number of logins by the user account within the first time period is less than or equal to the threshold, the season stage display interface is displayed, so that the stage prompt information and the current stage numerical prompt information are displayed in the season stage display.
[0127] By judging the display timing of the season stage display interface, the season stage display interface will be displayed in the game application only when the obtained interface display operation meets the prompt information display conditions. This helps to find the appropriate display timing of the season stage display interface, so as to control the number of times the season stage display interface is displayed and reduce the obstruction of other display content in the game application caused by the display of the season stage display interface.
[0128] The following describes the display format of the stage prompt information in the season stage display interface through several embodiments.
[0129] In some embodiments, step 320, displaying stage prompt information in the season stage display interface, may include the following sub-steps, and the execution subject of the following sub-steps is the terminal device.
[0130] Sub-step 323: Acquire interface display data sent by the server, where the interface display data is used to indicate display content in the season stage display interface.
[0131] Optionally, the interface display data includes at least identification information of the first season stage, and the identification information of the first season stage is used to uniquely identify the first season stage. Exemplarily, the identification information of the first season stage includes but is not limited to the name, number, prompt icon, etc. of the first season stage.
[0132] Optionally, the interface display data also includes numerical indication information of the first season stage, and the terminal can determine the first numerical prompt information and the second numerical prompt information in the first season stage through the numerical prompt information in the interface display data.
[0133] In one example, in order to reduce the transmission bandwidth consumed by transmitting interface display data and improve the efficiency of obtaining interface display data, the identification information of the first season stage is identified by a number; correspondingly, the terminal device stores a mapping relationship table between multiple season stages and numbers, so that after receiving the interface display data, the terminal device determines the first season stage from multiple season stages according to the number of the first season stage.
[0134] Sub-step 326, according to the interface display data, the stage prompt information is displayed in the first display area of the season stage display interface, and the first display area refers to a part of the season stage display interface.
[0135] The first display area is a portion of the season stage display interface. Optionally, the first display area refers to the area within the season stage display interface used to display stage prompt information. Other display content within the season stage display interface, such as numerical prompt information for the first season stage, is not displayed within the first display area. Exemplarily, the first display area is a regular geometric area. For example, the first display area is the rectangular area below the season stage display interface. It should be noted that the display shape of the first display area is determined based on actual needs and is not specified herein.
[0136] Since the season stage display interface may display a lot of content, a separate display area is used in the season stage display interface to display the stage prompt information, thereby improving the visibility of the stage prompt information.
[0137] In some embodiments, the stage prompt information is indicated by a prompt icon. Optionally, for different season stages in the same season, the display style of the prompt icon for each season stage is different.
[0138] The above sub-step 326 can be implemented through the following sub-steps, and the execution subject of the following sub-steps is the terminal device.
[0139] Sub-step 326 - a , according to the interface display data, obtains display materials from the resource package of the application, wherein the display materials include the background image of the ongoing season and the prompt icon of the first season stage.
[0140] In some embodiments, a game application includes a resource pack containing at least one art asset for display in the game application's user interface. Specifically, the resource pack includes display assets for different seasons. Optionally, the resource pack is updated each season to reduce the size of the resource pack and enhance the visual freshness of the season-specific display interface, thereby improving the user experience of the game application.
[0141] Sub-step 326 - b , displaying the background image in the first display area.
[0142] For example, the size of the first display area is smaller than or equal to the size of the background image, and the terminal device displays the background image in the first display area.
[0143] Sub-step 326-c: displaying a prompt icon for the first season on top of the background image.
[0144] Optionally, if the display material includes other season stages among the multiple season stages except the first season stage, the terminal device displays the prompt icon of the first season stage in a first form on the upper layer of the background picture, and displays the prompt icons of the other season stages in a second form on the upper layer of the background picture, wherein the first form and the second form refer to two different display forms.
[0145] Exemplarily, the display format includes at least one of the following: the display size of the prompt icon, the display color of the prompt icon, the display effect of the prompt icon, and the text of the prompt icon. For example, the display color of the prompt icon for the first season is different from the display color of the prompt icons for other seasons. For another example, the prompt icon for the first season has a display effect (highlighting the prompt icon for the first season).
[0146] Fig. 5 is a schematic diagram of the effect of the first display area provided by an exemplary embodiment of the present application. As shown in Fig. 5, the first display area 500 displays a background image 510 and a prompt icon 530 of the first season stage.
[0147] In one example, a terminal device obtains interface display data from a server. Optionally, the interface display data includes the number of the first season stage; the terminal device determines that the number of the first season stage corresponds to the first season stage based on a mapping table between season stages and numbers; the terminal device determines the background image of the season and the prompt icons for each season stage in the season from the material package. Subsequently, the terminal device displays the background image in the first display area of the season stage display interface, and displays the season icons for each season stage on top of the background image. The prompt icon for the first season stage is displayed as lit, and the prompt icons for other season stages are displayed as unlit.
[0148] In this way, the current season stage is prompted in a visual form in a specific display area, making the display effect of the current season stage more intuitive, which helps to improve the prompt effect of the season stage display interface on the current season.
[0149] Figure 6 is a schematic diagram of a season stage display method provided by another exemplary embodiment of the present application. As shown in Figure 6, the season stage display method may include the following steps, and the execution subject of the following steps is a terminal device.
[0150] Step 310: Display the season stage display interface of the application. The season of the application includes multiple season stages.
[0151] Step 320: Display stage prompt information in the season stage display interface. The stage prompt information is used to indicate that the application is currently in the first season stage.
