Game information display control method and apparatus and electronic device
By displaying target battle indicators and marker nodes after a game ends, the system shows the game status information of the game factions, solving the problem that players have difficulty analyzing the game process and improving game efficiency and performance.
Patent Information
- Application Number
- PCT/CN2025/098513
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-25
- Filing Date
- 2025-05-30
- Publication Date
- 2026-01-02
AI Technical Summary
In existing technologies, after a game ends, players find it difficult to intuitively understand the performance of their team and the reasons for their defeat, leading to complex review and analysis processes that affect game efficiency.
After a game ends, target battle metrics and marker nodes are displayed. By triggering the marker nodes, the game faction's battle status information at different points in time is displayed, including game characters, counter status, and item usage, to help players analyze the relationship between lineup changes and battle metrics.
It simplifies the game review process, improves players' game efficiency and performance, and presents the performance of game factions in an intuitive way, helping players optimize their subsequent game strategies.
Smart Images

Figure CN2025098513_02012026_PF_FP_ABST
Abstract
Description
Information display control method, device and electronic equipment for game
[0001] Cross-reference to Related Applications
[0002] This application claims priority to Chinese Patent Application No. 202410831779.5, filed on June 25, 2024, entitled "Information display control method, device and electronic equipment for game", the entire contents of which are incorporated herein by reference in its entirety. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of games, and in particular to an information display control method, device and electronic equipment for game. BACKGROUND
[0004] After a game match ends, a game system provides a player with a settlement result for the game match. The player can view the final score of the game match from the settlement result, such as the match score of a game team, a personal hero, and the like. If the player wants to analyze the match process, the player needs to enter a game lobby to view the replay of the game match and review and analyze the process of the game match. However, this way is complicated to operate, and it is difficult to intuitively present the performance of the team or the personal player in the match process, which affects the match efficiency of the player and is not conducive to improving the match score. SUMMARY
[0005] According to an aspect of the present disclosure, an information display control method for game is provided. In a game match of the game, a plurality of game camps participating in a battle are included, and a game account in each game camp can switch a game character to participate in the battle in the game match. The method comprises: in response to the end of the game match, determining a target battle index in the game match, wherein the target battle index is a battle parameter that affects the winning and losing trend of each game camp in the game match; displaying the target battle index and a first identifier for indicating the change of the target battle index in the game match with match time, wherein the first identifier comprises a plurality of identifier nodes; in response to a trigger instruction for a target identifier node in the plurality of identifier nodes, displaying match state information of the plurality of game camps participating in the battle at a target match time point, wherein the target match time point corresponds to the target identifier node, and the match state information at least comprises the game character currently used by the plurality of game camps at the target match time point.
[0006] According to an aspect of the present disclosure, there is provided a device for displaying information of a game, a game match of the game including a plurality of game teams participating in a battle, a game account in each game team being capable of switching a game character to participate in the battle; the device comprising: a target index determining module configured to determine a target battle index in the game match in response to the game match being ended, wherein the target battle index is a battle parameter affecting a trend of winning or losing of each game team in the game match; an identification displaying module configured to display the target battle index and a first identification indicating a change of the target battle index with a match time in the game match, wherein the first identification comprises a plurality of identification nodes; and an information displaying module configured to display match state information of the plurality of game teams participating in the battle at a target match time point in response to a triggering instruction for a target identification node in the plurality of identification nodes, wherein the target match time point corresponds to the target identification node, and the match state information at least comprises a game character currently used by the plurality of game teams at the target match time point.
[0007] According to an aspect of the present disclosure, there is provided an electronic device comprising a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, the processor executing the computer executable instructions to implement the above-mentioned method for displaying information of a game.
[0008] According to an aspect of the present disclosure, there is provided a computer readable storage medium storing computer executable instructions, the computer executable instructions, when invoked and executed by a processor, causing the processor to implement the above-mentioned method for displaying information of a game.
[0009] The embodiments of the present disclosure bring the following beneficial effects:
[0010] The above-mentioned method, device and electronic device for displaying information of a game, a game match of the game including a plurality of game teams participating in a battle, a game account in each game team being capable of switching a game character to participate in the battle; in response to the game match being ended, a target battle index in the game match is determined, wherein the target battle index is a battle parameter affecting a trend of winning or losing of each game team in the game match; the target battle index and a first identification indicating a change of the target battle index with a match time in the game match are displayed, wherein the first identification comprises a plurality of identification nodes; in response to a triggering instruction for a target identification node in the plurality of identification nodes, match state information of the plurality of game teams participating in the battle at a target match time point is displayed, wherein the target match time point corresponds to the target identification node, and the match state information at least comprises a game character currently used by the plurality of game teams at the target match time point.
[0011] In the mode, after the game match ends, the target battle index of each game camp and multiple identification nodes are displayed, and by triggering the identification nodes, the game characters used by each game camp at the corresponding time point can be displayed, so that the player can know the lineup change of the game camp in the game match process, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp, and improve the switching mode of the game camp in the subsequent game match. The mode is convenient to operate, can intuitively present the performance of the game camp in the match process, and is beneficial to improve the match efficiency and match result.
[0012] Other features and advantages of the present disclosure will be set forth in the description that follows, and in part will be apparent from the description, or can be learned by practice of the present disclosure. The purposes and other advantages of the present disclosure will be realized and attained by the structure particularly pointed out in the description, claims, and drawings.
[0013] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0014] Fig. 1 is a flowchart of a game information display control method provided by an embodiment of the present disclosure;
[0015] Fig. 2 is a display diagram of a target battle index and a match state information provided by an embodiment of the present disclosure;
[0016] Fig. 3 is a display diagram of a match state information of a game character provided by an embodiment of the present disclosure;
[0017] Fig. 4 is a display diagram of a match playback screen provided by an embodiment of the present disclosure;
[0018] Fig. 5 is a schematic diagram of a game information display control device provided by an embodiment of the present disclosure;
[0019] Fig. 6 is a schematic diagram of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0020] In order to make the purposes, technical solutions and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be described clearly and completely below in conjunction with the drawings. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative labor fall within the scope of protection of the present disclosure.
[0021] In the related art, in a game match in which multiple game teams participate, sometimes at the beginning of the game match, the game team has a relatively smooth battle and a superior battle result, but at the end of the game match, the game team is in a disadvantageous position and even loses the match. In this case, if only the final result of the game match is displayed, the player cannot know the reason for the loss of the match, which is not conducive to the player's review and analysis of the match.
[0022] If the player wants to analyze the process of the match, it is necessary to enter the game lobby to view the replay of the game match, which is complicated to operate and difficult to intuitively present the performance of the team or individual player in the process of the match, affecting the efficiency of the player in the match and being not conducive to improving the result of the match.
