Game character control method and apparatus and electronic device

By configuring a primary skill in the game, the virtual character becomes invisible to enemy characters within the target scene area and changes their movement method, solving the problem of the limited effectiveness of stealth skills, increasing player interest and utilization, and enhancing the gaming experience.

WO2025223108A1PCT designated stage Publication Date: 2025-10-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
PCT/CN2025/083167
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-26
Filing Date
2025-03-18
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

The invisibility skill in existing games has a limited effect, which reduces players' interest in virtual characters with this skill, resulting in low utilization, wasted game resources, and a negative impact on the game experience.

Method used

By configuring the first skill, the virtual character becomes invisible to enemy characters within the target scene area, and the movement method is changed, such as from two-dimensional movement to three-dimensional movement, thus enriching the skill effects.

Benefits of technology

This increases players' interest in and utilization of virtual characters with this skill, avoids wasting game resources, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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    Figure CN2025083167_30102025_PF_FP_ABST
Patent Text Reader

Abstract

A game character control method and apparatus and an electronic device. The method comprises: in response to a first virtual character casting a first skill in a game scene, determining a target scene area in the game scene, configuring characters of a first game faction in the target scene area to be in a state invisible to characters of a second game faction, and configuring the first virtual character in the target scene area to move in a second movement mode. In the method, the first skill configured for the first virtual character can not only configure the characters of the first game faction in a skill range to be invisible to enemy characters, but also change the movement mode of the first virtual character in the target scene area, thus enriching skill effects, improving the interest of players in the first virtual character having the skill and the utilization rate of the first virtual character, avoiding game resource waste, and thus improving the game experience of the players. (FIG. 1)
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Description

Game character control methods, devices and electronic devices

[0001] Cross-references to related applications

[0002] This application claims priority to Chinese Patent Application No. 202410519927.X, filed on April 26, 2024, entitled “Method, Apparatus and Electronic Device for Controlling Characters in a Game”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for controlling characters in a game. Background Technology

[0004] In current games, invisibility is a common character skill. Players can control a virtual character to use this skill, making the character invisible and unattackable during this time. However, in some games, the effect of this invisibility skill is relatively simple, reducing player interest in the virtual character possessing this skill. This results in low utilization of the target virtual character, wasted game resources, and a negative impact on the player experience. Summary of the Invention

[0005] In view of this, the purpose of this disclosure is to provide a method, device and electronic device for controlling characters in a game. The first skill configured on the first virtual character can not only make the first game faction character within the skill range invisible to enemy characters, but also change the movement mode of the first virtual character located in the target scene area, so as to enrich the skill effect, increase the player's interest in the first virtual character with the skill, and increase the utilization rate of the first virtual character, avoid the waste of game resources, and thus improve the player's game experience.

[0006] In a first aspect, embodiments of this disclosure provide a character control method in a game. The game scene includes a first game faction character and a second game faction character. The first game faction character includes at least a first virtual character. The first virtual character is configured with a first skill and a first movement mode. The method includes: in response to the first virtual character casting a first skill in the game scene, determining a target scene area in the game scene, configuring the first game faction character located in the target scene area to be invisible to the second game faction character, and configuring the first virtual character located in the target scene area to move using a second movement mode.

[0007] Secondly, embodiments of this disclosure provide a character control device for a game. The game scene includes characters from a first game faction and characters from a second game faction. The characters from the first game faction include at least a first virtual character. The first virtual character is configured with a first skill and a first movement mode. The device includes: a character control module configured to perform actions in response to the first virtual character casting the first skill in the game scene, determining a target scene area in the game scene, configuring the first game faction character located in the target scene area to be invisible to the second game faction character, and configuring the first virtual character located in the target scene area to move using a second movement mode.

[0008] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the character control method in the game of the first aspect.

[0009] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the character control method in the game of the first aspect.

[0010] The embodiments disclosed herein bring the following beneficial effects:

[0011] This disclosure provides a method, device, and electronic device for controlling characters in a game. In response to a first virtual character casting a first skill in a game scene, a target scene area is determined within the game scene. A first game faction character located in the target scene area is configured to be invisible to a second game faction character, and the first virtual character located in the target scene area is configured to move using a second movement method. In this method, the first skill configured for the first virtual character not only makes the first game faction character within the skill's range invisible to enemy characters, but also changes the movement method of the first virtual character located in the target scene area. This enriches the skill's effects, increases player interest in the first virtual character possessing the skill, and improves the utilization rate of the first virtual character, avoiding waste of game resources and thus enhancing the player's gaming experience.