[0152] Step 330: Display the numerical prompt information of the first season stage in the season stage display interface.
[0153] For the specific contents of step 310 , step 320 and step 330 , please refer to the above embodiment and will not be described in detail.
[0154] Step 340 : Display an object display frame in the season stage display interface. The object display frame is used to display content related to the user virtual object. The user virtual object is controlled by the first user account logged in to the application.
[0155] In some embodiments, a user virtual object refers to a virtual character played by a user in a game, i.e., a user virtual object controlled by a user through a user account. Virtual characters and virtual objects have the same meaning in the embodiments of this application. Optionally, the game application provides the user with a variety of selectable virtual objects, and the user selects one of the multiple selectable virtual objects as a user virtual object based on personal preference.
[0156] Optionally, the content displayed in the object display frame is related to the user account logged in to the game application. The content displayed in the object display frame in the season stage display interface varies for different user accounts. The first user account can be any user account logged in to the game user application, and the first user account is logged in to the game application on the terminal device.
[0157] Optionally, the user virtual object in the object display frame refers to a three-dimensional model of the user virtual object in the virtual environment. Exemplarily, when the user virtual object is displayed in the object display frame, the terminal device rotates the user virtual object about the vertical centerline of the three-dimensional model of the user virtual object in response to an operation to adjust the display angle. For example, the operation to adjust the display angle is a horizontal sliding operation sensed in the object display frame area, and the sliding direction of the horizontal sliding operation determines the rotation direction of the three-dimensional model of the user virtual object.
[0158] Optionally, the object display frame also displays virtual props equipped by the user virtual object. That is, the three-dimensional model displayed in the object display frame is a three-dimensional model of the user virtual object with the virtual props superimposed.
[0159] It should be noted that there is no strict execution sequence between step 320, step 330, and step 340, and this application does not limit the execution sequence between step 320, step 330, and step 340. For example, when the terminal device displays the season stage display interface, the stage prompt information, the numerical prompt information of the first season stage, and the display content in the object display box are simultaneously displayed on the season stage display interface.
[0160] FIG7 is a rendering of a season stage display interface provided by an exemplary embodiment of the present application.
[0161] As shown in Figure 7, the object display frame in the season stage display interface displays a user virtual object 710. Please refer to the above introduction for the display content in other display areas, which will not be repeated here.
[0162] In some embodiments, the display content in the object display frame is switchable. Optionally, the terminal device switches the display content in the object display frame according to a user instruction.
[0163] Step 350, in response to the operation of switching the content displayed in the object display frame, an operation prompt animation of the user's virtual object is displayed in the object display frame, and the operation prompt animation is used to prompt the user of the interaction effect of the virtual object interacting with the interactive object in the first season stage.
[0164] The operation of switching the displayed content in the object display frame is used to adjust the displayed content in the object display frame. Optionally, the operation of switching the displayed content in the object display frame includes but is not limited to a click operation, a slide operation, a key operation, a long press operation, a double-click operation, etc.
[0165] For example, a switching control is displayed in the season stage display interface, and the operation of switching the content displayed in the object display box is a click operation on the switching control. In response to the operation of clicking the switching control, the terminal device switches the display content in the object display box.
[0166] Exemplarily, the operation of switching the displayed content in the object display frame is a non-horizontal sliding operation performed in the object display frame. The terminal device switches the displayed content in the object display frame in response to the non-horizontal sliding operation sensed in the object display frame.
[0167] In some embodiments, the display content of the object display frame includes at least one of the following: a user virtual object controlled by the first user account, and an operation prompt animation of the user virtual object. Optionally, in response to an operation to switch the display content of the object display frame, the terminal device cancels the display of the three-dimensional model of the user virtual object in the object display frame and displays the operation prompt animation of the user virtual object. Optionally, in response to an operation to switch the display content of the object display frame, the terminal device cancels the display of the operation prompt animation of the user virtual object in the object display frame and displays the three-dimensional model of the user virtual object.
[0168] In some embodiments, the operation prompt animation of the user virtual object is used to represent the interactive effect of the user virtual object in the first season stage. Optionally, the operation prompt animation of the user virtual object includes the user virtual object controlled by the first user account and the interactive object that appears in the first season stage. Optionally, the interactive object is a monster virtual object in the game application. That is, the operation prompt animation of the user virtual object includes the user virtual object and the first monster virtual object. The attribute value of the first monster virtual object is within a first numerical range. The first numerical range refers to the numerical range related to the monster virtual object in the numerical range indicated by the numerical prompt information of the first season stage.
[0169] Exemplarily, the first monster virtual object is the monster virtual object that appears most frequently during the first season. Exemplarily, the first monster virtual object is a virtual object whose attribute values match the attribute values of the user virtual object. For example, the difference between the attribute values of the first monster virtual object and the attribute values of the user virtual object is less than or equal to a preset threshold.
[0170] In some embodiments, the operation prompt animation is pre-generated. Optionally, the operation prompt animation is generated based on the attribute values of the user virtual object and the attribute values of the monster virtual object. Exemplarily, before the start of the first season, all user virtual objects in the game application are grouped according to the attribute values to obtain multiple user virtual object groups, each user virtual object group corresponds to an attribute value interval, and the attribute values of each user virtual object included in the user virtual object group belong to the attribute value interval, and the attribute value intervals corresponding to different user virtual object groups do not overlap; for each user virtual object group in the multiple user virtual object groups, the server generates an operation prompt animation for the user virtual object group. That is, each user virtual object included in the same user virtual object group shares the same operation prompt animation, so as to reduce the pressure of generating the operation prompt animation and the space resources occupied by storing the operation prompt animation.
