Game control method and apparatus, and electronic device

By providing invisible virtual paths and dynamic display virtual props in the game, the problem of game interest reduction caused by fixed roads and mechanisms is solved, improving player experience and reducing resource waste.

WO2025152707A1PCT designated stage expired Publication Date: 2025-07-24NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 10 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2024/140710
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-19
Filing Date
2024-12-19
Publication Date
2025-07-24

AI Technical Summary

Technical Problem

The fixed virtual roads and mechanisms in existing games lead to a decrease in player interest in the game, affecting the experience, and may lead to user churn and waste of server resources.

Method used

Provide multiple invisible virtual paths in the game scene, illuminating nearby paths through virtual props, players complete the game through exploration, virtual props move randomly or follow preset paths, display parameters dynamically adjust to display the paths.

Benefits of technology

It enriches the game content, improves players' interest and experience, reduces user loss, and avoids waste of server resources.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024140710_24072025_PF_FP_ABST
    Figure CN2024140710_24072025_PF_FP_ABST
Patent Text Reader

Abstract

A game control method and apparatus, and an electronic device. The method comprises: in response to a game match start instruction, providing a plurality of invisible virtual paths in a game scene; controlling at least one virtual prop to move in the game scene; on the basis of a real-time movement position of the virtual prop in the game scene, controlling the display of at least part of a first virtual path; controlling a target virtual character to move in the game scene; and in response to a game match end event, controlling a game match to end. In the game scene in the method, virtual roads are not fully exposed in the field of view of a game, virtual props are provided in the game scene to illuminate nearby virtual paths, players know some virtual paths by means of the virtual prop in the game scene in which everything is unknown, and complete the game by means of constantly exploring the virtual paths, thereby enriching the content of the game, and improving the interest of the players in the game and the game experience of the players, such that game users can be increased, and resource waste of a game server is avoided.
Need to check novelty before this filing date? Find Prior Art

Description

Game control method, device and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202410083505.2, filed on January 19, 2024, entitled “Game Control Method, Device and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field

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

[0004] In some games, players often need to control virtual characters to complete various game levels related to pathfinding. In related technologies, various traps are often set up in the game levels, and the virtual characters must pass through these traps to pass the game level. The virtual roads in these game levels are fixed, and the various traps are usually also fixed. The monotonous level content can reduce players' interest in the game, affecting their gaming experience, and may even lead to user churn, resulting in a waste of game server resources. Summary of the Invention

[0005] In view of this, the purpose of the present disclosure is to provide a game control method, device and electronic device. In such a game scene, the virtual road will not be completely exposed to the game field of view, and virtual props will be provided in the game scene to illuminate the nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by constantly exploring the virtual path, so as to enrich the game content, increase the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0006] In a first aspect, embodiments of the present disclosure provide a game control method, wherein a graphical user interface is provided via a terminal device, wherein the graphical user interface displays at least a portion of a game scene, the game scene including at least one virtual character and a target location, the at least one virtual character including a first virtual character controlled by the terminal device. The method comprises: in response to a game match start instruction, providing multiple virtual paths leading to the target location in the game scene, and configuring display parameters of each virtual path to be a first display parameter so that each virtual path is invisible in the game scene; providing at least one virtual prop in the game scene, and controlling the movement of the at least one virtual prop in the game scene; determining a first virtual path near the real-time moving location of the at least one virtual prop in the game scene, and controlling the display parameters of at least a portion of the first virtual path to be adjusted from the first display parameter to a second display parameter so that at least the portion of the first virtual path is displayed in the graphical user interface; in response to a movement control instruction for a target virtual character, controlling the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual characters, and the first virtual path is any virtual path among the virtual paths; and in response to a game match end event, controlling the game match to end.

[0007] In a second aspect, embodiments of the present disclosure provide a game control device, which provides a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including at least one virtual character and a target location, the at least one virtual character including a first virtual character controlled by the terminal device. The device comprises: a game start module configured to, in response to a game game start instruction, provide multiple virtual paths leading to the target location in the game scene, and configure display parameters of each virtual path to be a first display parameter so that each virtual path is invisible in the game scene; a prop providing module configured to provide at least one virtual prop in the game scene and control the movement of the at least one virtual prop in the game scene; The prop control module is configured to determine a first virtual path near the real-time moving position of at least one virtual prop in the game scene, and control the display parameters of at least part of the first virtual path to be adjusted from the first display parameters to the second display parameters, so that at least part of the first virtual path is displayed in the graphical user interface; the character control module is configured to respond to the movement control instructions for the target virtual character, and control the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; the game end module is configured to control the end of the game game in response to the game game end event.

[0008] In a third aspect, an embodiment of the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any one of the game control methods of the first aspect.

[0009] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any game control method of the first aspect.

[0010] The embodiments of the present disclosure bring the following beneficial effects:

[0011] The present disclosure provides a game control method, device and electronic device. In response to a game match start instruction, a plurality of virtual paths leading to a target position are provided in a game scene, and a display parameter of each virtual path is configured to be a first display parameter so that each virtual path is invisible in the game scene; at least one virtual prop is provided in the game scene, and the at least one virtual prop is controlled to move in the game scene; based on the real-time moving position of the at least one virtual prop in the game scene, a first virtual path near the real-time moving position is determined, and the display parameter of at least a part of the first virtual path is controlled to be adjusted from the first display parameter to the second display parameter so that at least a part of the first virtual path is displayed in a graphical user interface; in response to a movement control instruction for a target virtual character, the target virtual character is controlled to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; and in response to a game match end event, the game match is controlled to end. In this type of game scene, the virtual road will not be completely exposed to the game field of view. Virtual props will also be provided in the game scene to illuminate nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by constantly exploring the virtual path, so as to enrich the game content, increase players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0012] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0015] FIG1 is a flow chart of a game control method provided by one embodiment of the present disclosure;

[0016] FIG2 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;

[0017] FIG3 is a schematic diagram of another graphical user interface provided by one embodiment of the present disclosure;

[0018] FIG4 is a schematic diagram of another graphical user interface provided by one embodiment of the present disclosure;

[0019] FIG5 is a schematic structural diagram of a game control device provided by one embodiment of the present disclosure;

[0020] FIG6 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0022] In some current games, players often need to control virtual characters to complete various game levels related to pathfinding. In related technologies, various mechanisms are usually set up in the game levels, and the virtual characters need to pass through various mechanisms to pass the game level. The virtual roads in the game levels are fixed, and the various mechanisms set up are usually also fixed. The single level content will reduce players' interest in the game, affect players' gaming experience, and may even cause game users to leave, resulting in a waste of game server resources. Based on this, the embodiments of the present disclosure provide a game control method, device, and electronic device. This technology can be applied to mobile phones, computers, notebooks, tablets, computers, and other devices.