[0023] Therefore, the game information display control method, device and electronic equipment provided by the embodiments of the present disclosure can be applied to various games, for example, a game in which multiple teams participate in a battle.
[0024] The game information display control method in an embodiment of the present disclosure can run on a local terminal device or a server. When the game information display control method runs on the 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 embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game information display control method are completed on the cloud game server. The client device is used for receiving and sending data and presenting game pictures. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs 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 picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0026] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0027] In a possible embodiment, the information display control method of the game provided by the embodiments of the present disclosure provides a graphical user interface through a terminal device, wherein the terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system. The game session of the game includes multiple game camps participating in the battle, and a game account in each game camp can switch a game character to participate in the battle in the game session. Each game camp includes multiple game characters, and different game characters have different character positions, character attributes, and character skills. Game characters in the same game camp can have a gain effect, such as releasing a cooperative skill or a skill combination. Game characters in different game camps can have a suppression effect, for example, when a game character 1 is in a game camp A and a game character 2 is in a game camp B, the game character 1 has a suppression effect on the game character 2, and at this time, the game character 1 can increase the game session result of the game camp A. The game camp B can switch the game character 2 to another game character.
[0028] As shown in FIG. 1, the information display control method of the game includes the following steps:
[0029] In step S102, a target battle indicator in the game session is determined in response to the end of the game session, wherein the target battle indicator refers to a battle parameter that affects the winning and losing trend of each game camp in the game session.
[0030] The target object indicator can include the number of kills, the number of assists, the number of deaths of the game camp, and the like, and can also include economic indicators, such as the amount of virtual resources generated by equipment, monsters, and battle lines. After the end of the game session, the target battle indicator is settled to determine the winning and losing of the game camp, for example, the game camp with the highest target object indicator is the winning camp. The target battle indicators of each game camp at each time period or each time point can also be counted during the game session.
[0031] In the embodiment, after the game match starts, a game scene corresponding to the game match is provided, and a plurality of game camps participating in the game match are displayed in the game scene. Generally, different game camps are in an enemy relationship, that is, a game object needs to attack a game object belonging to a different game camp, so that the game camp to which the game object belongs wins.
[0032] Specifically, each game camp includes a plurality of game objects, which are generally game characters or virtual vehicles, etc. Each game object is pre-configured with a game skill, which is an inherent game skill of the game object. When there are object combinations with a combination relationship among the plurality of game objects in the same game camp, new game skills can be provided for the game objects with the combination relationship.
[0033] In specific implementation, which game objects in the game have a combination relationship is pre-set according to game rules. For example, when the game match starts, the system can determine object combinations with a combination relationship according to the game objects included in each game camp, and determine a first game object and a second game object included in each object combination. Generally, the first game object and the second game object are different game objects. In an optional embodiment, the object combination includes a master combination object and a slave combination object, the number of master combination objects is one, and the number of slave combination objects is at least one. That is, the master combination object can form an object combination with one or more slave combination objects. The new game skills provided for the master combination object and the slave combination object with the combination relationship are called combination skills and / or cooperation skills. Different object combinations correspond to different combination skills and / or cooperation skills, and generally have different game effects. The specific game effects can be determined according to game rules.
[0034] In step S104, the target battle indicator and a first identifier for indicating that the target battle indicator changes with the match time in the game match are displayed, wherein the first identifier includes a plurality of identifier nodes.
[0035] The target battle indicator and the first identifier in the embodiment can be displayed in a match settlement page after the game match ends. For example, the match settlement page can be divided into two sub-pages. One sub-page displays the final results of each game camp in the game match, and the other sub-page displays the target battle indicator and the first identifier in the embodiment.
[0036] The target battle index can be displayed in the form of numbers, symbols, etc. For example, the target battle index is displayed in the form of symbols in coordinates. The identification nodes are usually corresponding to time points. The game session time of the game session includes a plurality of time points, which are usually continuous, for example, a time point is set every minute or every five seconds. Some or all of the time points correspond to identification nodes. Different identification nodes correspond to different time points. A plurality of identification nodes form the first identification mentioned above.
[0037] In one example, each time point corresponds to an identification node. The display position of the identification node can be determined based on the target battle index at the time point corresponding to the identification node. Alternatively, the identification nodes are arranged in time sequence and displayed on the same time axis.
[0038] In another example, some time points are provided with identification nodes. Some time points can be selected according to the target battle index, and identification nodes are set at the selected time points. For example, some time points are selected according to the value of the target battle index, the change amplitude of the value, etc.
[0039] In step S106, in response to a trigger instruction for a target identification node in the plurality of identification nodes, the game state information of the plurality of game teams at the target session time point is displayed. The target session time point corresponds to the target identification node, and the game state information at least includes the game characters currently used by the plurality of game teams at the target session time point.
[0040] The trigger instruction can be generated by clicking the target identification node or hovering the mouse over the target identification node. After the target identification node is triggered, the target session time point corresponding to the target identification node is determined, and the game state information of each game team at the target session time point is displayed. For the same game team, the game state of the game team at different time points can change continuously. Different game teams have their own game states at the same time point.
[0041] After the target identification node is triggered, the game state information of the plurality of game teams at the target session time point is displayed, so that the game states of the plurality of game teams at the target session time can be compared, and the player can understand the game states of the plurality of game teams at a specific time point in the game session in detail.
[0042] In this embodiment, the game accounts in each game team can switch game characters for battle in the game session, thereby increasing the fighting power of the game team and improving the damage and suppression ability of the game team to the enemy game team. When the target identification node is triggered, the game state information of the plurality of game teams displayed includes the game characters used by the plurality of game teams at the target session time point.
[0043] For example, the role head portrait, role name, role position, and the like of the game role participating in the game match at the target match time point can be displayed in the match state information of each game camp. The role state of the game role, for example, whether the game role is suppressed by the role in the enemy camp or whether the game role suppresses the role in the enemy camp, can also be displayed.
[0044] In addition, other information of the game camp, for example, props, skills, economic indicators, and the like, can also be included in the match state information, so that the player knows the more detailed match state at a certain time point.
[0045] The game information display control method described above, the game match includes multiple game camps participating in the battle in the game match, and the game account in each game camp can switch the game role to participate in the battle in the game match; in response to the end of the game match, a target battle indicator in the game match is determined, wherein the target battle indicator refers to a battle parameter affecting the match winning and losing trend of each game camp in the game match; the target battle indicator and a first identifier indicating the change of the target battle indicator with the match time in the game match are displayed, wherein the first identifier includes multiple identifier nodes; in response to a trigger instruction for a target identifier node in the multiple identifier nodes, the match state information of the multiple game camps participating in the battle at a target match time point is displayed; wherein the target match time point corresponds to the target identifier node, and the match state information at least includes the game role currently used by the multiple game camps at the target match time point.