[0171] In one example, for a certain user virtual object group, the server determines a monster virtual object whose attribute data matches the attribute value range corresponding to the virtual object group as the first monster virtual object; the server calculates the interaction effects of various interactive behaviors performed by the target user virtual object included in the user virtual object group on the first monster virtual object, and combines the various interaction effects to obtain an operation prompt animation for each user virtual object in the user virtual object group.
[0172] Exemplarily, the attribute value of the target user virtual object belongs to the middle value of the attribute value range of the user virtual object group. The interactive effect of the interactive behavior includes but is not limited to the interactive action of the target virtual object during the interactive behavior, and the effect of the interactive behavior on the first monster virtual object (including but not limited to at least one of the following: the change in health value, the paralysis effect caused, and the knockback effect of the first monster virtual object). Exemplarily, the operation prompt effect is the collection of interactive effects of various interactive operations performed by the user virtual object on the first monster virtual object in the first season stage.
[0173] Optionally, the operation prompt animation comes from operation videos uploaded by other users' virtual objects in the game application.
[0174] In some embodiments, in response to an operation to switch the content displayed in the object display frame, the terminal device generates and sends an animation acquisition request to the server. The server sends a transmission stream of the operation prompt animation to the terminal device in response to the animation acquisition request. The terminal device decodes the transmission stream, obtains, and displays the operation prompt animation in the object display frame. The animation acquisition request includes at least one of the following: identification information of the first user account, attribute values of the first virtual object controlled by the first user account, etc.
[0175] In other embodiments, in response to an operation to switch the content displayed in the object display frame, the terminal device retrieves an operation prompt animation from the terminal device's local storage space and displays the operation prompt animation in the object display frame. By pre-storing the interactive prompt animation in the terminal device, the terminal device's response speed to the operation to switch the content displayed in the object display frame is improved.
[0176] FIG8 is a diagram showing the effect of an operation prompt animation displayed in an object display frame provided by an exemplary embodiment of the present application.
[0177] As shown in FIG8 , in the object display frame, the user virtual object 810 performs an interactive operation on the monster virtual object 820 , and then the interactive effect of the interactive operation is displayed in the object display frame.
[0178] In this embodiment, by displaying an operation prompt animation in the object display frame, users can intuitively understand the changes in the attribute values of monster virtual objects during the current season, providing reference information for users to formulate operation strategies. This helps reduce the number of game failures and repeated restarts caused by users not understanding the season changes, helps reduce settlement pressure on the server, and improves the user's gaming experience.
[0179] To more clearly indicate changes in the attribute values of virtual objects between different stages of the same season, especially to help users logging in for the first time during the first stage of the season understand the changes that have occurred during the season, a comparison prompt animation will be displayed in the object display frame.
[0180] In some embodiments, the method shown in Figure 6 also includes: step 360 (not shown in the drawings of the specification), the terminal device responds to the operation of switching the content displayed in the object display frame, and displays a comparison prompt animation of the user's virtual object in the object display frame, wherein the comparison prompt animation is used to prompt the user of the interaction effect of the virtual object interacting with the interactive object in the historical season stage, and the historical season stage refers to a season stage that has been completed in multiple season stages.
[0181] In some embodiments, the historical interaction effect is used to represent the interaction effect between the user virtual object and the monster virtual object during completed season stages within the same season. Optionally, the interactive objects that appear in the operation prompt animation and the comparison prompt animation can be the same or different. Exemplarily, the interactive objects that appear in the operation prompt animation and the comparison prompt animation are the same, namely, the first monster virtual object, and the attribute values of the first monster virtual object in the operation prompt are different from the attribute values of the first virtual object in the comparison prompt animation.
[0182] For example, the interactive objects that appear in the operation prompt animation and the comparison prompt animation are different. For example, the interactive object in the operation prompt animation is the monster virtual object that appeared most frequently in the first season, while the interactive object in the comparison prompt animation is the monster virtual object that appeared most frequently in the previous season. In this case, the interactive objects in the operation prompt animation and the comparison prompt animation have different forms.
[0183] In some embodiments, if the number of logins by the first user account during the first season is less than or equal to a threshold number of logins, the terminal device displays a comparison prompt animation of the user virtual object and a stage prompt animation of the user virtual object in the object display frame in response to an operation to switch the content displayed in the object display frame. If the number of logins by the first user account during the first season is greater than a threshold number of logins, the terminal device displays a stage prompt animation of the user virtual object in the object display frame in response to an operation to switch the content displayed in the object display frame. The threshold number of logins may be pre-set.
[0184] This method displays both comparison and action prompt animations during the early stages of a user's season, comparing and displaying changes in the virtual object's attribute values. In the middle and late stages of a season, only the action prompt animation is displayed in the object display frame, increasing the display ratio of the action prompt animation.
[0185] FIG9 is a diagram showing a comparison of interactive effects in an object display frame provided by an exemplary embodiment of the present application.
[0186] As shown in FIG9 , the comparison prompt animation 900 shows the historical interaction effect of the user virtual object 910 interacting with the monster virtual object 920 in the historical season stage; the operation prompt animation 940 shows the stage interaction effect of the user virtual object 910 interacting with the monster virtual object 920 in the first season stage.
[0187] Comparison and stage animations can now be displayed simultaneously in the object display frame. This allows users to easily compare the game difficulty of the current season stage with that of previous season stages.