[0023] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0026] In one possible implementation, an embodiment of the present invention provides a game control method that provides a graphical user interface (GUI) via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI displays at least a portion of a game scene, the game scene including at least one virtual character and a target location, the at least one virtual character including a first virtual character controlled by the terminal device.

[0027] As shown in FIG1 , the method includes the following steps:

[0028] Step S102, in response to a game match start instruction, providing multiple virtual paths leading to a target location in the game scene, and configuring display parameters of each virtual path to be a first display parameter so that each virtual path is invisible in the game scene;

[0029] The display parameter is usually used to indicate whether the virtual path is visible, for example, it can be a transparency parameter, and the first display parameter indicates that the virtual path is not visible. The virtual path is usually composed of multiple virtual plots.

[0030] Optionally, in response to a game match start instruction, multiple virtual paths leading to a target location are determined from pre-configured virtual paths for the game match; wherein different virtual paths have different path lengths. Display parameters of each virtual path are controlled to be a first display parameter, such that each virtual path is invisible in the game scene. Furthermore, the multiple virtual characters are located at a starting position.

[0031] Optionally, multiple virtual paths leading to the target location are randomly determined from virtual paths pre-configured for the game match.

[0032] Exemplarily, as shown in FIG2 , the game scene includes multiple invisible virtual paths, and dotted lines and gray areas in the figure indicate that the virtual paths are invisible.

[0033] Step S104, providing at least one virtual prop in the game scene, and controlling the at least one virtual prop to move in the game scene;

[0034] Optionally, each virtual prop can be controlled to move randomly or according to a preset path. These virtual props can move in real time or sequentially. Controlling the movement of virtual props within the game scene provides players with more visible virtual paths, making it easier for them to quickly reach their target location.

[0035] Step S106, determining a first virtual path near the real-time moving position of the at least one virtual prop in the game scene, and controlling the adjustment of display parameters of at least a portion of the first virtual path from the first display parameters to the second display parameters, so that the at least portion of the first virtual path is displayed in the graphical user interface;

[0036] The real-time moving position of the virtual prop is typically located on a virtual path. Optionally, a first virtual path within the real-time moving position of the virtual prop is determined based on the real-time moving position of the virtual prop in the game scene. Optionally, a first virtual path within a designated area is determined based on the real-time moving position of the virtual prop in the game scene. The designated area may be an area within a preset distance from the real-time moving position, for example, a circular area with a preset distance as a radius and the real-time moving position as the center.

[0037] The control adjusts the display parameters of at least a portion of the first virtual path from the first display parameters to the second display parameters. Optionally, a path region within the real-time moving position of the first virtual path is determined, and the display parameters of the path region are controlled to be adjusted from the first display parameters to the second display parameters. Optionally, a path region within a specified area of ​​the first virtual path is determined, and the display parameters of the path region are controlled to be adjusted from the first display parameters to the second display parameters.

[0038] Step S108, responding to a movement control instruction for a target virtual character, controlling the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths;

[0039] Players can control the target virtual character to move in the game scene through the currently displayed virtual path. Of course, players need to judge whether there is a path in the scene area where the virtual path is not displayed based on the displayed virtual path to avoid falling.

[0040] Step S110, in response to the game match end event, controlling the end of the game match.

[0041] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character arrive at the target location within a second preset time, and the game match duration meets the second preset time.

[0042] Optionally, in response to a preset number of virtual characters among at least one virtual character reaching the target position within a second preset time, the control is used to end the game game, and at the same time, the preset number of virtual characters are controlled to win the game game. Optionally, in response to the game duration of the game game meeting the second preset time, the control is used to end the game game, and at the same time, the virtual characters that reach the target position are controlled to win the game game.

[0043] Optionally, in response to the first virtual object reaching the target position within the second preset time and the ranking of reaching the target position meets the preset ranking, the first virtual character is controlled to complete the game game, wherein the preset ranking is related to the preset number.

[0044] The disclosed embodiment provides a game control method, which provides multiple virtual paths leading to target locations in a game scene in response to a game match start instruction, and configures the display parameters of each virtual path to be a first display parameter so that each virtual path is invisible in the game scene; provides at least one virtual prop in the game scene, and controls the at least one virtual prop to move in the game scene; determines a first virtual path near the real-time moving position of the at least one virtual prop in the game scene, and controls the display parameters of at least a part of the first virtual path to be adjusted from the first display parameter to the second display parameter so that at least a part of the first virtual path is displayed in a graphical user interface; responds to a movement control instruction for a target virtual character, controls the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; and controls the end of the game match in response to a game match end event. In this type of game scene, the virtual road will not be completely exposed to the game field of view. Virtual props will also be provided in the game scene to illuminate nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by constantly exploring the virtual path, so as to enrich the game content, increase players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0045] After responding to a movement control instruction for the target virtual character and controlling the target virtual character to move in the game scene, the above method includes: when the target virtual character moves in the game scene, in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path satisfying a specified condition, controlling the display parameters of at least a part of the target virtual path to be adjusted from a first display parameter to a second display parameter, so that at least a part of the target virtual path is displayed in the graphical user interface; wherein the target virtual path is any virtual path among the virtual paths.

[0046] The aforementioned specified condition means that the real-time moving position of the target virtual character is located on the target virtual path. Subsequently, based on the positional relationship between the real-time moving position of the target virtual character and the target virtual path, a path area within the target virtual path whose display parameters need to be updated is determined. Alternatively, a path area within the target virtual path that is within the real-time moving position is determined, or a path area within the target virtual path that is within a specified range corresponding to the real-time moving position is determined. Subsequently, the display parameters of the path area are adjusted from the first display parameters to the second display parameters.

[0047] In the above game scene, the virtual road will not be fully exposed in the game field of view. Players will only see the road under their feet during continuous movement. By continuously moving, they can explore the road to the terminal. At the same time, virtual props will be provided in the game scene to illuminate the nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by continuously exploring the virtual path, which enriches the game content, increases the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0048] The method further includes: in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path not satisfying a specified condition, controlling the target virtual character to return to a preset position in the game scene.

[0049] The preset position can be the starting position in the game scene, or the real-time moving position when the specified conditions are not met. Optionally, in response to the real-time moving position of the target virtual character not being on the target virtual path, the target virtual character is controlled to return to the preset position in the game scene. In other words, if the virtual character falls off the virtual path, it will return to the starting position, or the position before the fall.