[0046] In this way, after the game match ends, the target battle indicator of each game camp and the multiple identifier nodes are displayed, and by triggering the identifier nodes, the game role used by each game camp at the corresponding time point can be displayed, so that the player can understand the lineup change of the game camp in the game match process, which is conducive to analyzing the relationship between the lineup change and the battle indicator of the game camp, improving the switching mode of the game camp in the subsequent game match, and the operation is convenient, the performance of the game camp in the match process can be intuitively presented, which is conducive to improving the match efficiency and match result.
[0047] Further, the match state information further includes: a suppression state of the game role; wherein the suppression state includes: the game role is suppressed by the game role in the enemy camp, or the game role suppresses the game role in the enemy camp.
[0048] For example, the suppression state of a game character can be indicated by different symbols or colors; game characters of different identities or positions can suppress or be suppressed by other game characters; for example, game character A suppresses game character B, and game character A is suppressed by game character C. Here, suppression can be understood as the skill or attribute of a game character being debuffed, for example, when a game character is suppressed, the skill release effect of the game character is reduced, or the movement speed of the game character is reduced; for another example, when game character A suppresses game character B, the skill released by game character A has stronger attack power on game character B.
[0049] In a game match, a game team usually includes multiple game characters. For game character A in game team 1, the game character A can suppress game character B in game team 2, and can also be suppressed by game character C in game team 2. At this time, for the game character A, both the suppression state of the game character being suppressed and the suppression state of the game character suppressing other game characters can be displayed.
[0050] In another way, the suppression state with a higher suppression degree can also be referred to as the suppression state of the game character. For example, for game character A, the game character A suppresses game character B with a suppression degree of 10%, and the game character A is suppressed by game character C with a suppression degree of 50%. In this case, the game character is in a suppressed state, that is, the game character is suppressed by a game character in the enemy team.
[0051] In the above manner, the player can know the lineup of the game team at each time point during the game match and the suppression state of the game characters in the game team, so as to understand the lineup change of the game team and the ability to cope with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game team.
[0052] In another way, the above match state information further includes: an equipped prop of a game character in a game team.
[0053] In a game match, in addition to being able to change game characters in a game team, a game character participating in a battle can also change an equipped prop, which can include a weapon prop, a defense prop, a healing prop, etc. used by a game character. The equipped prop can be displayed in association with a game character or a game team.
[0054] For example, the prop identifier of an equipped prop is displayed in association with the character avatar of a game character using the equipped prop; or the prop identifiers of the equipped props used by each game character in the same game team at the time point are displayed together, which can be displayed in association with the team identifier of the game team.
[0055] In this way, the player can know the props used by each game character in the game camp at each time point in the game match process, so as to understand the prop use of the game camp and the ability to deal with the enemy, and it is beneficial to analyze the relationship between the props and the battle indicators of the game camp.
[0056] Further, the match state information further includes: gain effects corresponding to the plurality of game characters in the game camp; and the gain effects include at least one of a bond effect, a cooperative skill, and a skill combination.
[0057] The plurality of game characters with different identities or positions can have a certain association relationship. When the plurality of game characters with the association relationship appear in the game match at the same time, an additional gain effect can be generated. The bond effect can be understood as follows: when the plurality of game characters have the bond effect and the plurality of game characters appear in the game match at the same time, the plurality of game characters or part of the game characters can have an attribute value of a specified attribute increased, for example, a life value, a magic strength, an attack force, an attack speed, a moving speed, and the like.
[0058] The cooperative skill can be understood as follows: the plurality of game characters successively release game skills, and after the game skills are successively released, a specified powerful skill is triggered, so as to increase the attack ability of the skill. For example, in the same game camp, a game character A releases a skill 1, and then a game character B releases a skill 2. The skill 1 and the skill 2 are successively released, and the skill 1 and the skill 2 can be used as the cooperative skill. After the skill 1 and the skill 2 are released, a skill 3 is triggered. Compared with the respective release of the skill 1 and the skill 2, the cooperative release of the skill 1, the skill 2, and the skill 3 has a stronger attack ability on the enemy camp. The cooperative skill usually needs a plurality of skills to be released in a preset order or the skills to be released through a specified operation mode.
[0059] The skill combination can be understood as follows: after the plurality of game characters release respective game skills, a certain skill release effect is increased, for example, a damage is increased, an attack force is increased, and the like.
[0060] In this way, the player can know the gain effects of the game characters in the game camp at each time point in the game match process, so as to understand the gain effects of the lineup of the game camp and the ability to deal with the enemy, and it is beneficial to analyze the relationship between the gain effects of the lineup and the battle indicators of the game camp.
[0061] In addition, in the embodiment, the target battle indicator includes: a sum of a kill number and an assist number of the game camp, and a ratio of the sum to a number of deaths of the game camp.
[0062] For example, for each time point, the number of game characters of the game camp killing game characters of the enemy camp in the time period between the time point and the previous time point, i.e., the kill number, is counted; the number of game characters of the same game camp helping other game characters of the game camp to kill game characters of the enemy camp, i.e., the assist number, is counted; and the number of game characters of the game camp killed by the enemy camp, i.e., the death number, is counted.
[0063] After the kill number, the assist number, and the death number in the time period between the time point and the previous time point are counted, the sum of the kill number and the assist number is calculated, and the ratio of the sum to the number of camps, i.e., the aforementioned target battle indicator, is calculated. It can be understood that the larger the value of the target battle indicator is, the better the battle result of the game camp at the time point is.
[0064] In addition, the target battle indicator can also be an economic indicator, for example, virtual resources such as virtual coins and gold coins obtained by killing, assisting, and obtaining equipment. For each time point, the number of virtual resources obtained by the game camp in the time period between the time point and the previous time point is counted, and the larger the number is, the better the battle result of the game camp at the time point is.
[0065] Further, the aforementioned game state information can also include multiple types of the following: the kill number, the death number, the assist number, the damage amount, the healing amount, and the role position of the game camp. When displaying the game state, the same type of game state information of different game camps can be displayed simultaneously to facilitate data comparison and improve game analysis efficiency.
[0066] In a specific implementation, since a game match includes a large number of time points, in order to facilitate the player to view, part of the time points can be selected as identification nodes to form the aforementioned first identification. For example, the variation range of the target battle indicator of the game camp at each time point in the game match is counted; and the time points with a variation range greater than a preset range threshold are determined as the identification nodes.