[0188] In some embodiments, the season stage display interface includes a page switching control, which is used to switch the display pages in the season stage display interface, and the stage prompt information and numerical prompt information are displayed on the first display page in the season stage display interface; the method also includes: the terminal device responds to the operation of triggering the page switching control, cancels the display of the first display page, and displays the second display page in the season stage display interface, and the display content of the second display page includes at least one of the following: the season's incentive mechanism, and the season's historical data.
[0189] To improve the organization of content displayed on the season display interface, different display content can be displayed on different display pages within the season display interface. The season display interface includes at least one page switch control, which is used to switch the display pages within the season display interface. By triggering the page switch control, the user controls the terminal device to switch the display pages within the season display interface.
[0190] Optionally, the operation of triggering the page switching control includes but is not limited to at least one of the following: a click operation, a key operation, a slide operation, a long press operation, etc. The operation of triggering the page switching control is limited according to actual needs and is not limited in this application.
[0191] In one example, the season stage display interface includes a page switching control, which can be used to switch between multiple display pages. The display page to switch from the current display page to is determined based on the number of times the page switching control is triggered. For example, the terminal device determines the target display page to switch to in the season stage display interface based on the number n of times the page switching control is triggered. The switching interval between the target display page and the current display page is equal to n, where n is a positive integer.
[0192] Assume that the multiple display pages include display page 1, display page 2, display page 3 and display page 4, the current display page is display page 1, and the above page switching control is triggered 2 times, then the terminal device will switch display page 1 to display page 3 in the season stage display interface, that is, display page 3 is the target display page.
[0193] In another example, the season stage display interface includes multiple page switching controls, where the number of page switching controls is equal to the number of display pages. In this case, each of the multiple page switching controls corresponds to a display page. In response to an operation triggering the page switching control corresponding to the target display page, the terminal device switches the current display page to the target display page in the season stage display interface.
[0194] In some embodiments, the multiple display pages each contain different display content. Optionally, the stage prompt information and the numerical prompt information for the first season stage are displayed on the same display page. That is, the stage prompt information and the numerical prompt information for the first season stage are displayed on the first display page. Exemplarily, the first display page is also used to display the object display frame described in the above embodiment.
[0195] Optionally, the second display page refers to any one of the plurality of display pages except the first display page. The display content in the second display page is related to the currently ongoing season.
[0196] Exemplarily, the content displayed on the second display page includes at least one of the following: a season incentive mechanism and season historical data; wherein the season incentive mechanism is used to encourage users to participate in the ongoing season, and the season historical data is used to represent data related to historical season stages in the ongoing season. For example, the season historical data includes numerical prompt information for the historical season stages.
[0197] It should be noted that the display content in the second display page is set according to actual needs and is not limited in this application.
[0198] FIG10 is a display framework diagram of a season stage display interface provided by an exemplary embodiment of the present application.
[0199] As shown in FIG10 , the display content in the season stage display interface includes stage prompt information, digital prompt information of the first season stage, season incentive mechanism and season historical data, and these display contents are displayed through different display pages.
[0200] In this embodiment, different display pages are set in the season stage display interface, and different display contents are displayed in different display pages. On the one hand, the layout of the display contents in the season stage display interface is made more reasonable, which helps users quickly obtain season-related display contents through the season stage display interface. On the other hand, it is convenient to add new display contents to the season stage display interface during the operation and maintenance update process of the game application. In the case where new display contents need to be added to the season stage display interface, by setting a new display page for the new display contents and linking the page switching control to the new display page, the effect of displaying the new display contents in the new display page can be achieved without modifying other display pages of the season stage display interface, which helps to improve the compatibility of the season stage display interface with the new display contents and reduce the workload in the maintenance and update process of the game application.
[0201] The following describes how the numerical range in the season stage prompt information affects the user in the game through several embodiments. It can be seen from the above embodiments that in order to improve the fairness of the game and reduce the matching pressure of the server during the season (especially in the later stages of the season), this application divides a full season into different season stages, and provides numerical ranges for the attribute values of virtual objects and virtual props in different season stages. As the season progresses, the difficulty of the game is gradually increased, and at the same time, the benefits of playing the game are increased, alleviating the problem of excessive differences in user strength caused by different game durations. The following describes how the numerical range of attribute values in the season stage works through several embodiments.
[0202] FIG11 is a schematic diagram of a season stage display method provided by another exemplary embodiment of the present application. As shown in FIG6 , the season stage display method may include the following steps, and the execution subject of the following steps is a terminal device.
[0203] Step 310: Display the season stage display interface of the application. The season of the application includes multiple season stages.
[0204] Step 320: Display stage prompt information in the season stage display interface. The stage prompt information is used to indicate that the application is currently in the first season stage.
[0205] Step 330: Display the numerical prompt information of the first season stage in the season stage display interface.
[0206] For the specific contents of step 310 , step 320 and step 330 , please refer to the above embodiment and will not be described in detail here.
[0207] Step 370, in the first season stage, displays the scene screen of the application, and displays at least one of the following: a monster virtual object configured with a first attribute value, and a virtual prop configured with a second attribute value; wherein the monster virtual object is a virtual object attacked by a user virtual object controlled by a first user account logged in in the application; the first attribute value belongs to a third numerical range, and the third numerical range is a numerical range determined based on the first numerical range and the first floating value; the second attribute value belongs to a fourth numerical range, and the fourth numerical range is a numerical range determined based on the second numerical range and the second floating value.