[0012] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this disclosure, the accompanying drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0015] Figure 1 is a flowchart of a character control method in a game provided in one of the embodiments of this disclosure;

[0016] Figure 2 is a schematic diagram of a graphical user interface provided in one of the embodiments of this disclosure;

[0017] Figure 3 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0018] Figure 4 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0019] Figure 5 is a schematic diagram of another graphical user interface provided in one of the embodiments of this disclosure;

[0020] Figure 6 is a schematic diagram of the structure of a character control device in a game provided in one of the embodiments of this disclosure;

[0021] Figure 7 is a schematic diagram of the structure of an electronic device provided in one of the embodiments of this disclosure. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0023] In current games, invisibility is a common character skill. Players can control a virtual character to execute this skill, making the character invisible and unattackable during the invisibility period. However, the effect of this invisibility skill in related games is relatively simple, reducing player interest in the target virtual character possessing this skill, resulting in low utilization of the target virtual character, wasted game resources, and a negative impact on the player's gaming experience. Therefore, this disclosure provides a character control method, device, and electronic device for games. This technology can be applied to devices such as mobile phones, computers, laptops, computers, tablets, and game consoles.

[0024] In one embodiment of this disclosure, the game character control method can run on a local terminal device or a server. When the game character control method runs 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.

[0025] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of character control methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0026] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0027] In one possible implementation, this disclosure provides a character control method in a game, providing a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device or a client device in a cloud interaction system. The GUI displays at least a portion of the game scene. The game scene includes characters from a first game faction and characters from a second game faction. The first game faction characters include at least a first virtual character, which is configured with a first skill and a first movement method. As shown in Figure 1, the method includes the following steps:

[0028] Step S102: In response to the first virtual character casting the first skill in the game scene, a target scene area is determined in the game scene, the first game faction character located in the target scene area is configured to be invisible to the second game faction character, and the first virtual character located in the target scene area is configured to move in a second movement mode.

[0029] The aforementioned first virtual character can be a virtual character controlled by a first terminal device. For example, the player controlling the first virtual character can trigger the first virtual character to cast a first skill in the game scene by touching a designated control on the screen with their finger; or the player controlling the first virtual character can trigger the first virtual character to cast a first skill in the game scene by clicking a designated control on the screen with a mouse, where the designated control is the skill control corresponding to the first skill; or the player controlling the first virtual character can trigger the first virtual character to cast a first skill in the game scene by pressing a designated key on a keyboard, where the designated key could be a key such as "Q", "W", "E", "R", etc.; or the player controlling the first virtual character can trigger the first virtual character to cast a first skill in the game scene by pressing a designated button on a gamepad, where the designated button could be a key such as "L1", "L2", "R1", "R2", "X", "Y", "B", "A", "Up", "Down", "Left", "Right", etc. For example, the player controlling the first virtual character pushes the joystick in the controller to trigger the first virtual character to release the first skill in the game scene. The joystick can be the left joystick or the right joystick. The left joystick can be pushed up, down, left, right, etc., or the right joystick can be pushed up, down, left, right, etc.

[0030] The aforementioned target scene area typically refers to the effective range of the first skill. Optionally, the target scene area can be determined based on the position of the first virtual character and the effective range of the first skill; for example, the position of the first virtual character can be set as the center of the effective range. Alternatively, the target scene area can be determined based on the skill's casting position and the effective range of the first skill. For example, the skill's casting position can be set as the center of the effective range. The target scene area can be circular, square, rhomboid, etc., and the two-dimensional target scene area can be a three-dimensional scene area.

[0031] The first and second movement methods described above have different movement speeds, with the second movement method having a higher speed than the first. Optionally, the first movement method can be a two-dimensional movement method, while the second movement method can be a three-dimensional movement method. For example, the first movement method involves the character moving using the game scene's terrain as a support surface (walking or running, etc.), while the second movement method involves the character moving within the game scene without a support surface (flying or teleporting, etc.). Optionally, characters from the first game faction located in the target scene area can also be configured to move using the second movement method.

[0032] For example, as shown in Figure 2, the game scene includes a first game faction character A and a first game faction character B, as well as a first virtual character.

[0033] This disclosure provides a character control method in a game. In response to a first virtual character casting a first skill in a game scene, a target scene area is determined within the game scene. A first game faction character located in the target scene area is configured to be invisible to a second game faction character, and the first virtual character located in the target scene area is configured to move using a second movement method. In this method, the first skill configured for the first virtual character not only makes the first game faction character within the skill's range invisible to enemy characters, but also changes the movement method of the first virtual character located in the target scene area. This enriches the skill's effects, increases player interest in the first virtual character possessing the skill, and improves the utilization rate of the first virtual character, avoiding waste of game resources and thus enhancing the player's gaming experience.

[0034] The above method also includes: in response to the first virtual character casting the first skill in the game scene, configuring the first game faction character located in the target scene area to be in an unattackable state and / or unselectable state.