[0067] The variation range can include a numerical increase range and a numerical decrease range, and correspondingly, the preset range threshold can include an increase range threshold and a decrease range threshold. For example, at a certain time point, the value of the target battle indicator at the time point is greater than the value of the target battle indicator at the previous time point, and the difference between the value of the target battle indicator at the time point and the value of the target battle indicator at the previous time point is the numerical increase range. If the numerical increase range is greater than the increase range threshold, the time point is the identification node. For another example, at a certain time point, the value of the target battle indicator at the time point is less than the value of the target battle indicator at the previous time point, and the difference between the value of the target battle indicator at the previous time point and the value of the target battle indicator at the time point is the numerical decrease range. If the numerical decrease range is greater than the decrease range threshold, the time point is the identification node.
[0068] In another way, the preset amplitude threshold is a positive value, and the absolute value of the difference between the value of the target battle index at the time point and the value of the target battle index at the previous time point is calculated. If the absolute value is greater than the preset amplitude threshold, the time point is the identification node.
[0069] In addition, the values of the target battle index at multiple consecutive time points can also be compared. When the change amplitudes of the target battle index at the multiple consecutive time points are all greater than the preset amplitude threshold, one of the multiple consecutive time points is taken as the identification node. For example, time point 1, time point 2, and time point 3 are consecutive time points. At time point 1, the change amplitude of the target battle index is greater than the preset amplitude threshold. At time point 2, the change amplitude of the target battle index is also greater than the preset amplitude threshold. At time point 3, the change amplitude of the target battle index is still greater than the preset amplitude threshold. At this time, time point 3 can be taken as the identification node.
[0070] In the above way, the time point with a larger change in the target battle index is taken as the identification node. By displaying these identification nodes, the player can quickly know the key points of the change in the game state, which is conducive to the player analyzing the change process and situation of the game state. In combination with the game character at the time point of the identification node, the influence of the game lineup on the change in the game state can be intuitively presented, thereby improving the efficiency of the player analyzing the game and being conducive to improving the game result.
[0071] In a specific implementation, in response to a trigger instruction for a target identification node in the multiple identification nodes, a game replay screen corresponding to the target identification node in the game is loaded, and the game replay screen is played.
[0072] In an example, after the target identification node is triggered, a scene picture at the time point corresponding to the target identification node can be intercepted from the game replay, as a game replay screen, which is displayed on the graphical user interface.
[0073] The game replay screen can be an image, or a moving picture or a short video composed of multiple images. For example, images at multiple time points before and after the time point corresponding to the target identification node are intercepted, the images are arranged in the order of the time points, and the images are played on the graphical user interface.
[0074] In actual implementation, after the target identification node is triggered, the game replay screen can be directly played. Alternatively, only a scene picture at the time point corresponding to the target identification node is displayed, and when a play instruction is issued, images at multiple time points before and after the time point corresponding to the target identification node are played.
[0075] In this way, the player can quickly view the game scene before and after the time point, the operation is convenient, and the dialogue playback picture combined with the object state information at the time point can provide more detailed and intuitive game situation, and improve the analysis efficiency of the player on the game.
[0076] The following embodiments provide a specific display manner of the target battle index and the first identifier.
[0077] A time dimension axis is displayed, wherein the time dimension axis includes a plurality of time points; based on the time dimension axis, a data identifier of the target battle index corresponding to the time point and a plurality of identifier nodes are displayed; wherein the data identifier is used to indicate the size of the target battle index.
[0078] In the example of FIG. 2, a two-dimensional coordinate is shown, wherein the horizontal coordinate is the time dimension axis, which generally includes all time points in the game, for example, if the game lasts for 15 minutes, the time dimension includes each time point from the 0th minute to the 15th minute; in FIG. 2, the positions of the 0th minute, the 5th minute and the 10th minute are indicated. In actual implementation, by triggering the identifier node or the time point other than the identifier node, the specific value of the triggered time point, for example, the number of minutes, can be displayed, so that the player knows the current triggered game time point.
[0079] The vertical axis of the two-dimensional coordinate is the target battle index; after the target battle index at the time point indicated by the time dimension axis is determined, the data identifier is displayed, which can be a point identifier, a line identifier or a column identifier, etc. In FIG. 2, for each time point, a point identifier is displayed in the two-dimensional coordinate according to the target battle index at the time point, and then the point identifiers corresponding to each time point are connected into a line to obtain the line identifier in FIG. 2.
[0080] The display position of the data identifier in the two-dimensional coordinate indicates the size of the target battle index at the corresponding time point; for example, at the 0th minute, the target battle indexes of the two game teams are both zero, at the 5th minute, the target battle index of the game team A is about 7, and the target battle index of the game team B is about 20.
[0081] Further, in order to clearly display the target battle indexes of different game teams, the relative positions of the data identifiers corresponding to different game teams and the time dimension axis are different. For example, in FIG. 2, the data identifier of the game team A is displayed away from the time dimension axis, and the data identifier of the game team B is displayed close to the time dimension axis.
[0082] Specifically, as shown in FIG. 2, a horizontal line corresponding to the target battle index of 0 is also shown, and the data identifiers of game camp A are displayed in the upper area of the horizontal line, and the data identifiers of game camp B are displayed in the lower area of the horizontal line.
[0083] In this way, the target battle indexes of different game camps at the same time point can be clearly displayed, and the efficiency of checking the game result by the player is improved.
[0084] In another implementation, the data identifiers of different game camps corresponding to the same time point have different display formats, and the display formats are determined based on the target battle indexes of the game camps at the time point.
[0085] The display format can be the display color, transparency, line thickness, line body solidness, etc. In order to clearly compare the target battle indexes of different game camps at a certain time point, the display format of the data identifier of each game camp can be determined according to the target battle index. For example, as shown in FIG. 2, at a certain time point, the data identifier of the game camp with a larger target battle index is a solid line, and the data identifier of the game camp with a smaller target battle index is a dashed line.
[0086] For another example, at a certain time point, the data identifier of the game camp with the largest target battle index is red, and the data identifier of the game camp with the smallest target battle index is green. If there are more than three game camps, the transparency of the data identifier of the game camp is from low to high, or the color is from deep to shallow, according to the order of the target battle index from large to small.
[0087] By displaying the data identifiers of different game camps with different display formats, the battle status of different game camps at the same time point can be clearly indicated, which is beneficial for the player to analyze the game status and improves the efficiency of checking and analyzing the game result by the player.
[0088] Further, the extreme value data of the target battle index of the game camp and the time point corresponding to the extreme value data are determined, the extreme value data includes the maximum value data and / or the minimum value data, and the data identifier of the extreme value data corresponding to the time point is displayed.