[0208] In some embodiments, a scene screen is a screen that is displayed during a game played by a specified user in a game application. Optionally, if the game provided by the game application is a match-based game, the scene screen of the game application refers to the screen displayed during the game. A game within the game may include user virtual objects controlled by multiple users, or may include only a user virtual object controlled by a single user. It should be noted that the number of users participating in a game provided by the game application is set based on actual needs and is not limited here.
[0209] The game provided by the game application includes at least one of the following: a monster virtual object and a virtual prop. The user can control the user virtual object to perform interactive operations on the monster virtual object, use the virtual prop, or pick up the virtual prop in the virtual environment. The operations performed by the user-controlled user virtual object are determined by the game's needs and are not specified here.
[0210] In some embodiments, the first floating value includes a first upper limit floating value, and the upper limit value of the third numerical range is determined based on the upper limit value of the first numerical range and the first upper limit floating value; the second floating value includes a second upper limit floating value, and the upper limit value of the fourth numerical range is determined based on the upper limit value of the second numerical range and the second upper limit floating value.
[0211] Optionally, the first upper floating limit value and the second upper floating limit value are predetermined. The first upper floating limit value and the second upper floating limit value are positive integers.
[0212] Exemplarily, when the attribute value of the user virtual object controlled by the first user account exceeds the range of the first attribute value, it is necessary to determine the upper limit value of the third value range based on the upper limit value of the first value range and the first upper limit floating value, and determine the upper limit value of the fourth value range based on the upper limit value of the second value range and the second upper limit floating value.
[0213] For example, the upper limit value of the third numerical range is equal to the sum of the upper limit value of the first numerical range and the first upper limit floating value, and the upper limit value of the fourth numerical range is equal to the sum of the upper limit value of the second numerical range and the second upper limit floating value.
[0214] For another example, the upper limit value of the third numerical range is equal to the upper limit value of the first numerical range plus the ratio of the first upper limit floating value to the upper limit value of the first numerical range, and the upper limit value of the fourth numerical range is equal to the upper limit value of the second numerical range plus the ratio of the second upper limit floating value to the upper limit value of the second numerical range.
[0215] Optionally, the lower limit value of the third numerical range is equal to the upper limit value of the first numerical range, and the lower limit value of the fourth numerical range is equal to the upper limit value of the second numerical range.
[0216] That is, in the first season, the attribute values of the virtual objects fluctuate relative to the first value range based on the first upper limit value, and the attribute values of the virtual props fluctuate relative to the second value range based on the second upper limit value.
[0217] Table 1. Design table of numerical ranges for season stages
[0218] For example, the equipment attributes obtained by the user during the season stage will only fluctuate by 10 points within the first numerical range of the season stage. For example, in Season Stage 1 in Table 1, if the user's current equipment value is 120 (that is, the attribute value of the user's virtual object is 120), then the highest equipment attribute that the user can obtain is equal to the upper limit of the first numerical range (120) + the first upper limit floating value (10), which is equal to 130. In Season Stage 1, if the attribute value of the user's virtual object is equal to 130, the first numerical range of Season Stage 2 is used to set the attribute value of the monster virtual object encountered by the user in the game, and the second numerical range of Season Stage 2 is used to set the attribute value of the virtual props that the user can pick up in the game.
[0219] By dividing a complete season into multiple different season stages and setting the attribute values of virtual props and monster virtual objects in each season stage differently, we can avoid the appearance of monster virtual objects with too high strength in the game, and also avoid the attribute values of virtual props obtained by users being too high, which may affect the game balance.
[0220] When multiple users need to match simultaneously in a matching game, it is necessary to perform a weighted average of the attribute values of a monster virtual object corresponding to these users, and then compare the weighted average value with the first value range to determine the final effective value.
[0221] In some embodiments, when at least two user virtual objects are matched into a group, the first attribute value and the second attribute value are determined based on a weighted average of the attribute values of the at least two user virtual objects.
[0222] Optionally, the weights corresponding to different user virtual objects may be the same or different. For example, the larger the attribute value of the user virtual object, the larger the weight corresponding to the user virtual object.
[0223] Determining the first attribute value and the second attribute value based on the weighted average of the attribute values of at least two user virtual objects can better conform to the actual situation in the game, balance the strength between the user virtual object and the monster virtual object, and ensure the playability of the game.
[0224] In some embodiments, if the weighted average of the attribute values of at least two user virtual objects is greater than or equal to the upper limit value of the first numerical range, the first attribute value and the second attribute value are related to the second season stage that has not started in at least two season stages; if the weighted average of the attribute values of at least two user virtual objects is less than the lower limit value of the first numerical range, the first attribute value is equal to the lower limit value of the first numerical range, and the second attribute value is equal to the lower limit value of the second numerical range.
[0225] The second season stage is selected from the above-mentioned multiple season stages. The weighted average of the attribute values of at least two user virtual objects is within the first value range of the second season stage. The first attribute value is within the first value range of the second season stage, and the second attribute value is within the second value range of the second season stage.
[0226] Optionally, the second season stage refers to a season stage that has not yet started in the at least two season stages. The upper limit value of the first numerical range in the second season stage is greater than the upper limit value of the first numerical range in the first season stage.
[0227] Table 2 Determination of the first attribute value and the second attribute value
[0228] As shown in Table 2, during Season Stage 1, the first numerical range is 100-120. In a certain matched game match, the user's highest attribute value (that is, the highest attribute value in the user virtual objects controlled by the users participating in the match) is 150, and the user's lowest attribute value is 100. When the game includes the two users, the weighted average of the attribute values of the user virtual objects is 125, which is higher than the first numerical range during Season Stage 1. From Table 1, it can be seen that the weighted average of the attribute values of the user virtual objects is within the first numerical range of Season Stage 2. That is, Season Stage 2 is the second season stage. At this time, the attribute values of monster virtual objects and virtual items are determined according to Season Stage 2. In this scenario, it is equivalent to high-level users accelerating the growth of low-level users, while low-level users slow down the growth of high-level users.