[0035] This can be understood as follows: In response to the first virtual character casting their first skill in the game scene, the first game faction character located within the target scene area is configured to be in an invulnerable and untargetable state. Alternatively, in response to the first virtual character casting their first skill in the game scene, the first game faction character located within the target scene area is configured to be invulnerable or untargetable. Being invulnerable means that attacks on the first game faction character will not have any effect, or in other words, the first game faction character will not be attacked. Being untargetable means that other characters will not target the first game faction character with their skills. In simpler terms, in response to the first virtual character casting their first skill in the game scene, the first game faction character located within the target scene area is usually invincible.

[0036] In the above method, the first skill configured for the first virtual character can also set the first game faction character located in the target scene area to an unattackable and unselectable state, further enriching the skill effect.

[0037] One possible implementation of the above-mentioned step of determining a target scene area in the game scene in response to the first virtual character casting a first skill in the game scene is as follows: in response to the first virtual character casting a first skill in the game scene, a target scene area is determined based on the position of the first virtual character in the game scene, and the target scene area is displayed with a first game effect so that the target scene area is visible to the first game faction character.

[0038] Optionally, the target scene area is centered on the first virtual character, and moves within the game scene following the real-time movement of the first virtual character. The first game effect displaying the target scene area can be a highlighted area, a designated color area, or a blinking area. The target scene area can be a two-dimensional or three-dimensional area. Optionally, the target scene area can be visible to characters in the second game faction, or it can be invisible to characters in the second game faction.

[0039] For example, as shown in Figure 3, after the first virtual character casts the first skill in the game scene, a cylindrical area is defined with the first virtual character as the center, a first distance threshold as the radius, and a second distance threshold as the defined area. This target scene area is shown in gray in the figure.

[0040] Before responding to the step of the first virtual character casting the first skill in the game scene, the above method further includes: responding to a character form switching command for the first virtual character, controlling the first virtual character to switch from the initial form to the target form, and replacing the second skill configured by the first virtual character in the initial form with the first skill.

[0041] In other words, in this embodiment, the first virtual character has two appearance forms in the game, and the skills configured for each appearance form are different. The aforementioned character form switching commands for the first virtual character can be: the player controlling the first virtual character can touch the form switching control on the screen to trigger a switch from the initial form to the target form; or the player can click the form switching control on the screen with the mouse to trigger a switch from the initial form to the target form; or the player can press a designated key on the keyboard to trigger a switch from the initial form to the target form, where the designated key could be "Q", "W", "E", "R", etc.; or the player can press a designated key on the controller to trigger a switch from the initial form to the target form, where the designated key could be "L1", "L2", "R1", "R2", "X", "Y", "B", "A", "Up", "Down", "Left", "Right", etc. For example, the player controlling the first virtual character pushes the joystick in the controller to trigger the switching of the first virtual character from the initial form to the target form. The joystick can be the left joystick or the right joystick. Pushing the left joystick up, down, left, right, etc., or pushing the right joystick up, down, left, right, etc.

[0042] It should be noted that the operation method for switching the character form of the first virtual character is different from the operation method for the first virtual character to cast the first skill in the game scene.

[0043] Optionally, the initial form can be a female character, and the target form can be a male character, or the initial form can be a character without weapons, and the target form can be a character with weapons. In other words, the first virtual character will only acquire the first skill after switching to the target form. Optionally, the second skill configured on the first virtual character in the initial form is used for control.

[0044] The aforementioned second skill is used to apply debuffs to characters of the second game faction, or to apply buffs to characters of the second game faction (such as increasing the movement speed or jump height of characters of the first game faction), or to control the first virtual character in its initial form to provide specified healing buffs to characters of the first game faction (such as increasing the health of characters of the first game faction).

[0045] After the first virtual character releases the first skill in the game scene, the above method further includes: controlling the first virtual character to perform the skill action corresponding to the first skill, and updating the display mode of the first virtual character; wherein the updated first virtual character is used to indicate that the first virtual character is currently within the effective duration of the first skill.

[0046] In other words, when the first virtual character uses its first skill in the game scene, it will perform the skill's animation, such as jumping, punching, kicking, or spinning. Simultaneously, the display of the first virtual character will be updated, for example, by increasing its transparency, emitting a specific color of light, or increasing or decreasing its size. When the display returns to its initial state, it indicates that the skill's effective duration has been reached. This effective duration can be set according to game requirements, such as 3 seconds.

[0047] The method further includes: in response to a first game faction character located in the target scene area moving in the target scene area, displaying a movement marker on the corresponding movement path; wherein the movement marker is visible to a second game faction character.