[0089] The extreme value data can include only maximum value data, only minimum value data, or both maximum value data and minimum value data. As shown in FIG. 2, the extreme value data includes only maximum value data, and only the data identifiers of the extreme value data corresponding to the maximum value data are displayed. For the game team A, the maximum value data of the target battle indicator appears at a time point of about the 13th minute, and the data identifier of the extreme value data is displayed at the position of the 13th minute. For the game team B, the maximum value data of the target battle indicator appears at a time point of about the 4th minute, and the data identifier of the extreme value data is displayed at the position of the 4th minute.
[0090] When the data identifiers of the maximum value data and the minimum value data are both displayed, the data identifier corresponding to the maximum value data and the data identifier corresponding to the minimum value data can be displayed in different display formats for differentiation.
[0091] In a specific implementation, when the target node identifier is triggered, information categories of the game state information are displayed; information values corresponding to the information categories of the game teams at the target game time point are displayed; and the relative positions of the information values corresponding to different game teams and the information categories are different.
[0092] The information categories can be set according to the type of the game, as shown in FIG. 2, the information categories of the number of kills per minute, the number of kills, the number of assists, the damage amount, the healing amount, the hero position, the cooperative skill, and the hero information are set, and other information categories can also be set, for example, the virtual resource consumption amount.
[0093] In FIG. 2, the information values of the game team A and the game team B are displayed on the left and right sides of the information categories, respectively, and if there is another game team C, an additional column of information values can be added to display the information values of the game team C under each information category.
[0094] Further, a trend indicator associated with the information value is displayed; and the trend indicator is used to indicate an upward trend or a downward trend of the information value.
[0095] The trend indicator can be a symbol, a character, a number, or the like. In FIG. 2, the upward or downward trend of each information value is displayed, the information value marked with “∧” indicates that the information value of the game team in the information category is in an upward trend, and the information value marked with “∨” indicates that the information value of the game team in the information category is in a downward trend.
[0096] In addition, in the hero information, the game characters participating in the game at the target game time point are displayed, and the avatar, name, number, or the like of the game character can be displayed. In FIG. 2, the game team A is participated in by the characters 1, 2, and 3, and the game team B is participated in by the characters 4, 5, and 6.
[0097] The following of each game character shows the suppression state of the game character, wherein the game character marked with "A" suppresses the game character in the enemy camp; the game character marked with "V" is suppressed by the game character in the enemy camp. In this way, the suppression state of the character lineup of the current game lineup can be conveniently viewed.
[0098] In order to further understand the state of each game character at a certain time point, in response to a trigger instruction for the first character in the game characters, the game state information of the first character at the target game time point is displayed.
[0099] For example, the trigger instruction for the first character can be generated by clicking, double-clicking or hovering the mouse over the character identification of the first character. As shown in FIG. 3, when the character identification of character 4 is clicked, a window is generated on the graphical user interface, and the game state information of character 4 at the target game time point is displayed in the window, including the information categories such as the number of kills per minute, the kill assist, the damage amount, the healing amount, the hero position, the skill, and the corresponding information values.
[0100] In this way, the game state of each game character at a certain time point can be displayed, and more detailed game state information is provided to enable the player to understand the role and state of each game character at a certain time point, which is beneficial to the player to analyze the game state in more detail and improves the efficiency and accuracy of the player to view and analyze the game result.
[0101] In addition, in the example of FIG. 4, when the target identification node is triggered, the game state information corresponding to the target game time point is displayed in the interface, and a "play back" control is also displayed. By triggering the control, a window is generated in the interface, and the game playback screen of a period of time before and after the target game time point is played in the window, for example, the game playback screen of 5 seconds before the target game time point to 5 seconds after the target game time point, a total of 10 seconds.
[0102] In this way, the player can quickly view the game scene before and after the time point, and the operation is convenient. The dialogue playback screen combined with the object state information at the time point can provide more detailed and intuitive game situation, and improve the analysis efficiency of the player on the game.
[0103] In this embodiment, after the game is over, the game state information of the game lineup at each time point can be viewed in the settlement page; the player does not need to enter the game hall to watch the game playback again, and the current flow of the player can be maintained. After the game is over, the game state at each time point of the game can be reviewed, the dynamic changes of the overall game of the game can be clearly seen, and the game review and analysis efficiency is improved.
[0104] Corresponding to the above method embodiment, referring to a schematic diagram of a game information display control device shown in FIG. 5, a game match of a game includes multiple game teams participating in the match, and a game account in each game team can switch a game character to participate in the match; the device includes:
[0105] An index determination module 50 is configured to determine a target match index in the game match in response to the end of the game match, wherein the target match index refers to a match parameter affecting the winning and losing trend of each game team in the game match; an identification display module 52 is configured to display the target match index and a first identification indicating the change of the target match index with the match time in the game match, wherein the first identification includes multiple identification nodes; and an information display module 54 is configured to display match state information of the multiple game teams participating in the match at a target match time point in response to a trigger instruction for a target identification node in the multiple identification nodes, wherein the target match time point corresponds to the target identification node, and the match state information at least includes the game character currently used by the multiple game teams at the target match time point.
[0106] The above game information display control device, a game match of a game includes multiple game teams participating in the match, and a game account in each game team can switch a game character to participate in the match; in response to the end of the game match, a target match index in the game match is determined, wherein the target match index refers to a match parameter affecting the winning and losing trend of each game team in the game match; the target match index is displayed, and a first identification indicating the change of the target match index with the match time in the game match is displayed, wherein the first identification includes multiple identification nodes; in response to a trigger instruction for a target identification node in the multiple identification nodes, match state information of the multiple game teams participating in the match at a target match time point is displayed, wherein the target match time point corresponds to the target identification node, and the match state information at least includes the game character currently used by the multiple game teams at the target match time point.
[0107] In this way, after the end of the game match, the target match index of each game team and the multiple identification nodes are displayed, and by triggering the identification nodes, the game character used by each game team at the corresponding time point can be displayed, so that the player can understand the lineup change of the game team in the game match, which is conducive to analyzing the relationship between the lineup change and the match index of the game team and improving the switching mode of the game team in the subsequent game match. This method is convenient to operate and can intuitively present the performance of the game team in the match, which is conducive to improving the match efficiency and match results.
[0108] Optionally, the game state information further includes a suppression state of the game character; the suppression state includes that the game character is suppressed by a game character in the enemy camp, or the game character suppresses a game character in the enemy camp.
[0109] In this way, the player can know the lineup of the game camp at each time point during the game session, and the suppression state of the game character in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0110] Optionally, the game state information further includes a suppression state of the game character; the suppression state includes that the game character is suppressed by a game character in the enemy camp, or the game character suppresses a game character in the enemy camp.