[0229] In season stage 4, the first attribute range is 160-180. Suppose there are users with attribute values 100 and 120 to match. These two users are lagging users and have not kept up with the progress of the season. They are probably returning users. The weighted average of the attribute values of each user's virtual object is 125 and 110, which is lower than the lower limit of 160 of the first value range in season stage 4. Therefore, the attribute value of the virtual object in the game is determined according to the lower limit of the first value range in season stage 4.
[0230] FIG12 is a schematic diagram of a game screen provided by an exemplary embodiment of the present application.
[0231] As shown in FIG. 12 , a game screen 1200 includes a user virtual object 1210 controlled by a first user account, a monster virtual object 1220 , and user account information 1230 of other users.
[0232] FIG13 is a schematic diagram of a process for determining an attribute value provided by an exemplary embodiment of the present application.
[0233] In a game application requiring multiple users, the server determines user virtual objects controlled by each of the multiple users and calculates a weighted average of the attribute values of each of the multiple user virtual objects. If the weighted average is greater than or equal to the upper limit of a first numerical range, the server determines a second season based on the weighted average. The server then determines the attribute values of the virtual objects in the current game based on the first numerical range for the second season, and determines the attribute values of the virtual items in the current game based on the second numerical range for the second season. If the weighted average is less than or equal to the lower limit of the first numerical range, the server uses the lower limit of the first numerical range in the first season as the attribute value of the virtual objects in the current game, and uses the lower limit of the second numerical range in the first season as the attribute value of the virtual items in the current game.
[0234] This solution solves the problem of excessive "rich-poor gap" in strength in the game. At any time slice in the entire season, the strength gap between the strongest and weakest users is calculated relatively, weakening the user's accumulated benefits and emphasizing the user's current benefits. This can greatly increase user stickiness. Because there is free trading of virtual props in the game, this seasonal stage setting can also effectively eliminate money-making studios, which helps to improve the fairness of the gaming environment.
[0235] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0236] Figure 14 shows a block diagram of a season information display device provided by an exemplary embodiment of the present application. This device can be implemented as all or part of a terminal device through software, hardware, or a combination of both. Device 1400 may include an interface display module 1410, a stage prompt module 1420, and a value prompt module 1430.
[0237] The interface display module 1410 is used to display the season stage display interface of the application program, where the season of the application program includes at least two season stages.
[0238] The stage prompt module 1420 is used to display stage prompt information in the season stage display interface, wherein the stage prompt information is used to indicate that the application is currently in the first season stage, and the first season stage is one of the at least two season stages.
[0239] The numerical prompt module 1430 is used to display the numerical prompt information of the first season stage in the season stage display interface, wherein the numerical prompt information is used to prompt the numerical range configured for the interactive objects in the application in the first season stage, and the numerical range changes with the change of the season stage.
[0240] In some embodiments, the interactive objects include at least one of the following: virtual objects, virtual props, and the numerical prompt information includes at least one of first numerical prompt information and second numerical prompt information, wherein the first numerical prompt information is used to prompt the first numerical range configured for the attributes of the virtual objects in the first season stage, and the second numerical prompt information is used to prompt the second numerical range configured for the attributes of the virtual props in the first season stage.
[0241] In some embodiments, the attributes of the virtual object include at least one of the following: the ability of the virtual object, the income of the virtual object, wherein the ability of the virtual object gradually increases with the progress of the season stage, and the income of the virtual object gradually increases with the progress of the season stage; the attributes of the virtual props include at least one of the following: the ability of the virtual props, the value of the virtual props, wherein the ability of the virtual props gradually increases with the progress of the season stage, and the value of the virtual props gradually increases with the progress of the season stage.
[0242] In some embodiments, the device 1400 also includes: a screen display module, used to display the scene screen of the application in the first season stage, and the scene screen displays at least one of the following: a monster virtual object configured with a first attribute value, and a virtual prop configured with a second attribute value; wherein, the monster virtual object is a virtual object attacked by a user virtual object controlled by a first user account logged in in the application; the first attribute value belongs to a third numerical range, and the third numerical range is a numerical range determined based on the first numerical range and the first floating value; the second attribute value belongs to a fourth numerical range, and the fourth numerical range is a numerical range determined based on the second numerical range and the second floating value.
[0243] In some embodiments, when at least two user virtual objects are matched into a group, the first attribute value and the second attribute value are determined based on a weighted average of the attribute values of the at least two user virtual objects.
[0244] In some embodiments, if the weighted average of the attribute values of the at least two user virtual objects is greater than or equal to the upper limit value of the first numerical range, then the first attribute value and the second attribute value are related to the second season stage that has not started in the at least two season stages; if the weighted average of the attribute values of the at least two user virtual objects is less than or equal to the lower limit value of the first numerical range, then the first attribute value is equal to the lower limit value of the first numerical range, and the second attribute value is equal to the lower limit value of the second numerical range.
[0245] In some embodiments, the first floating value includes a first upper limit floating value, and the upper limit value of the third numerical range is determined based on the upper limit value of the first numerical range and the first upper limit floating value; the second floating value includes a second upper limit floating value, and the upper limit value of the fourth numerical range is determined based on the upper limit value of the second numerical range and the second upper limit floating value.