[0048] The aforementioned movement marker can be a dynamic effect with a specified color. Optionally, in response to reaching a target time threshold, the movement marker is canceled from display. That is, when a character from the first game faction moves within the target scene area, a movement marker will be displayed at the corresponding movement position, but after passing the movement position and the target time threshold has elapsed, the movement marker will be canceled from display at that movement position.

[0049] It should be noted that the aforementioned first game faction character includes the first virtual character. For example, as shown in Figure 4, when the first virtual character and the first game faction character A move in the target scene area, a gray movement indicator will be displayed on the corresponding movement path.

[0050] In the above method, although the first skill can make the character in the target scene area in an invincible state, in order to balance the game, the character's movement traces will also be displayed to facilitate the observation of the enemy characters, further enriching the skill effect of the first skill.

[0051] The above method also includes: in response to the first game faction character being located in the target scene area, canceling the collision effect of the first game faction character in the target scene area.

[0052] In other words, collisions between characters of the first game faction within the target scene area, or between a character of the first game faction and a virtual object, will not produce a collision effect. This means that characters of the first game faction within the target scene area can move freely without any restrictions. It can also be understood as characters of the first game faction having the ability to pass through obstacles. Furthermore, the first skill can also cancel collision effects for characters of the first game faction within the target scene area, allowing them to move freely and further enriching the skill's effects.

[0053] The above method also includes: in response to a character buff event, applying a corresponding character buff effect to the first game faction character located outside the target scene area, and canceling the application of the character buff effect to the first game faction character located within the target scene area.

[0054] The aforementioned character buff events could be: an event where a game character of the same faction as the first virtual character casts a target skill, with the character buff effect being: granting a first buff effect to a teammate character; or an event where the first virtual character and / or a game character of the same faction as the first virtual character defeats a target game character, with the character buff effect being: granting a second buff effect to a teammate character; or an event where the first virtual character and / or a game character of the same faction as the first virtual character reaches a specified scene location, with the character buff effect being: granting a third buff effect to a teammate character, etc.

[0055] In response to character buff events, the corresponding character buff effect can only be applied to the first game faction character located outside the target scene area. It is not possible to apply character buff effects to the first game faction character within the target scene area. Once the first game faction character within the target scene area has had its first skill buff effect applied, it is not possible to apply any other buff effects.

[0056] The above method also includes: in response to the first game faction character being located within the target scene area, controlling to increase the movement speed of the first game faction character.

[0057] Optionally, in addition to increasing the movement speed of the first faction's characters, you can also control the movement mode of the first faction's characters. For example, you can update the third movement mode configured for the first faction's characters to the fourth movement mode, where the third movement mode is a two-dimensional movement mode and the fourth movement mode is a three-dimensional movement mode, and the movement speed of the third movement mode is less than that of the fourth movement mode.

[0058] The above method also includes: in response to a region exit event, controlling the exit of the first game faction character located in the target scene area from the target scene area, and reconfiguring the first game faction character to a state visible to the second game faction character.

[0059] Optionally, the aforementioned area exit event includes: the first game faction character located in the target scene area performing an attack; or the first game faction character leaving the target scene area; or the duration of the skill corresponding to the first skill ending. The first game faction character leaving the target scene area includes both active and passive departure. Active departure refers to the first game faction character moving out of the target scene area, while passive departure refers to the first virtual character controlling the movement of the target scene area, causing the target scene area to leave the location of the first game faction character.

[0060] Optionally, the first-faction characters can be reconfigured to be attackable and / or selectable.

[0061] One possible implementation of the above-described step of controlling the first game faction character located in the target scene area to exit the target scene area is to display a second game effect showing the first game faction character exiting the target scene area. This second game effect could be highlighting the first game faction character exiting the target scene area, controlling the first game faction character to emit light, or increasing or decreasing the size of the first game faction character exiting the target scene area, etc.

[0062] After configuring the first game faction character located in the target scene area to be invisible to the second game faction character, the above method further includes: updating the display mode of the first game faction character in the invisible state, so that the first game faction character in the invisible state and the first game faction character in the visible state are visually distinguished in the terminal device corresponding to the first game faction character.

[0063] Optionally, update the character material of the invisible first-faction characters (e.g., update to transparent material) to visually distinguish the invisible first-faction characters from the visible first-faction characters on the corresponding terminal devices. The purpose of updating the character material is mainly to increase the transparency of the invisible first-faction characters and make the transparency of the visible first-faction characters zero.

[0064] After responding to the step of the first virtual character casting the first skill in the game scene, the method further includes: updating the first display mode of the skill control corresponding to the first skill to a second display mode; wherein the first display mode is used to indicate that the first skill is in an available state, and the second display mode indicates that the first skill is within the effective duration of the skill; in response to the expiration of the effective duration of the skill, updating the second display mode of the skill control corresponding to the first skill to a third display mode; wherein the third display mode is used to indicate that the first skill is in an unavailable state.