[0050] A possible implementation of providing at least one virtual prop in the game scene and controlling the movement of at least one virtual prop in the game scene is as follows:

[0051] According to the duration of the game, at least one virtual prop is provided in the game scene, and the at least one virtual prop is controlled to move in the game scene; wherein the duration of the game is positively correlated with the number of virtual props provided.

[0052] The number of virtual props provided in the game scene increases as the duration of the game match increases. Optionally, at the start of a game match, the number of virtual props provided is positively correlated with the number of virtual paths provided. In other words, the more virtual paths there are, the more virtual props there are. In this approach, the number of virtual props increases as the duration of the game match increases, gradually providing players with more visible virtual paths and further improving the time it takes for players to quickly reach their target location.

[0053] The above steps of determining a first virtual path near the real-time moving position of at least one virtual prop in the game scene, and controlling the adjustment of display parameters of at least a portion of the first virtual path from the first display parameters to the second display parameters, may be performed in one possible manner:

[0054] In response to a first preset range corresponding to the real-time moving position of the virtual prop in the game scene including a first path area in the virtual path, controlling a display parameter of the first path area to be adjusted from a first display parameter to a second display parameter;

[0055] The method further includes: in response to the virtual prop leaving the first path area, controlling the display parameter of the first path area to be adjusted from the second display parameter to the first display parameter, so that the first path area is hidden in the graphical user interface.

[0056] The above-mentioned virtual props are provided with a first preset special effect, which is used to indicate a first preset range. In response to the fact that the first preset range corresponding to the real-time moving position of the virtual props in the game scene does not include the first path area in the virtual path, the display parameters of the first path area are controlled to be adjusted from the second display parameters to the first display parameters. Exemplarily, as shown in FIG3 , a circular special effect will be displayed with the virtual prop (represented by a triangle in the figure) as the center, and the first path area within the circular range will be displayed (the path display is represented by black in the figure). Similarly, when the virtual props leave the first path area, the first path area will also be controlled to be hidden.

[0057] A possible implementation of the step of controlling the adjustment of display parameters of at least a portion of the target virtual path from a first display parameter to a second display parameter in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path satisfying a specified condition is as follows:

[0058] In response to the real-time moving position of the target virtual character being located on the target virtual path, and the second path area being included in the second preset range corresponding to the real-time moving position, controlling the display parameters of the second path area to be adjusted from the first display parameters to the second display parameters, so that the second path area is displayed in the graphical user interface;

[0059] The method further includes: in response to the target virtual character leaving the second path area, controlling the display parameter of the second path area to adjust from the second display parameter to the first display parameter, so that the second path area is hidden in the graphical user interface.

[0060] The aforementioned avatar is configured with a second preset special effect, which is used to indicate a second preset range. For example, as shown in FIG4 , a circular special effect is displayed with the avatar (represented by a hexagon in the figure) as the center, and the second path area within the circular range is displayed (the path display is represented by black in the figure). Similarly, when the avatar leaves the second path area, the second path area is also hidden.

[0061] A possible implementation of the step of controlling the display parameters of the second path area to adjust from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface is as follows: controlling the display parameters of the second path area to adjust from the first display parameters to the second display parameters in a first preset manner so that the second path area is gradually displayed in the graphical user interface;

[0062] The above-mentioned step of controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters so as to hide the second path area in the graphical user interface, a possible implementation method is: controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters in a second preset manner so as to gradually hide the second path area in the graphical user interface.

[0063] The above-mentioned first preset method and the above-mentioned second preset method may be the same or different. Optionally, the display parameters of each area position in the second path area are adjusted from the first display parameters to the second display parameters in a preset order. For example, the display parameters of the second path area are adjusted from the first display parameters to the second display parameters in an order from the center position to the edge position. The adjustment speed may be preset. Similarly, the display parameters of each area position in the second path area are adjusted from the second display parameters to the first display parameters in a preset order. For example, the display parameters of the second path area are adjusted from the second display parameters to the first display parameters in an order from the center position to the edge position. The adjustment speed may be preset. In this method, controlling the second path area to be gradually displayed and hidden can improve the sense of the game picture.

[0064] The above-mentioned step of controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters in response to the target virtual character leaving the second path area, a possible implementation method is: in response to the target virtual character leaving the second path area and after a first preset time has passed, controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters.

[0065] The first preset time is usually set based on game requirements, such as 2 seconds or 3 seconds. That is, when the target avatar leaves the second path area, the second path area will not be hidden immediately, but will gradually hide after the first preset time has passed. This allows players to display more virtual paths.

[0066] A possible implementation of the above step of providing multiple virtual paths to the target location in the game scene is as follows: determining multiple virtual paths to the target location from virtual paths pre-configured for the game match;

[0067] Optionally, path parameters of a pre-configured virtual path are determined based on relevant information of at least one virtual character; and multiple virtual paths leading to the target location are determined based on the path parameters of the virtual path.

[0068] The above-mentioned relevant information usually includes the designated virtual path provided by the virtual character when participating in the game in the past, etc. The path parameters of the pre-configured virtual path are calculated based on the designated virtual path provided when participating in the game in the past; among them, the path parameter of the designated virtual path in the pre-configured virtual path is smaller, and the path parameters of other virtual paths in the pre-configured virtual path except the designated virtual path are larger, and multiple virtual paths leading to the target location are determined from the virtual paths with larger path parameters.

[0069] Alternatively, the above-mentioned relevant information usually includes the designated virtual path provided by the virtual character when participating in the game in the past, and the number of times the designated virtual path was provided, etc., and the path parameters of the pre-configured virtual path are calculated based on the designated virtual path provided when participating in the game in the past and the number of times the designated virtual path was provided; wherein, the path parameters of the designated virtual path in the pre-configured virtual path are in order from most to least number of times, and the path parameters are in order from small to large, and the path parameters of other virtual paths in the pre-configured virtual path except the designated virtual path are larger, and multiple virtual paths leading to the target location are determined from the pre-configured virtual paths in order from large to small path parameters.

[0070] In the above method, in order to prevent players from playing the game multiple times and remembering the virtual path in the game scene, a virtual path different from the last time the virtual character was played will be provided to the virtual character based on the relevant information of the virtual character, so that the player has a different gaming experience each time.

[0071] The above-mentioned virtual characters and virtual props are pre-configured with triggers; the triggers are configured to: in response to the target path area being included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and display instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the first display parameters to the second display parameters through the designated game module; the triggers are also configured to: in response to the target path area being not included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and hiding instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the second display parameters to the first display parameters through the designated game module.

[0072] That is, when the game is actually running, the path area between the virtual character and virtual props and the virtual path is displayed and hidden by triggers. The trigger sends the area information of the target path area and the display or hide command to control the display or hiding of the virtual path.