[0246] In some embodiments, the stage prompt module 1420 includes: a data acquisition unit, used to acquire interface display data sent by the server, and the interface display data is used to indicate the display content in the season stage display interface; a stage display unit, used to display the stage prompt information in the first display area in the season stage display interface according to the interface display data, and the first display area refers to a partial area in the season stage display interface.
[0247] In some embodiments, the stage prompt information includes a prompt icon; the stage display unit is used to display data according to the interface, obtain display materials from the resource package of the application, and the display materials include the background picture of the season and the prompt icon of the first season stage; the background picture is displayed in the first display area; and the prompt icon of the first season stage is displayed on the upper layer of the background picture.
[0248] In some embodiments, the device 1400 also includes a display frame display module for displaying an object display frame in the season stage display interface, wherein the object display frame is used to display content related to the user virtual object, and the user virtual object is controlled by the first user account logged in in the application; a stage animation display module for displaying an operation prompt animation of the user virtual object in the object display frame in response to an operation of switching the content displayed in the object display frame, wherein the operation prompt animation is used to prompt the interaction effect of the user virtual object interacting with the interactable object in the first season stage.
[0249] In some embodiments, the device 1400 also includes a historical animation display module for displaying a comparison prompt animation of the user virtual object in the object display frame in response to the operation of switching the content displayed in the object display frame, wherein the comparison prompt animation is used to prompt the historical interaction effect of the user virtual object interacting with the interactive object in the historical season stage, and the historical season stage refers to the season stage that has been completed in the at least two season stages, and the historical interaction effect is different from the interaction effect.
[0250] In some embodiments, the interface display module 1410 is used to obtain an interface display indication in response to an interface display operation obtained within the first season stage, and the interface display indication is used to indicate the display timing of the season stage display interface; if the first user account logged in to the application meets the prompt information display conditions, the season stage display interface is displayed according to the interface display indication, and the prompt information display conditions include at least one of the following: the application is in the season period of the season, the number of logins of the first user account within the first time period is less than or equal to a threshold, and the first user account is in a state of waiting to join the scene, and the first time period refers to a period of time within the first season stage.
[0251] In some embodiments, the season stage display interface includes a page switching control, and the season stage display interface is used to switch the display pages in the season stage display interface, and the stage prompt information and the numerical prompt information are displayed on the first display page in the season stage display interface; the device 1400 also includes: a page switching module, which is used to cancel the display of the first display page in response to the operation of the page switching control, and display the second display page in the season stage display interface, and the display content of the second page includes at least one of the following: the incentive mechanism of the season, and the historical data of the season.
[0252] It should be noted that the device provided in the above embodiment, when implementing its functions, only uses the division of the above functional modules as an example. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here. For the beneficial effects of the device provided in the above embodiment, please refer to the description of the method side embodiment, which will not be repeated here.
[0253] FIG15 shows a structural block diagram of a terminal device provided by an exemplary embodiment of the present application.
[0254] The terminal device 1500 may be an electronic device such as a mobile phone, tablet computer, game console, e-book reader, multimedia player, wearable device, PC, etc. The terminal device is used to implement the season information display method provided in the above embodiment. The terminal device may be the terminal device 10 shown in Figure 1. Specifically:
[0255] Typically, the terminal device 1500 includes a processor 1501 and a memory 1502 .
[0256] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0257] Memory 1502 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1502 stores a computer program, which is loaded and executed by processor 1501 to implement the season information display methods provided in the above-described method embodiments.
[0258] In some embodiments, terminal device 1500 may optionally include a peripheral device interface 1503 and at least one peripheral device. The processor 1501, memory 1502, and peripheral device interface 1503 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1503 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1504, a display screen 1505, an audio circuit 1506, and a power supply 1507.
[0259] Those skilled in the art will understand that the structure shown in FIG15 does not constitute a limitation on the terminal 1500 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0260] An embodiment of the present application also provides a computer-readable storage medium, which stores a computer program. The computer program is loaded and executed by a processor to implement the season information display method provided by the above-mentioned method embodiments.
[0261] The computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules or other data. Computer storage media include RAM (Random Access Memory), ROM (Read-Only Memory), EPROM (Erasable Programmable Read-Only Memory), EEPROM (Electrically Erasable Programmable Read-Only Memory), flash memory or other solid-state storage technology, DVD (Digital Video Disc) or other optical storage, tape cassettes, magnetic tape, disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer storage media is not limited to the above-mentioned ones.
[0262] An embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. A processor reads and executes the computer program from the computer-readable storage medium to implement the season information display method provided by the above-mentioned method embodiments.
[0263] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0264] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switches, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying season information, which is executed by a terminal device, and the method includes: Displaying a season stage display interface of an application, where the season of the application includes at least two season stages; Displaying stage prompt information in the season stage display interface, where the stage prompt information is used to indicate that the application is currently in a first season stage, and the first season stage is one of the at least two season stages; Displaying numerical prompt information of the first season stage in the season stage display interface, where the numerical prompt information is used to prompt the numerical range configured for an interactive object in the application in the first season stage, and the numerical range changes with the change of the season stage.
2. The method according to claim 1, wherein, The interactive object includes at least one of the following: a virtual object, a virtual item, and the numerical prompt information includes at least one of first numerical prompt information and second numerical prompt information, where the first numerical prompt information is used to prompt the first numerical range configured for the attribute of the virtual object in the first season stage, and the second numerical prompt information is used to prompt the second numerical range configured for the attribute of the virtual item in the first season stage.