[0065] The first display method mentioned above can be the initial display method of each skill control, and the second display method can be a highlighted display, a glowing display, a colored fill display, or an animated display, etc. For example, as shown in Figure 2, the skill control corresponding to the first skill is displayed in the first display method, and as shown in Figure 3, the skill control corresponding to the first skill is displayed in the second display method. In this method, by updating the display method of the skill controls, the player can be reminded of the skill status of the first skill, further improving the player's gaming experience.

[0066] The third display method mentioned above can be a countdown display method. As shown in Figure 5, the skill control corresponding to the first skill is updated from the second display method to the countdown method, that is, the skill is in cooldown state. At this time, the player cannot use the skill, that is, the first skill is in an unavailable state.

[0067] Optionally, in response to the completion of the countdown (corresponding to the above response to the duration of the first skill being in an unavailable state reaching a specified duration), the display mode of the skill control corresponding to the first skill is updated from the third display mode to the first display mode to indicate that the first skill is in an available state.

[0068] Corresponding to the above method embodiments, this disclosure provides a character control device for a game. The game scene includes characters from a first game faction and characters from a second game faction. The characters from the first game faction include at least a first virtual character. The first virtual character is configured with a first skill and a first movement method, as shown in Figure 6. The device includes:

[0069] The character control module 61 is configured to respond to the first virtual character casting a first skill in the game scene, determine a target scene area in the game scene, configure the first game faction character located in the target scene area to be invisible to the second game faction character, and configure the first virtual character located in the target scene area to move in a second movement mode.

[0070] This disclosure provides a character control device for a game. In response to a first virtual character casting a first skill in a game scene, a target scene area is determined within the game scene. A first game faction character located in the target scene area is configured to be invisible to a second game faction character, and the first virtual character located in the target scene area is configured to move using a second movement method. In this method, the first skill configured for the first virtual character not only makes the first game faction character within the skill's range invisible to enemy characters, but also changes the movement method of the first virtual character located in the target scene area. This enriches the skill's effects, increases player interest in the first virtual character possessing the skill, and improves the utilization rate of the first virtual character, avoiding waste of game resources and thus enhancing the player's gaming experience.

[0071] The aforementioned device also includes a character configuration module configured to perform: in response to the first virtual character casting a first skill in the game scene, configuring the first game faction character located in the target scene area as unattackable and / or unselectable.

[0072] The first movement method mentioned above is a two-dimensional movement method, and the second movement method is a three-dimensional movement method.

[0073] The aforementioned character control module is also configured to perform the following: in response to the first virtual character casting a first skill in the game scene, determine a target scene area based on the position of the first virtual character in the game scene, and display the target scene area with a first game effect so that the target scene area is visible to the first game faction character.

[0074] The target scene area is set with the first virtual character as the center, and the target scene area moves in real time in the game scene following the movement of the first virtual character.

[0075] The aforementioned device also includes a form switching module, configured to: respond to a character form switching command for the first virtual character, control the switching of the first virtual character from its initial form to the target form, and replace the second skill configured on the first virtual character in the initial form with the first skill.

[0076] The aforementioned second skill is used to control the first virtual character in its initial form to provide a specified healing buff to the first game faction character.

[0077] The aforementioned device also includes a skill action execution module, configured to: control the first virtual character to execute the skill action corresponding to the first skill, and update the display mode of the first virtual character; wherein, the updated first virtual character is used to indicate that the first virtual character is currently within the effective duration of the first skill.

[0078] The speed of the first movement method is less than the speed of the second movement method.

[0079] The aforementioned device further includes: a movement marker display module, configured to display a movement marker on the corresponding movement path in response to a first game faction character located in the target scene area moving within the target scene area; wherein the movement marker is visible to a second game faction character.

[0080] The aforementioned device also includes a collision effect cancellation module, configured to cancel the collision effect of the first game faction character within the target scene area in response to the first game faction character being located in the target scene area.

[0081] The aforementioned device further includes: a character buff effect attachment module, configured to respond to a character buff event by attaching a corresponding character buff effect to a first game faction character located outside the target scene area, and canceling the attachment of character buff effects to a first game faction character located within the target scene area.

[0082] The aforementioned device also includes a movement speed increase module, configured to perform: in response to a first game faction character being located within a target scene area, control to increase the movement speed of the first game faction character.

[0083] The aforementioned device also includes a character exit module configured to perform the following actions in response to an area exit event: controlling the exit of a first-faction character located in the target scene area from the target scene area, and reconfiguring the first-faction character to be visible to a second-faction character.

[0084] The aforementioned exit events include: the first faction character in the target scene area performing an attack; or the first faction character leaving the target scene area; or the duration of the skill corresponding to the first skill ending.