[0073] The above method also includes: in the game editing stage, displaying the game editing scene and editing controls; creating multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene according to the editing controls.

[0074] In the game editing scene, players can respond to the editing operations on the editing controls and place multiple plot components in the game editing scene to form multiple virtual paths leading to the target location. You can also place multiple virtual props on the virtual path. You can also edit the display parameters of the virtual path and the prop parameters of the virtual props. For example, clicking on the virtual path displays the first editing page, which includes the initial display parameter edit box, and enter the first display parameter in the initial display parameter edit box. For example, clicking on the virtual prop displays the second editing page, which includes the display time edit box, the moving path edit box, etc. In the time edit box, enter the display time (for example, 0 seconds, which means it will be displayed at the beginning of the game, for example, 10 seconds, which means it will be displayed 10 seconds after the start of the game), and in the moving path edit box, you can enter random or set the moving path. Specifically, you can set the moving path by setting the runner, and you can also set the moving time, moving speed and moving time of the moving path.

[0075] The above-mentioned editing control includes a plot component and a prop component; according to the editing control, a possible implementation method of creating multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene is as follows:

[0076] In response to a first sliding operation on a plurality of land components, the plurality of land components are arranged in a first specified manner in the game editing scene so that the plurality of land components form a plurality of virtual paths leading to a target location; in response to a second sliding operation on a plurality of prop components, the plurality of prop components are arranged on the land components in a second specified manner. In response to a first editing operation on a first trigger, a first trigger range of the first trigger is configured, a first update method for display parameters of land components within the first trigger range is configured, and a second update method for display parameters of land components outside the first trigger range is configured.

[0077] A first trigger is provided in the above-mentioned prop component; the above-mentioned method also includes: responding to a first editing operation on the prop component, configuring the display time of the prop component, and configuring the movement mode of the prop component through the motion device; the movement mode can be random or a fixed movement path, and usually different prop components have different movement paths.

[0078] The first updating mode may be adjusting from the first display parameter to the second display parameter, and of course may also include a first adjustment speed, a first adjustment time, etc. The second updating mode may be adjusting from the second display parameter to the first display parameter, and of course may also include a second adjustment speed, a second adjustment time, etc.

[0079] The above-mentioned editing control also includes a second trigger; the above-mentioned method also includes: configuring the initial display parameters of the virtual path to be the first display parameters, so that the land components included in the virtual path are hidden and displayed in the game running scene; in response to the second editing operation for the second trigger, configuring the second trigger range of the second trigger, and configuring a third update method for the display parameters of the land components within the second trigger range, and a fourth update method for the display parameters of the land components outside the second trigger range.

[0080] The second trigger is typically set on the avatar. The third update method can be adjusting from the first display parameter to the second display parameter, and can also include a third adjustment speed, a third adjustment time, etc. The fourth update method can be adjusting from the second display parameter to the first display parameter, and can also include a fourth adjustment speed, a fourth adjustment time, etc.

[0081] Corresponding to the above method embodiment, an embodiment of the present disclosure provides a game control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, the game scene including at least one virtual character and a target location, and the at least one virtual character includes a first virtual character controlled by the terminal device. As shown in FIG5 , the device includes:

[0082] A game start module 51 is configured to, in response to a game game start instruction, provide multiple virtual paths leading to a target location in the game scene, and configure display parameters of each virtual path to be a first display parameter so that each virtual path is invisible in the game scene;

[0083] The prop providing module 52 is configured to provide at least one virtual prop in the game scene and control the movement of the at least one virtual prop in the game scene;

[0084] The prop control module 53 is configured to determine a first virtual path near the real-time moving position of at least one virtual prop in the game scene, and control the adjustment of display parameters of at least a portion of the first virtual path from the first display parameter to the second display parameter, so that at least the portion of the first virtual path is displayed in the graphical user interface;

[0085] The character control module 54 is configured to respond to a movement control instruction for a target virtual character and control the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths;

[0086] The game ending module 55 is configured to control the ending of the game game in response to a game game ending event.

[0087] The present disclosure provides a game control device, which, in response to a game match start instruction, provides multiple virtual paths leading to target locations in a game scene, and configures the display parameters of each virtual path to be a first display parameter, so that each virtual path is invisible in the game scene; provides at least one virtual prop in the game scene, and controls the at least one virtual prop to move in the game scene; determines a first virtual path near the real-time moving position of the at least one virtual prop in the game scene, and controls the display parameters of at least a part of the first virtual path to be adjusted from the first display parameter to the second display parameter, so that at least a part of the first virtual path is displayed in a graphical user interface; responds to a movement control instruction for a target virtual character, controls the target virtual character to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; and controls the end of the game match in response to a game match end event. In this type of game scene, the virtual road will not be completely exposed to the game field of view. Virtual props will also be provided in the game scene to illuminate nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by constantly exploring the virtual path, so as to enrich the game content, increase players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0088] The above-mentioned character control module is also configured to: when the target virtual character moves in the game scene, in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path meeting the specified conditions, control the display parameters of at least part of the target virtual path to be adjusted from the first display parameters to the second display parameters, so that at least part of the target virtual path is displayed in the graphical user interface; wherein, the target virtual path is any virtual path among the virtual paths.

[0089] The character control module is further configured to: in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path not satisfying a specified condition, control the target virtual character to return to a preset position in the game scene.

[0090] The above-mentioned prop control module is also configured to: provide at least one virtual prop in the game scene according to the game duration of the game, and control the movement of at least one virtual prop in the game scene; wherein the game duration is positively correlated with the number of virtual props provided.

[0091] The above-mentioned game control module is also configured to: in response to the first preset range corresponding to the real-time moving position of the virtual prop in the game scene including the first path area in the virtual path, control the display parameters of the first path area to be adjusted from the first display parameters to the second display parameters; the method also includes: in response to the virtual prop leaving the first path area, control the display parameters of the first path area to be adjusted from the second display parameters to the first display parameters, so that the first path area is hidden in the graphical user interface.

[0092] The above-mentioned character control module is also configured to: in response to the real-time moving position of the target virtual character being located on the target virtual path, and the second path area being included in the second preset range corresponding to the real-time moving position, control the display parameters of the second path area to be adjusted from the first display parameters to the second display parameters, so that the second path area is displayed in the graphical user interface; the method also includes: in response to the target virtual character leaving the second path area, control the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters, so that the second path area is hidden in the graphical user interface.

[0093] The above-mentioned character control module is also configured to: control the display parameters of the second path area to be adjusted from the first display parameters to the second display parameters in a first preset manner, so that the second path area is gradually displayed in the graphical user interface; the step of controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters, so that the second path area is hidden in the graphical user interface, includes: controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters in a second preset manner, so that the second path area is gradually hidden in the graphical user interface.