[0111] In this way, the player can know the lineup of the game camp at each time point during the game session, and the suppression state of the game character in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0112] Optionally, the game state information further includes a suppression state of the game character; the suppression state includes that the game character is suppressed by a game character in the enemy camp, or the game character suppresses a game character in the enemy camp.
[0113] In this way, the player can know the lineup of the game camp at each time point during the game session, and the suppression state of the game character in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0114] Optionally, the target battle index includes a ratio of a sum of a kill number and an assist number of the game camp to a death number of the game camp.
[0115] Optionally, the device further includes a node determination module configured to perform: statistics of a change range of the target battle index of the game camp at each time point during the game session; and determination of a time point with a change range greater than a preset range threshold as an identification node.
[0116] Optionally, the device further includes a picture playing module configured to perform: in response to a trigger instruction for a target identification node in the plurality of identification nodes, loading a game session replay picture corresponding to the target identification node, and playing the game session replay picture.
[0117] Through the above module, the player can quickly view the game session before and after the time point, and the operation is convenient. The game session replay picture combined with the object state information at the time point can provide more detailed and intuitive game session, and improve the analysis efficiency of the player on the game session.
[0118] Optionally, the match state information includes one or more of the following: number of kills, number of deaths, number of assists, amount of damage, amount of healing, and character position in the game team.
[0119] In the above manner, the time points at which the target battle indicators change greatly are taken as the identification nodes. By displaying these identification nodes, the player can quickly know the key points of the match state change, which is conducive to the player analyzing the change process and situation of the match state. In combination with the game characters at the time points of the identification nodes, the influence of the game lineup on the change of the game match state can be intuitively presented, thereby improving the efficiency of the player analyzing the match and being conducive to improving the match result.
[0120] Optionally, the identification display module is configured to display a time dimension axis, wherein the time dimension axis includes a plurality of time points; display data identifiers of the target battle indicators corresponding to the time points and a plurality of identification nodes based on the time dimension axis; and the data identifiers are used to indicate the sizes of the target battle indicators.
[0121] Optionally, the data identifiers corresponding to different game teams have different relative positions with respect to the time dimension axis.
[0122] Through the above module, the target battle indicators of different game teams at the same time point can be clearly and contrastively displayed, thereby improving the efficiency of the player viewing the match result.
[0123] Optionally, the data identifiers of different game teams corresponding to the same time point have different display formats; and the display formats are determined based on the sizes of the target battle indicators of the game teams at the time point.
[0124] By displaying the data identifiers of the target battle indicators of different game teams in different display formats, the battle situation of different game teams at the same time point can be clearly indicated, which is conducive to the player analyzing the match state and improves the efficiency of the player viewing and analyzing the match result.
[0125] Optionally, the device further includes an extreme value identification display module configured to determine extreme value data of the target battle indicators of the game teams and time points corresponding to the extreme value data; the extreme value data includes maximum value data and / or minimum value data; and display data identifiers of the extreme value data corresponding to the time points.
[0126] Optionally, the information display module is further configured to display information categories of the match state information; display information values corresponding to the information categories of the match state information of the plurality of game teams at the target match time point; and the information values corresponding to different game teams have different relative positions with respect to the information categories.
[0127] Optionally, the apparatus further comprises a role information display module configured to display the game state information of the first game role at the target game time point in response to a trigger instruction for the first game role in the game roles.
[0128] Optionally, the apparatus further comprises a trend indication display module configured to display a trend indication mark in association with the information value, wherein the trend indication mark is used to indicate an upward trend or a downward trend of the information value.
[0129] Through the apparatus, the game state of each game role at a certain time point can be displayed, more detailed game state information is provided, the player can know the role and state of each game role at a certain time point, the player can analyze the game state in more detail, and the efficiency and accuracy of the player in checking and analyzing the game result are improved.
[0130] The embodiment further provides an electronic device including a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the game information display control method. The electronic device can be a server or a terminal device.
[0131] Referring to FIG. 6, the electronic device includes a processor 100 and a memory 101, the memory 101 storing computer executable instructions capable of being executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the game information display control method.
[0132] Further, the electronic device shown in FIG. 6 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0133] The memory 101 can include a high-speed random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. The communication 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, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For convenience of representation, only one bidirectional arrow is shown in FIG. 6, but it does not mean that there is only one bus or only one type of bus.
[0134] The processor 100 can be an integrated circuit chip with signal processing capability. In implementation, each step of the above method can be completed by integrated logic circuits or instructions in the form of software in the processor 100. The processor 100 described above can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), and the like; or can be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. Each method, step and logic block in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware coding processor for execution, or a combination of hardware and software modules in the coding processor. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, or other mature storage medium in the art. The storage medium is located in the storage 101, and the processor 100 reads the information in the storage 101 and combines the hardware to complete the steps of the method of the above embodiments.
[0135] The processor in the above electronic device can implement the following operations in the information display control method of the game by executing computer executable instructions:
[0136] An information display control method of a game, the game session of the game including a plurality of game camps participating in the battle, and a game account in each game camp can switch a game role to participate in the battle in the game session; in response to the end of the game session, a target battle index in the game session is determined, wherein the target battle index is a battle parameter that affects the trend of the game session of each game camp; the target battle index and a first identifier indicating the change of the target battle index in the game session with the game session time are displayed, wherein the first identifier includes a plurality of identifier nodes; in response to a trigger instruction for a target identifier node in the plurality of identifier nodes, the game session state information of the plurality of game camps participating in the battle at a target game session time point is displayed; wherein the target game session time point corresponds to the target identifier node, and the game session state information at least includes the game role currently used by the plurality of game camps at the target game session time point.
[0137] Optionally, the game state information further comprises: a suppression state of the game character; wherein the suppression state comprises: the game character being suppressed by a game character in the enemy camp, or the game character suppressing a game character in the enemy camp.
[0138] Through the above embodiment, the player can know the lineup of the game camp at each time point in the game match process, and the suppression state of the game character in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0139] Optionally, the game state information further comprises: a suppression state of the game character; wherein the suppression state comprises: the game character being suppressed by a game character in the enemy camp, or the game character suppressing a game character in the enemy camp.
[0140] Through the above embodiment, the player can know the lineup of the game camp at each time point in the game match process, and the suppression state of the game character in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0141] Optionally, the game state information further comprises: a suppression state of the game character; wherein the suppression state comprises: the game character being suppressed by a game character in the enemy camp, or the game character suppressing a game character in the enemy camp.