[0085] The aforementioned character exit module is also configured to execute: display the second game effect of the first game faction character exiting the target scene area.

[0086] The aforementioned device also includes a display mode update module, configured to perform: updating the display mode of the first game faction character that is in an invisible state, so that the first game faction character in an invisible state and the first game faction character in a visible state are visually distinguished in the terminal device corresponding to the first game faction character.

[0087] The aforementioned device further includes: a control display mode update module, configured to update the first display mode of the skill control corresponding to the first skill to a second display mode; wherein the first display mode is used to indicate that the first skill is in an available state, and the second display mode indicates that the first skill is within the effective duration of the skill; in response to the expiration of the effective duration of the skill, updating the second display mode of the skill control corresponding to the first skill to a third display mode; wherein the third display mode is used to indicate that the first skill is in an unavailable state.

[0088] The game character control device provided in this embodiment has the same technical features as the game character control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0089] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the character control method in the game described above. This electronic device can be a server or a terminal device.

[0090] Referring to Figure 7, 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 character control method in the game described above.

[0091] Furthermore, the electronic device shown in Figure 7 also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103, and the memory 101 connected via the bus 102.

[0092] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus. The bus can be categorized as an address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 7, but this does not imply that there is only one bus or one type of bus.

[0093] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0094] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the character control method of the aforementioned game:

[0095] In response to the first virtual character casting a first skill in the game scene, a target scene area is determined in the game scene, the first game faction character located in the target scene area is configured to be invisible to the second game faction character, and the first virtual character located in the target scene area is configured to move using a second movement method.

[0096] The above method also includes: in response to the first virtual character casting the first skill in the game scene, configuring the first game faction character located in the target scene area to be in an unattackable state and / or unselectable state.

[0097] The first movement method mentioned above is a two-dimensional movement method, and the second movement method is a three-dimensional movement method.

[0098] The above-mentioned step of determining a target scene area in the game scene in response to the first virtual character casting a first skill in the game scene includes: in response to the first virtual character casting a first skill in the game scene, determining a target scene area based on the position of the first virtual character in the game scene, and displaying the target scene area with a first game effect so that the target scene area is visible to the first game faction character.

[0099] The target scene area is set with the first virtual character as the center, and the target scene area moves in real time in the game scene following the movement of the first virtual character.

[0100] Before responding to the step of the first virtual character casting the first skill in the game scene, the method further includes: responding to a character form switching command for the first virtual character, controlling the first virtual character to switch from the initial form to the target form, and replacing the second skill configured on the first virtual character in the initial form with the first skill.

[0101] The aforementioned second skill is used to control the first virtual character in its initial form to provide a specified healing buff to the first game faction character.

[0102] After the first virtual character releases the first skill in the game scene, the method further includes: controlling the first virtual character to perform the skill action corresponding to the first skill, and updating the display mode of the first virtual character; wherein the updated first virtual character is used to indicate that the first virtual character is currently within the effective duration of the first skill.

[0103] The speed of the first movement method is less than the speed of the second movement method.

[0104] The method further includes: in response to a first game faction character located in the target scene area moving in the target scene area, displaying a movement marker on the corresponding movement path; wherein the movement marker is visible to a second game faction character.

[0105] The above method also includes: in response to the first game faction character being located in the target scene area, canceling the collision effect of the first game faction character in the target scene area.

[0106] The above method also includes: in response to a character buff event, applying a corresponding character buff effect to the first game faction character located outside the target scene area, and canceling the application of the character buff effect to the first game faction character located within the target scene area.

[0107] The above method also includes: in response to the first game faction character being located within the target scene area, controlling to increase the movement speed of the first game faction character.

[0108] The above method also includes: in response to a region exit event, controlling the exit of the first game faction character located in the target scene area from the target scene area, and reconfiguring the first game faction character to a state visible to the second game faction character.

[0109] The aforementioned exit events include: the first faction character in the target scene area performing an attack; or the first faction character leaving the target scene area; or the duration of the skill corresponding to the first skill ending.

[0110] The aforementioned step of controlling the first game faction character located in the target scene area to exit the target scene area also includes: displaying a second game effect showing the first game faction character exiting the target scene area.

[0111] After configuring the first game faction character located in the target scene area to be invisible to the second game faction character, the method further includes: updating the display mode of the first game faction character in the invisible state so that the first game faction character in the invisible state and the first game faction character in the visible state are visually distinguished in the terminal device corresponding to the first game faction character.

[0112] After responding to the step of the first virtual character casting the first skill in the game scene, the method further includes: updating the first display mode of the skill control corresponding to the first skill to a second display mode; wherein the first display mode is used to indicate that the first skill is in an available state, and the second display mode indicates that the first skill is within the effective duration of the skill; in response to the expiration of the effective duration of the skill, updating the second display mode of the skill control corresponding to the first skill to a third display mode; wherein the third display mode is used to indicate that the first skill is in an unavailable state.