[0094] The character control module is further configured to: in response to the target virtual character leaving the second path area and after a first preset time, control the display parameters of the second path area to adjust from the second display parameters to the first display parameters.

[0095] The above display parameters are transparent parameters.

[0096] The virtual prop is provided with a first preset special effect, and the first preset special effect is used to indicate a first preset range.

[0097] The target virtual character is provided with a second preset special effect, and the second preset special effect is used to indicate a second preset range.

[0098] The game start module is further configured to: determine multiple virtual paths leading to the target location from virtual paths pre-configured for the game game; wherein different virtual paths have different path lengths.

[0099] The game start module is further configured to: determine path parameters of a pre-configured virtual path based on relevant information of at least one virtual character; and determine multiple virtual paths leading to the target location based on the path parameters of the virtual path.

[0100] As mentioned above, at the beginning of the game, the number of virtual props provided is positively correlated with the number of virtual paths provided.

[0101] The above-mentioned virtual characters and virtual props are pre-configured with triggers; the triggers are configured to: in response to the target path area being included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and display instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the first display parameters to the second display parameters through the designated game module; the triggers are also configured to: in response to the target path area being not included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and hiding instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the second display parameters to the first display parameters through the designated game module.

[0102] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character arrive at the target location within a second preset time, and the game match duration meets the second preset time.

[0103] The above-mentioned device also includes: a game editing module, which is configured to: display a game editing scene and editing controls during the game editing stage; and create multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene according to the editing controls.

[0104] The above-mentioned game editing module is also configured to: respond to a first sliding operation on multiple land components, place the multiple land components in the game editing scene according to a first specified method, so that the multiple land components form multiple virtual paths leading to the target location; respond to a second sliding operation on multiple prop components, place the multiple prop components on the land components according to a second specified method.

[0105] The prop component is provided with a first trigger; the apparatus further comprises a first trigger editing module, which is configured to: in response to a first editing operation on the prop component, configure the display time of the prop component, and configure the movement mode of the prop component through the movement device; in response to a first editing operation on the first trigger, configure a first trigger range of the first trigger, and configure a first update mode for display parameters of the plot component within the first trigger range, and a second update mode for display parameters of the plot component outside the first trigger range.

[0106] The above-mentioned editing control also includes a second trigger; the above-mentioned device also includes a second trigger editing module, which is configured to: configure the initial display parameters of the virtual path to be the first display parameters, so that the land components included in the virtual path are hidden and displayed in the game running scene; in response to the second editing operation for the second trigger, configure the second trigger range of the second trigger, and configure a third update method for the display parameters of the land components within the second trigger range, and a fourth update method for the display parameters of the land components outside the second trigger range.

[0107] The game control device provided in the embodiment of the present disclosure has the same technical features as the game control method provided in the above embodiment, and therefore can also solve the same technical problems and achieve the same technical effects.

[0108] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game control method. The electronic device can be a server or a terminal device.

[0109] As shown in FIG6 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores machine-executable instructions that can be executed by the processor 100 . The processor 100 executes the machine-executable instructions to implement the above-mentioned game control method.

[0110] Furthermore, the electronic device shown in FIG6 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0111] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 6, but it does not mean that there is only one bus or one type of bus.

[0112] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0113] The processor in the electronic device can implement the following operations in the game control method by executing machine-executable instructions:

[0114] In response to a game match start instruction, multiple virtual paths leading to a target location are provided in the game scene, and the display parameters of each virtual path are configured as a first display parameter so that each virtual path is invisible in the game scene; at least one virtual prop is provided in the game scene, and the at least one virtual prop is controlled to move in the game scene; according to the real-time moving position of the at least one virtual prop in the game scene, a first virtual path near the real-time moving position is determined, and the display parameters of at least a part of the first virtual path are controlled to be adjusted from the first display parameter to the second display parameter so that at least a part of the first virtual path is displayed in the graphical user interface; in response to a movement control instruction for a target virtual character, the target virtual character is controlled to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; in response to a game match end event, the game match is controlled to end.

[0115] In this type of game scene, the virtual road will not be completely exposed to the game field of view. Virtual props will also be provided in the game scene to illuminate nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by constantly exploring the virtual path, so as to enrich the game content, increase players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0116] After responding to a movement control instruction for the target virtual character and controlling the target virtual character to move in the game scene, the method includes: when the target virtual character moves in the game scene, in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path satisfying a specified condition, controlling the display parameters of at least a part of the target virtual path to be adjusted from a first display parameter to a second display parameter, so that at least a part of the target virtual path is displayed in the graphical user interface; wherein the target virtual path is any virtual path among the virtual paths.

[0117] In the above game scene, the virtual road will not be fully exposed in the game field of view. Players will only see the road under their feet during continuous movement. By continuously moving, they can explore the road to the terminal. At the same time, virtual props will be provided in the game scene to illuminate the nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by continuously exploring the virtual path. This enriches the game content, increases the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0118] The method further includes: in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path not satisfying a specified condition, controlling the target virtual character to return to a preset position in the game scene.

[0119] The above-mentioned steps of providing at least one virtual prop in the game scene and controlling the movement of at least one virtual prop in the game scene include: providing at least one virtual prop in the game scene and controlling the movement of at least one virtual prop in the game scene according to the game duration of the game; wherein the game duration is positively correlated with the number of virtual props provided.

[0120] The above-mentioned steps of determining a first virtual path near the real-time moving position of at least one virtual prop in the game scene, and controlling the adjustment of display parameters of at least a portion of the first virtual path from the first display parameters to the second display parameters, include: in response to a first preset range corresponding to the real-time moving position of the virtual prop in the game scene including a first path area in the virtual path, controlling the adjustment of display parameters of the first path area from the first display parameters to the second display parameters; the method also includes: in response to the virtual prop leaving the first path area, controlling the adjustment of display parameters of the first path area from the second display parameters to the first display parameters, so that the first path area is hidden in the graphical user interface.

[0121] The above-mentioned step of controlling the display parameters of at least a part of the target virtual path to be adjusted from the first display parameters to the second display parameters in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path satisfying the specified conditions includes: in response to the real-time moving position of the target virtual character being on the target virtual path and the second path area being included in the second preset range corresponding to the real-time moving position, controlling the display parameters of the second path area to be adjusted from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface; the method also includes: in response to the target virtual character leaving the second path area, controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters so that the second path area is hidden in the graphical user interface.