3. The method according to claim 2, where The attributes of the virtual object include at least one of the following: the ability of the virtual object, the income of the virtual object, where the ability of the virtual object gradually increases with the progress of the season stage, and the income of the virtual object gradually increases with the progress of the season stage; The attributes of the virtual item include at least one of the following: the ability of the virtual item, the value of the virtual item, where the ability of the virtual item gradually increases with the progress of the season stage, and the value of the virtual item gradually increases with the progress of the season stage.
4. The method according to claim 2 or 3, wherein The method further includes: In the first season stage, displaying a scene picture of the application, and at least one of the following is displayed in the scene picture: a monster virtual object configured with a first attribute value, a virtual item configured with a second attribute value; Wherein, the monster virtual object is a virtual object attacked by a user virtual object controlled by a first user account logged in to the application; the first attribute value belongs to a third numerical range, and the third numerical range is a numerical range determined based on the first numerical range and a first floating value; the second attribute value belongs to a fourth numerical range, and the fourth numerical range is a numerical range determined based on the second numerical range and a second floating value.
5. The method according to claim 4, wherein, In the case where at least two user virtual objects are matched into a group, the first attribute value and the second attribute value are determined based on the weighted average of the respective attribute values of the at least two user virtual objects.
6. The method according to claim 5, where If the weighted average of the attribute values of each of the at least two user virtual objects is greater than or equal to the upper limit value of the first numerical range, then the first attribute value and the second attribute value are related to the second season stage that has not started among the at least two season stages; If the weighted average of the attribute values of each of the at least two user virtual objects is less than or equal to the lower limit value of the first numerical range, then the first attribute value is equal to the lower limit value of the first numerical range, and the second attribute value is equal to the lower limit value of the second numerical range.
7. The method according to any one of claims 4 to 6, wherein, The first floating value includes a first upper limit floating value, and the upper limit value of the third numerical range is determined based on the upper limit value of the first numerical range and the first upper limit floating value; The second floating value includes a second upper limit floating value, and the upper limit value of the fourth numerical range is determined based on the upper limit value of the second numerical range and the second upper limit floating value.
8. The method according to any one of claims 1 to 7, wherein, The displaying of the stage prompt information in the season stage display interface includes: Obtaining interface display data sent by the server, where the interface display data is used to indicate the display content in the season stage display interface; According to the interface display data, displaying the stage prompt information in the first display area of the season stage display interface, where the first display area refers to a partial area in the season stage display interface.
9. The method according to claim 8, wherein, The stage prompt information includes a prompt icon; The displaying of the stage prompt information in the first display area of the season stage display interface according to the interface display data includes: According to the interface display data, obtaining display materials from the resource package of the application program, where the display materials include the background picture of the season and the prompt icon of the first season stage; Displaying the background picture in the first display area; Displaying the prompt icon of the first season stage on the upper layer of the background picture.
10. The method according to any one of claims 1 to 9, wherein, The method further includes: Displaying an object display frame in the season stage display interface, where the object display frame is used to display content related to the user virtual object, and the user virtual object is controlled by the first user account logged in the application program; In response to an operation of switching the content displayed in the object display frame, displaying an operation prompt animation in the object display frame, where the operation prompt animation is used to prompt the interaction effect of the user virtual object interacting with the interactive object in the first season stage.
11. The method according to claim 10, wherein, The method further includes: In response to an operation of switching the content displayed in the object display frame, displaying a comparison prompt animation in the object display frame, where the comparison prompt animation is used to prompt the interaction effect of the user virtual object interacting with the interactive object in the historical season stage, and the historical season stage refers to the season stage that has been completed among the at least two season stages.
12. The method according to any one of claims 1 to 11, wherein The displaying of the season stage display interface of the application program includes: In response to an interface display operation obtained within the first season stage, obtain an interface display instruction for indicating the display timing of the season stage display interface. If the first user account logged in to the application meets the prompt information display condition, display the season stage display interface according to the interface display instruction. The prompt information display condition includes at least one of the following: the application is during the season period of the season, the number of logins of the first user account within a first time period is less than or equal to a threshold, the first user account is in a state of waiting to join a scenario, and the first time period refers to a period of time within the first season stage.
13. The method according to any one of claims 1 to 12, wherein, The season stage display interface includes a page switching control for switching the display page in the season stage display interface. The stage prompt information and the numerical prompt information are displayed on the first display page in the season stage display interface. The method further includes: In response to an operation of triggering the page switching control, cancel the display of the first display page and display a second display page in the season stage display interface. The display content of the second display page includes at least one of the following: the incentive mechanism of the season, the historical data of the season.
14. A season information display device, the device includes: An interface display module for displaying a season stage display interface of an application, where the season of the application includes at least two season stages. A stage prompt module for displaying stage prompt information in the season stage display interface, where the stage prompt information is used to indicate that the application is currently in the first season stage, and the first season stage is one of the at least two season stages. A numerical prompt module for displaying the numerical prompt information of the first season stage in the season stage display interface, where the numerical prompt information is used to prompt the numerical range configured for an interactive object in the application during the first season stage, and the numerical range changes with the change of the season stage.
15. A terminal device, the terminal device includes a processor and a memory, and a computer program is stored in the memory. The computer program is loaded and executed by the processor to implement the season information display method according to any one of claims 1 to 13.
16. A computer-readable storage medium, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the season information display method according to any one of claims 1 to 13.
17. A computer program product, the computer program product includes a computer program. The computer program is stored in a computer-readable storage medium, and the processor reads and executes the computer program from the computer-readable storage medium to implement the season information display method according to any one of claims 1 to 13.
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