[0142] Through the above embodiment, the player can know the lineup of the game camp at each time point in the game match process, and the suppression state of the game character in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0143] Optionally, the target battle index comprises: a ratio of a sum of a kill number and an assist number of the game camp to a number of deaths of the game camp.
[0144] Optionally, a change range of the target battle index of the game camp at each time point in the game match is calculated; and a time point with a change range greater than a preset range threshold is determined as an identification node.
[0145] In the above embodiment, the time point with a large change in the target battle index is determined as an identification node, and by displaying these identification nodes, the player can quickly know the key points of the change of the game state, which is beneficial to the player to analyze the change process and situation of the game state, and in combination with the game character at the time point of the identification node, the influence of the game lineup on the change of the game state can be intuitively presented, thereby improving the efficiency of the player in analyzing the game, and improving the game result.
[0146] Optionally, in response to a trigger instruction for a target identification node in the multiple identification nodes, a game match playback picture corresponding to the target identification node is loaded, and the game match playback picture is played.
[0147] In this way, the player can quickly view the game scene before and after the time point, and the operation is convenient. The dialogue playback picture combined with the object state information at the time point can provide more detailed and intuitive game situation, and improve the analysis efficiency of the player on the game.
[0148] Optionally, the game state information includes multiple types of the following: kill quantity, death quantity, assist quantity, damage amount, healing amount, and role position in the game camp.
[0149] Optionally, a time dimension axis is displayed; the time dimension axis includes multiple time points; based on the time dimension axis, data identifiers of the target battle indicators corresponding to the time points and multiple identifier nodes are displayed; the data identifier is used to indicate the size of the target battle indicator.
[0150] Optionally, the data identifiers corresponding to different game camps have different relative positions with the time dimension axis.
[0151] In this way, the target battle indicators of different game camps at the same time point can be clearly displayed and compared, and the efficiency of the player in viewing the game result is improved.
[0152] Optionally, the data identifiers of different game camps corresponding to the same time point have different display formats; the display format is determined based on the size of the target battle indicator of the game camp at the time point.
[0153] By displaying the data identifiers of the target battle indicators of different game camps in different display formats, the battle situation of different game camps at the same time point can be clearly indicated, which is beneficial for the player to analyze the game state and improves the efficiency of the player in viewing and analyzing the game result.
[0154] Optionally, extreme value data of the target battle indicator of the game camp and a time point corresponding to the extreme value data are determined; the extreme value data includes maximum value data and / or minimum value data; a data identifier of the extreme value data corresponding to the time point is displayed.
[0155] Optionally, an information type of the game state information is displayed; information values corresponding to the information type of the game camp at the target game time point are displayed; the information values corresponding to different game camps have different relative positions with the information type.
[0156] Optionally, in response to a trigger instruction for a first role in the game role, game state information of the first role at the target game time point is displayed.
[0157] Optionally, a trend indication identifier is displayed in association with the information value; the trend indication identifier is used to indicate an upward trend or a downward trend of the information value.
[0158] The mode can show the game state of each game character at a certain time point, provide more detailed game state information, enable the player to understand the role and state of each game character at a certain time point, and help the player to analyze the game state in more detail, thereby improving the efficiency and accuracy of the player in checking and analyzing the game result.
[0159] In the mode, after the game match ends, the target battle indicator of each game camp and the plurality of identification nodes are displayed, and by triggering the identification nodes, the game characters used by each game camp at the corresponding time point can be displayed, so that the player can understand the lineup change of the game camp during the game match, which is helpful for analyzing the relationship between the lineup change and the battle indicator of the game camp, improving the switching mode of the game camp in the subsequent game match, and the mode is convenient to operate and can intuitively present the performance of the game camp during the match, which is helpful for improving the match efficiency and match result.
[0160] The embodiment also provides a computer readable storage medium, which stores computer executable instructions, and the computer executable instructions, when called and executed by a processor, cause the processor to implement the game information display control method.
[0161] The computer executable instructions stored in the computer readable storage medium can implement the following operation in the game information display control method by executing the computer executable instructions:
[0162] A game information display control method, a game match of a game includes a plurality of game camps participating in the battle, and a game account in each game camp can switch a game character to participate in the battle during the game match; in response to the end of the game match, a target battle indicator in the game match is determined, wherein the target battle indicator is a battle parameter that affects the winning and losing trend of each game camp during the game match; the target battle indicator and a first identification for indicating the change of the target battle indicator with the match time during the game match are displayed, wherein the first identification includes a plurality of identification nodes; in response to a triggering instruction for a target identification node in the plurality of identification nodes, the game state information of the plurality of game camps at a target match time point is displayed; wherein the target match time point corresponds to the target identification node, and the game state information at least includes the game characters currently used by the plurality of game camps at the target match time point.
[0163] Optionally, the game state information further includes a counter state of the game character; wherein the counter state includes that the game character is countered by a game character in the enemy camp, or the game character counters a game character in the enemy camp.
[0164] In the above manner, the player can know the lineup of the game camp at each time point in the game match process and the suppression state of the game characters in the game camp, so as to understand the lineup change of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the lineup change and the battle index of the game camp.
[0165] Optionally, the match state information further includes: a game prop carried by the game character in the game camp.
[0166] In the above manner, the player can know the game prop used by each game character in the game camp at each time point in the game match process, so as to understand the game prop usage of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the game prop and the battle index of the game camp.
[0167] Optionally, the match state information further includes: a gain effect corresponding to the multiple game characters in the game camp; and the gain effect includes at least one of a bond effect, a cooperative skill, and a skill combination.
[0168] In the above manner, the player can know the gain effect of the game characters in the game camp at each time point in the game match process, so as to understand the gain effect generated by the lineup of the game camp and the ability to deal with the enemy, which is beneficial to analyze the relationship between the gain effect generated by the lineup and the battle index of the game camp.
[0169] Optionally, the target battle index includes: a ratio of a sum of a kill number and an assist number of the game camp to a death number of the game camp.
[0170] Optionally, a change range of the target battle index of the game camp at each time point in the game match is counted; and a time point with a change range greater than a preset range threshold is determined as an identification node.
[0171] In the above manner, the time points with large changes in the target battle index are determined as the identification nodes, and by displaying the identification nodes, the player can quickly know the key points of the match state change, which is beneficial to the player to analyze the change process and situation of the match state, and in combination with the game characters at the time points of the identification nodes, the influence of the game lineup on the change of the game match state can be intuitively presented, so as to improve the efficiency of the player to analyze the match and improve the match result.
[0172] Optionally, in response to a trigger instruction for a target identification node in the multiple identification nodes, a match playback picture corresponding to the target identification node in the game match is loaded, and the match playback picture is played.