[0113] In the above method, the first skill configured for the first virtual character can not only make the first game faction character within the skill range invisible to enemy characters, but also change the movement mode of the first virtual character in the target scene area, enriching the skill effect, increasing players' interest in the first virtual character with this skill, and increasing the utilization rate of the first virtual character, avoiding the waste of game resources, and thus improving the player's game experience.

[0114] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the character control method in the above game.

[0115] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the character control method of the aforementioned game:

[0116] In response to the first virtual character casting a first skill in the game scene, a target scene area is determined in the game scene, the first game faction character located in the target scene area is configured to be invisible to the second game faction character, and the first virtual character located in the target scene area is configured to move using a second movement method.

[0117] The above method also includes: in response to the first virtual character casting the first skill in the game scene, configuring the first game faction character located in the target scene area to be in an unattackable state and / or unselectable state.

[0118] The first movement method mentioned above is a two-dimensional movement method, and the second movement method is a three-dimensional movement method.

[0119] The above-mentioned step of determining a target scene area in the game scene in response to the first virtual character casting a first skill in the game scene includes: in response to the first virtual character casting a first skill in the game scene, determining a target scene area based on the position of the first virtual character in the game scene, and displaying the target scene area with a first game effect so that the target scene area is visible to the first game faction character.

[0120] The target scene area is set with the first virtual character as the center, and the target scene area moves in real time in the game scene following the movement of the first virtual character.

[0121] Before responding to the step of the first virtual character casting the first skill in the game scene, the method further includes: responding to a character form switching command for the first virtual character, controlling the first virtual character to switch from the initial form to the target form, and replacing the second skill configured on the first virtual character in the initial form with the first skill.

[0122] The aforementioned second skill is used to control the first virtual character in its initial form to provide a specified healing buff to the first game faction character.

[0123] After the first virtual character releases the first skill in the game scene, the method further includes: controlling the first virtual character to perform the skill action corresponding to the first skill, and updating the display mode of the first virtual character; wherein the updated first virtual character is used to indicate that the first virtual character is currently within the effective duration of the first skill.

[0124] The speed of the first movement method is less than the speed of the second movement method.

[0125] The method further includes: in response to a first game faction character located in the target scene area moving in the target scene area, displaying a movement marker on the corresponding movement path; wherein the movement marker is visible to a second game faction character.

[0126] The above method also includes: in response to the first game faction character being located in the target scene area, canceling the collision effect of the first game faction character in the target scene area.

[0127] The above method also includes: in response to a character buff event, applying a corresponding character buff effect to the first game faction character located outside the target scene area, and canceling the application of the character buff effect to the first game faction character located within the target scene area.

[0128] The above method also includes: in response to the first game faction character being located within the target scene area, controlling to increase the movement speed of the first game faction character.

[0129] The above method also includes: in response to a region exit event, controlling the exit of the first game faction character located in the target scene area from the target scene area, and reconfiguring the first game faction character to a state visible to the second game faction character.

[0130] The aforementioned exit events include: the first faction character in the target scene area performing an attack; or the first faction character leaving the target scene area; or the duration of the skill corresponding to the first skill ending.

[0131] The aforementioned step of controlling the first game faction character located in the target scene area to exit the target scene area also includes: displaying a second game effect showing the first game faction character exiting the target scene area.

[0132] After configuring the first game faction character located in the target scene area to be invisible to the second game faction character, the method further includes: updating the display mode of the first game faction character in the invisible state so that the first game faction character in the invisible state and the first game faction character in the visible state are visually distinguished in the terminal device corresponding to the first game faction character.

[0133] After responding to the step of the first virtual character casting the first skill in the game scene, the method further includes: updating the first display mode of the skill control corresponding to the first skill to a second display mode; wherein the first display mode is used to indicate that the first skill is in an available state, and the second display mode indicates that the first skill is within the effective duration of the skill; in response to the expiration of the effective duration of the skill, updating the second display mode of the skill control corresponding to the first skill to a third display mode; wherein the third display mode is used to indicate that the first skill is in an unavailable state.

[0134] In the above method, the first skill configured for the first virtual character can not only make the first game faction character within the skill range invisible to enemy characters, but also change the movement mode of the first virtual character in the target scene area, enriching the skill effect, increasing players' interest in the first virtual character with this skill, and increasing the utilization rate of the first virtual character, avoiding the waste of game resources, and thus improving the player's game experience.

[0135] The computer program product of the game character control method, device and system provided in the embodiments of this disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0136] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0137] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0138] If the aforementioned functions are implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0139] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of 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.