[0122] The above-mentioned step of controlling the display parameters of the second path area to adjust from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface includes: controlling the display parameters of the second path area to adjust from the first display parameters to the second display parameters in a first preset manner so that the second path area is gradually displayed in the graphical user interface; the step of controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters so that the second path area is hidden in the graphical user interface includes: controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters in a second preset manner so that the second path area is gradually hidden in the graphical user interface.

[0123] The above-mentioned step of controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters in response to the target virtual character leaving the second path area includes: in response to the target virtual character leaving the second path area and after a first preset time has passed, controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters.

[0124] The above display parameters are transparent parameters.

[0125] The virtual prop is provided with a first preset special effect, and the first preset special effect is used to indicate a first preset range.

[0126] The target virtual character is provided with a second preset special effect, and the second preset special effect is used to indicate a second preset range.

[0127] The above-mentioned step of providing multiple virtual paths leading to the target location in the game scene includes: determining multiple virtual paths leading to the target location from virtual paths pre-configured for the game match; wherein different virtual paths have different path lengths.

[0128] The above-mentioned step of determining multiple virtual paths leading to the target location from the virtual paths pre-configured for the game match includes: determining the path parameters of the pre-configured virtual paths based on relevant information of at least one virtual character; and determining multiple virtual paths leading to the target location based on the path parameters of the virtual paths.

[0129] As mentioned above, at the beginning of the game, the number of virtual props provided is positively correlated with the number of virtual paths provided.

[0130] The above-mentioned virtual characters and virtual props are pre-configured with triggers; the triggers are configured to: in response to the target path area being included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and display instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the first display parameters to the second display parameters through the designated game module; the triggers are also configured to: in response to the target path area being not included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and hiding instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the second display parameters to the first display parameters through the designated game module.

[0131] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character arrive at the target location within a second preset time, and the game match duration meets the second preset time.

[0132] The above method also includes: in the game editing stage, displaying the game editing scene and editing controls; creating multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene according to the editing controls.

[0133] The above-mentioned editing control includes a land component and a prop component; according to the editing control, the steps of creating multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene include: responding to a first sliding operation on multiple land components, placing the multiple land components in the game editing scene according to a first specified method, so that the multiple land components form multiple virtual paths leading to the target location; responding to a second sliding operation on multiple prop components, placing the multiple prop components on the land components according to a second specified method.

[0134] A first trigger is provided in the above-mentioned prop component; the method further includes: in response to a first editing operation on the prop component, configuring the display time of the prop component, and configuring the movement mode of the prop component through the movement device; in response to a first editing operation on the first trigger, configuring a first trigger range of the first trigger, and configuring a first update mode for display parameters of the plot component within the first trigger range, and a second update mode for display parameters of the plot component outside the first trigger range.

[0135] The above-mentioned editing control also includes a second trigger; the method also includes: configuring the initial display parameters of the virtual path to be the first display parameters, so that the land components included in the virtual path are hidden and displayed in the game running scene; in response to the second editing operation for the second trigger, configuring the second trigger range of the second trigger, and configuring a third update method for the display parameters of the land components within the second trigger range, and a fourth update method for the display parameters of the land components outside the second trigger range.

[0136] This embodiment further provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game control method.

[0137] The machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the game control method by executing the machine-executable instructions:

[0138] In response to a game match start instruction, multiple virtual paths leading to a target location are provided in the game scene, and the display parameters of each virtual path are configured as a first display parameter so that each virtual path is invisible in the game scene; at least one virtual prop is provided in the game scene, and the at least one virtual prop is controlled to move in the game scene; according to the real-time moving position of the at least one virtual prop in the game scene, a first virtual path near the real-time moving position is determined, and the display parameters of at least a part of the first virtual path are controlled to be adjusted from the first display parameter to the second display parameter so that at least a part of the first virtual path is displayed in the graphical user interface; in response to a movement control instruction for a target virtual character, the target virtual character is controlled to move in the game scene, wherein the target virtual character is any virtual character among the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; in response to a game match end event, the game match is controlled to end.

[0139] In this type of game scene, the virtual road will not be completely exposed to the game field of view. Virtual props will also be provided in the game scene to illuminate nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by constantly exploring the virtual path, so as to enrich the game content, increase players' interest in the game and their gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0140] After responding to a movement control instruction for the target virtual character and controlling the target virtual character to move in the game scene, the method includes: when the target virtual character moves in the game scene, in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path satisfying a specified condition, controlling the display parameters of at least a part of the target virtual path to be adjusted from a first display parameter to a second display parameter, so that at least a part of the target virtual path is displayed in the graphical user interface; wherein the target virtual path is any virtual path among the virtual paths.

[0141] In the above game scene, the virtual road will not be fully exposed in the game field of view. Players will only see the road under their feet during continuous movement. By continuously moving, they can explore the road to the terminal. At the same time, virtual props will be provided in the game scene to illuminate the nearby virtual paths. In the game scene where everything is unknown, players can use virtual props to understand part of the virtual path and complete the game by continuously exploring the virtual path. This enriches the game content, increases the player's interest in the game and the player's gaming experience, thereby increasing the number of game users and avoiding waste of game server resources.

[0142] The method further includes: in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path not satisfying a specified condition, controlling the target virtual character to return to a preset position in the game scene.

[0143] The above-mentioned steps of providing at least one virtual prop in the game scene and controlling the movement of at least one virtual prop in the game scene include: providing at least one virtual prop in the game scene and controlling the movement of at least one virtual prop in the game scene according to the game duration of the game; wherein the game duration is positively correlated with the number of virtual props provided.

[0144] The above-mentioned steps of determining a first virtual path near the real-time moving position of at least one virtual prop in the game scene and controlling the adjustment of display parameters of at least a portion of the first virtual path from the first display parameters to the second display parameters include: in response to a first preset range corresponding to the real-time moving position of the virtual prop in the game scene including a first path area in the virtual path, controlling the adjustment of display parameters of the first path area from the first display parameters to the second display parameters; the method also includes: in response to the virtual prop leaving the first path area, controlling the adjustment of display parameters of the first path area from the second display parameters to the first display parameters, so that the first path area is hidden in the graphical user interface.

[0145] The above-mentioned step of controlling the display parameters of at least a part of the target virtual path to be adjusted from the first display parameters to the second display parameters in response to the positional relationship between the real-time moving position of the target virtual character and the target virtual path satisfying the specified conditions includes: in response to the real-time moving position of the target virtual character being on the target virtual path and the second path area being included in the second preset range corresponding to the real-time moving position, controlling the display parameters of the second path area to be adjusted from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface; the method also includes: in response to the target virtual character leaving the second path area, controlling the display parameters of the second path area to be adjusted from the second display parameters to the first display parameters so that the second path area is hidden in the graphical user interface.