[0140] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling characters in a game, wherein the game scene includes characters from a first game faction and characters from a second game faction, and the characters from the first game faction include at least a first virtual character, wherein, The first virtual character is configured with a first skill and a first movement method, and the method includes: In response to the first virtual character casting the first skill in the game scene, a target scene area is determined in the game scene, the first game faction character located in the target scene area is configured to be invisible to the second game faction character, and the first virtual character located in the target scene area is configured to move in a second movement mode.

2. The method according to claim 1, wherein, The method further includes: In response to the first virtual character casting the first skill in the game scene, the first game faction character located in the target scene area is configured to be in an unattackable state and / or unselectable state.

3. The method according to claim 1, wherein, The first movement method is a two-dimensional movement method, and the second movement method is a three-dimensional movement method.

4. The method according to claim 1, wherein, The step of determining a target scene area in the game scene in response to the first virtual character casting the first skill in the game scene includes: In response to the first virtual character casting the first skill in the game scene, a target scene area is determined based on the position of the first virtual character in the game scene, and the target scene area is displayed with a first game effect so that the target scene area is visible to the first game faction character.

5. The method according to claim 4, wherein, The target scene area is set with the first virtual character as the center, and the target scene area moves in the game scene in real time following the movement of the first virtual character.

6. The method according to claim 1, wherein, Prior to the step of the first virtual character casting the first skill in the game scene, the method further includes: In response to the character form switching command for the first virtual character, control the switching of the first virtual character from the initial form to the target form, and replace the second skill configured for the first virtual character in the initial form with the first skill.

7. The method according to claim 6, wherein, The second skill is used to control the first virtual character in its initial form to provide a specified healing buff to the first game faction character.

8. The method according to claim 1, wherein, In response to the first virtual character casting the first skill in the game scene, the method further includes: The system controls the first virtual character to execute the skill action corresponding to the first skill and updates the display mode of the first virtual character; wherein, the updated first virtual character is used to indicate that the first virtual character is currently within the effective duration of the first skill.

9. The method according to claim 1, wherein, The speed of the first movement method is less than the speed of the second movement method.

10. The method according to claim 1, wherein, The method further includes: In response to a first game faction character located in the target scene area moving in the target scene area, a movement marker is displayed on the corresponding movement path; The movement identifier is visible to characters in the second game faction.

11. The method according to claim 1, wherein, The method further includes: In response to the first game faction character being located in the target scene area, the collision effect of the first game faction character in the target scene area is canceled.

12. The method according to claim 1, wherein, The method further includes: In response to a character buff event, apply the corresponding character buff effect to the first game faction characters located outside the target scene area, and cancel the application of the character buff effect to the first game faction characters located within the target scene area.

13. The method according to claim 1, wherein, The method further includes: In response to the first game faction character being located within the target scene area, the movement speed of the first game faction character is increased.

14. The method according to claim 1, wherein, The method further includes: In response to a region exit event, the system controls the exit of a first game faction character located in the target scene area from the target scene area and reconfigures the first game faction character to be visible to a second game faction character.

15. The method according to claim 14, wherein, The region exit event includes: The first game faction character located in the target scene area performs an attack: or The first game faction character leaves the target scene area; or The duration of the skill corresponding to the first skill has ended.

16. The method of claim 14, wherein, The step of controlling the first game faction character located in the target scene area to exit the target scene area further includes: The second game effect displays the first game faction character exiting the target scene area.

17. The method according to claim 1, wherein, After configuring the first game faction character located in the target scene area to be invisible to the second game faction character, the method further includes: Update the display method of the invisible first game faction characters in the first game faction so that the invisible first game faction characters and the visible first game faction characters are visually distinguished on the terminal devices corresponding to the first game faction characters.

18. The method according to claim 1, wherein, Following the step of the first virtual character casting the first skill in the game scene, the method further includes: Update the first display mode of the skill control corresponding to the first skill to the second display mode; wherein, the first display mode is used to indicate that the first skill is in an available state, and the second display mode indicates that the first skill is within the effective duration of the skill; In response to the expiration of the skill's effective duration, the second display mode of the skill control corresponding to the first skill is updated to a third display mode; wherein, the third display mode is used to indicate that the first skill is in an unavailable state.

19. A character control device for a game, wherein the game scene includes characters from a first game faction and characters from a second game faction, and the characters from the first game faction include at least a first virtual character, wherein, The first virtual character is configured with a first skill and a first movement method, and the device includes: The character control module is configured to respond to the first virtual character casting the first skill in the game scene, determine a target scene area in the game scene, configure the first game faction character located in the target scene area to be invisible to the second game faction character, and configure the first virtual character located in the target scene area to move in a second movement mode.

20. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the character control method in a game according to any one of claims 1-18.

21. A computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the character control method in a game according to any one of claims 1-18.

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