[0146] The above-mentioned step of controlling the display parameters of the second path area to adjust from the first display parameters to the second display parameters so that the second path area is displayed in the graphical user interface includes: controlling the display parameters of the second path area to adjust from the first display parameters to the second display parameters in a first preset manner so that the second path area is gradually displayed in the graphical user interface; the step of controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters so that the second path area is hidden in the graphical user interface includes: controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters in a second preset manner so that the second path area is gradually hidden in the graphical user interface.

[0147] The above-mentioned step of controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters in response to the target virtual character leaving the second path area includes: in response to the target virtual character leaving the second path area and after a first preset time has passed, controlling the display parameters of the second path area to adjust from the second display parameters to the first display parameters.

[0148] The above display parameters are transparent parameters.

[0149] The virtual prop is provided with a first preset special effect, and the first preset special effect is used to indicate a first preset range.

[0150] The target virtual character is provided with a second preset special effect, and the second preset special effect is used to indicate a second preset range.

[0151] The above-mentioned step of providing multiple virtual paths leading to the target location in the game scene includes: determining multiple virtual paths leading to the target location from virtual paths pre-configured for the game match; wherein different virtual paths have different path lengths.

[0152] The above-mentioned step of determining multiple virtual paths leading to the target location from the virtual paths pre-configured for the game match includes: determining the path parameters of the pre-configured virtual paths based on relevant information of at least one virtual character; and determining multiple virtual paths leading to the target location based on the path parameters of the virtual paths.

[0153] As mentioned above, at the beginning of the game, the number of virtual props provided is positively correlated with the number of virtual paths provided.

[0154] The above-mentioned virtual characters and virtual props are pre-configured with triggers; the triggers are configured to: in response to the target path area being included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and display instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the first display parameters to the second display parameters through the designated game module; the triggers are also configured to: in response to the target path area being not included in the trigger range corresponding to the pre-configured trigger of the virtual character or virtual prop, the area information and hiding instructions corresponding to the target path area are sent to the designated game module through the trigger, and the display parameters of the target path area are controlled to be adjusted from the second display parameters to the first display parameters through the designated game module.

[0155] The game match ending event includes the following events: a preset number of virtual characters among at least one virtual character arrive at the target location within a second preset time, and the game match duration meets the second preset time.

[0156] The above method also includes: in the game editing stage, displaying the game editing scene and editing controls; creating multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene according to the editing controls.

[0157] The above-mentioned editing control includes a land component and a prop component; according to the editing control, the steps of creating multiple virtual paths leading to the target location and at least one virtual prop in the game editing scene include: responding to a first sliding operation on multiple land components, placing the multiple land components in the game editing scene according to a first specified method, so that the multiple land components form multiple virtual paths leading to the target location; responding to a second sliding operation on multiple prop components, placing the multiple prop components on the land components according to a second specified method.

[0158] A first trigger is provided in the above-mentioned prop component; the method further includes: in response to a first editing operation on the prop component, configuring the display time of the prop component, and configuring the movement mode of the prop component through the movement device; in response to a first editing operation on the first trigger, configuring a first trigger range of the first trigger, and configuring a first update mode for display parameters of the plot component within the first trigger range, and a second update mode for display parameters of the plot component outside the first trigger range.

[0159] The above-mentioned editing control also includes a second trigger; the method also includes: configuring the initial display parameters of the virtual path to be the first display parameters, so that the land components included in the virtual path are hidden and displayed in the game running scene; in response to the second editing operation for the second trigger, configuring the second trigger range of the second trigger, and configuring a third update method for the display parameters of the land components within the second trigger range, and a fourth update method for the display parameters of the land components outside the second trigger range.

[0160] The computer program products of the game control methods, devices, electronic devices, and systems provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0161] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0162] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0163] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0164] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0165] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A game control method, which provides a graphical user interface through a terminal device. At least part of a game scene is displayed in the graphical user interface. The game scene includes at least one virtual character and a target position. The at least one virtual character includes a first virtual character controlled by the terminal device. The method includes: In response to a game round start instruction, provide multiple virtual paths leading to the target position in the game scene, and configure the display parameters of each virtual path as first display parameters, so that each virtual path is invisible in the game scene; Provide at least one virtual item in the game scene, and control the at least one virtual item to move in the game scene; According to the real-time moving position of the at least one virtual item in the game scene, determine the first virtual path near the real-time moving position, and control to adjust the display parameters of at least part of the first virtual path from the first display parameters to the second display parameters, so that at least part of the first virtual path is displayed in the graphical user interface; In response to a movement control instruction for a target virtual character, control the target virtual character to move in the game scene, where the target virtual character is any one of the at least one virtual character, and the first virtual path is any one of the multiple virtual paths; In response to a game round end event, control to end the game round.

2. The method according to claim 1, wherein, After the step of, in response to a movement control instruction for a target virtual character, controlling the target virtual character to move in the game scene, the method includes: When the target virtual character moves in the game scene, in response to the position relationship between the real-time moving position of the target virtual character and a target virtual path satisfying a specified condition, control to adjust the display parameters of at least part of the target virtual path from the first display parameters to the second display parameters, so that at least part of the target virtual path is displayed in the graphical user interface; Wherein, the target virtual path is any one of the multiple virtual paths.

3. The method according to claim 2, wherein, The method further includes: In response to the position relationship between the real-time moving position of the target virtual character and the target virtual path not satisfying the specified condition, control the target virtual character to return to a preset position in the game scene.

4. The method according to claim 1, wherein The step of providing at least one virtual item in the game scene and controlling the at least one virtual item to move in the game scene includes: According to the duration of the game round, provide at least one virtual item in the game scene, and control the at least one virtual item to move in the game scene; Wherein, the duration of the game round is positively correlated with the number of virtual items provided.

5. The method according to claim 1, wherein The step of, according to the real-time moving position of the at least one virtual item in the game scene, determining the first virtual path near the real-time moving position, and controlling to adjust the display parameters of at least part of the first virtual path from the first display parameters to the second display parameters includes: In response to a first path area in a virtual path being included within a first preset range corresponding to a real-time movement position of the virtual item in the game scene, controlling to adjust a display parameter of the first path area from the first display parameter to the second display parameter; The method further includes: In response to the virtual item leaving the first path area, controlling to adjust the display parameter of the first path area from the second display parameter to the first display parameter, so that the first path area is hidden in the graphical user interface.

6. The method according to claim 2, wherein The step of, in response to a positional relationship between a real-time movement position of the target virtual character and a target virtual path satisfying a specified condition, controlling to adjust a display parameter of at least a part of the target virtual path from the first display parameter to the second display parameter, includes: In response to the real-time movement position of the target virtual character being located on the target virtual path and a second path area included within a second preset range corresponding to the real-time movement position, controlling the display parameter of the second path area to be adjusted from the first display parameter to the second display parameter, so that the second path area is displayed in the graphical user interface; The method further includes: In response to the target virtual character leaving the second path area, controlling the display parameter of the second path area to be adjusted from the second display parameter to the first display parameter, so that the second path area is hidden in the graphical user interface.

7. The method according to claim 6, wherein, The step of controlling the display parameter of the second path area to be adjusted from the first display parameter to the second display parameter, so that the second path area is displayed in the graphical user interface, includes: Controlling the display parameter of the second path area to be adjusted from the first display parameter to the second display parameter in a first preset manner, so that the second path area is gradually displayed in the graphical user interface; The step of controlling the display parameter of the second path area to be adjusted from the second display parameter to the first display parameter, so that the second path area is hidden in the graphical user interface, includes: Controlling the display parameter of the second path area to be adjusted from the second display parameter to the first display parameter in a second preset manner, so that the second path area is gradually hidden in the graphical user interface.

8. The method according to claim 6, wherein, The step of, in response to the target virtual character leaving the second path area, controlling the display parameter of the second path area to be adjusted from the second display parameter to the first display parameter, includes: In response to the target virtual character leaving the second path area and after a first preset time, controlling the display parameter of the second path area to be adjusted from the second display parameter to the first display parameter.

9. The method according to claim 1, wherein, The display parameter is a transparency parameter.

10. The method according to claim 5, wherein The virtual item is provided with a first preset special effect, and the first preset special effect is used to indicate the first preset range.

11. The method according to claim 6, wherein, The target virtual character is provided with a second preset special effect, and the second preset special effect is used to indicate the second preset range.

12. The method according to claim 1, wherein, The step of providing a plurality of virtual paths leading to the target position in the game scene includes: Determine multiple virtual paths leading to the target location from the virtual paths pre-configured in the game session; wherein, the path lengths of different virtual paths are different.

13. The method according to claim 12, wherein, The step of determining multiple virtual paths leading to the target location from the virtual paths pre-configured in the game session includes: Determine the path parameters of the pre-configured virtual paths according to the relevant information of the at least one virtual character; Determine the multiple virtual paths leading to the target location according to the path parameters of the virtual paths.

14. The method according to claim 1, wherein At the start of the game session, the number of the provided virtual items is positively correlated with the number of the provided virtual paths.

15. The method according to claim 1, wherein The virtual character and the virtual item are pre-configured with triggers; The trigger is used for: in response to the target path area being included in the trigger range corresponding to the trigger pre-configured for the virtual character or the virtual item, sending the area information and the display instruction corresponding to the target path area to the specified game module through the trigger, and controlling, through the specified game module, the display parameters of the target path area to be adjusted from the first display parameter to the second display parameter; The trigger is further used for: in response to the target path area not being included in the trigger range corresponding to the trigger pre-configured for the virtual character or the virtual item, sending the area information and the hiding instruction corresponding to the target path area to the specified game module through the trigger, and controlling, through the specified game module, the display parameters of the target path area to be adjusted from the second display parameter to the first display parameter.

16. The method according to claim 1, wherein, The game session end event includes the following events: a preset number of virtual characters among the at least one virtual character reach the target location within a second preset time, and the duration of the game session meets the second preset time.

17. The method according to claim 1, wherein, The method further includes: In the game editing stage, display the game editing scene and editing controls; Create multiple virtual paths leading to the target location and at least one virtual item in the game editing scene according to the editing controls.

18. The method according to claim 17, wherein The editing controls include a plot component and a prop component; The step of creating multiple virtual paths leading to the target location and at least one virtual item in the game editing scene according to the editing controls includes: In response to a first sliding operation on multiple plot components, arrange the multiple plot components in the game editing scene in a first specified manner so that the multiple plot components form multiple virtual paths leading to the target location; In response to a second sliding operation on multiple prop components, arrange the multiple prop components on the plot components in a second specified manner.

19. The method according to claim 18, wherein, A first trigger is set in the prop component; the method further includes: In response to a first editing operation on the prop component, configure the display time of the prop component and configure the movement mode of the prop component through a mover; In response to a first editing operation for the first trigger, configure a first trigger range of the first trigger, and configure a first update method for display parameters of plot components located within the first trigger range, and a second update method for display parameters of plot components outside the first trigger range.

20. The method according to claim 18, wherein The editing control further includes a second trigger; the method further includes: Configure initial display parameters of the virtual path as first display parameters, so that plot components included in the virtual path are hidden in the game running scene; In response to a second editing operation for the second trigger, configure a second trigger range of the second trigger, and configure a third update method for display parameters of plot components located within the second trigger range, and a fourth update method for display parameters of plot components outside the second trigger range.

21. A game control device provides a graphical user interface through a terminal device. At least part of a game scene is displayed in the graphical user interface. The game scene includes at least one virtual character and a target position. The at least one virtual character includes a first virtual character controlled by the terminal device. The device includes: A game start module, configured to respond to a game start instruction, provide multiple virtual paths leading to the target position in the game scene, and configure display parameters of each virtual path as first display parameters, so that each virtual path is invisible in the game scene; A prop providing module, configured to provide at least one virtual prop in the game scene and control the at least one virtual prop to move in the game scene; A prop control module, configured to determine a first virtual path near the real-time movement position according to the real-time movement position of the at least one virtual prop in the game scene, and control to adjust display parameters of at least a part of the first virtual path from the first display parameters to the second display parameters, so that at least a part of the first virtual path is displayed in the graphical user interface; A character control module, configured to respond to a movement control instruction for a target virtual character and control the target virtual character to move in the game scene, where the target virtual character is any one of the at least one virtual character, and the first virtual path is any virtual path among the virtual paths; A game end module, configured to respond to a game end event and control to end the game.

22. An electronic device includes a processor and a memory. The memory stores computer executable instructions that can be executed by the processor. The processor executes the computer executable instructions to implement the game control method according to any one of claims 1-20.

23. A computer-readable storage medium stores computer executable instructions. When the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the game control method according to any one of claims 1-20.

Citation Information

Patent Citations

  • View field mode processing method and device in game, storage medium and terminal equipment

    CN112516592A

  • Virtual scene display method and device, equipment and storage medium

    CN112717390A

  • Information processing method and device in game and electronic terminal

    CN114028816A

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

    CN117298585A

  • Game control method and device and electronic equipment

    CN117942564A