[0173] In this way, the player can quickly view the game scene before and after the time point, the operation is convenient, the dialogue playback picture combined with the object state information at the time point can provide more detailed and intuitive game situation, and the analysis efficiency of the player on the game is improved.
[0174] Optionally, the game state information includes multiple types of the following: kill quantity, death quantity, assist quantity, damage quantity, healing quantity, and role position in a game camp.
[0175] Optionally, a time dimension axis is displayed; the time dimension axis includes multiple time points; based on the time dimension axis, data identifiers of the target battle index corresponding to the time points and multiple identifier nodes are displayed; the data identifier is used to indicate the size of the target battle index.
[0176] Optionally, the data identifiers corresponding to different game camps have different relative positions with the time dimension axis.
[0177] In this way, the target battle index of different game camps at the same time point can be clearly and contrastively displayed, and the efficiency of the player in checking the game result is improved.
[0178] Optionally, the data identifiers of different game camps corresponding to the same time point have different display formats; the display format is determined based on the size of the target battle index of the game camp at the time point.
[0179] By displaying the data identifiers of the target battle index of different game camps in different display formats, the battle situation of different game camps at the same time point can be clearly indicated, the player can analyze the game state, and the efficiency of the player in checking and analyzing the game result is improved.
[0180] Optionally, extreme value data of the target battle index of the game camp and a time point corresponding to the extreme value data are determined; the extreme value data includes maximum value data and / or minimum value data; and a data identifier of the extreme value data corresponding to the time point is displayed.
[0181] Optionally, an information type of the game state information is displayed; information values corresponding to the information type of the game camp at the target game time point are displayed; the information values corresponding to different game camps have different relative positions with the information type.
[0182] Optionally, in response to a trigger instruction for a first role in the game role, game state information of the first role at the target game time point is displayed.
[0183] Optionally, a trend indication identifier is displayed in association with the information value; the trend indication identifier is used to indicate an upward trend or a downward trend of the information value.
[0184] The mode can show the game state of each game character at a certain time point, provide more detailed game state information, enable the player to understand the role and state of each game character at a certain time point, and help the player to analyze the game state in more detail, thereby improving the efficiency and accuracy of the player in checking and analyzing the game result.
[0185] In the mode, after the game match ends, the target battle indicators of each game camp and the plurality of identification nodes are displayed, and by triggering the identification nodes, the game characters used by each game camp at the corresponding time point can be displayed, so that the player can understand the lineup change of the game camp during the game match, which is beneficial to analyze the relationship between the lineup change and the battle indicators of the game camp, and improve the switching mode of the game camp in the subsequent game match. The mode is convenient to operate, can intuitively present the performance of the game camp during the match, and is beneficial to improve the match efficiency and match result.
[0186] The game information display control method and device and the computer program product of the electronic device provided in the embodiments of the present disclosure include a computer readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the method in the foregoing method embodiments. For details, refer to the method embodiments, which will not be described here.
[0187] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the foregoing method embodiments, which will not be described here.
[0188] In addition, in the description of the embodiments of the present disclosure, unless otherwise explicitly specified and limited, the terms "mounting", "connection", and "connection" should be understood in a broad sense, for example, can be fixedly connected, or can be detachably connected, or integrally connected; can be mechanically connected, or can be electrically connected; can be directly connected, or can be indirectly connected through an intermediate medium; can be the communication inside two elements. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to the specific circumstances.
[0189] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure or the parts that essentially contribute to the related art or the parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing 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 embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.
[0190] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.
[0191] Finally, it should be noted that: the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them. The protection scope of the present disclosure is not limited thereto, although the present 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 within the technical scope disclosed by the present disclosure can still modify or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to some technical features; and these modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for controlling the display of information in a game, wherein a game match includes multiple game factions participating in a battle, and game accounts in each game faction can switch game characters to fight in the game match; the method includes: In response to the end of the game, a target battle index is determined in the game, wherein the target battle index refers to the battle parameters that affect the outcome of the game between each game faction during the game. The target battle indicator is displayed, along with a first identifier for indicating how the target battle indicator changes over time in the game, wherein the first identifier includes multiple identifier nodes. In response to a trigger command targeting a target identifier node among the plurality of identifier nodes, the game status information of the plurality of game factions participating in the battle at the target game time point is displayed; wherein, the target game time point corresponds to the target identifier node, and the game status information includes at least: the game characters currently used by the plurality of game factions at the target game time point.
2. The method according to claim 1, wherein, The game status information also includes: the game character's counter status; wherein, the counter status includes: the game character being countered by a game character in the enemy camp, or the game character countering a game character in the enemy camp.
3. The method according to claim 1, wherein, The game status information also includes: the equipment and items of the game characters in the game faction.
4. The method according to claim 1, wherein, The game status information also includes: the buff effects corresponding to multiple game characters in the game faction; wherein, the buff effects include at least one of the following: synergy effects, combo skills, and skill combinations.
5. The method according to claim 1, wherein, The target combat metrics include: the ratio of the sum of kills and assists of the game faction to the number of deaths of the game faction.
6. The method according to claim 1, wherein, Before the steps of displaying the target match indicator and the first identifier for indicating how the target match indicator changes over time in the game, the method further includes: The statistical analysis shows the variation of the target combat indicators of the game faction at various points in time during the game. The time point when the change amplitude is greater than a preset amplitude threshold is determined as the identifier node.
7. The method according to claim 1, wherein, The method further includes: In response to a trigger command targeting a specific identifier node among the plurality of identifier nodes, the game replay screen corresponding to the target identifier node in the game is loaded and played.
8. The method according to claim 1, wherein, The game status information includes several of the following: number of kills, number of deaths, number of assists, damage dealt, healing received, and the role / position in the game faction.
9. The method according to claim 1, wherein, The steps of displaying the target combat indicator and a first identifier for indicating that the target combat indicator changes over time in the game include: Display a time dimension axis; wherein, the time dimension axis includes multiple time points; Based on the time dimension axis, the data identifiers of the target combat indicators corresponding to the time point are displayed, as well as the multiple identifier nodes; wherein, the data identifiers are used to indicate the magnitude of the target combat indicators.
10. The method according to claim 9, wherein, The data identifiers corresponding to different game factions have different relative positions to the time dimension axis.
11. The method according to claim 10, wherein, The data identifiers of different game factions at the same point in time have different display formats; the display format is determined based on the magnitude of the target combat index of the game faction at that point in time.
12. The method according to claim 1, wherein, The method further includes: Determine the extreme values of the target combat indicators for the game faction, and the corresponding time points of the extreme values; wherein, the extreme values include maximum value data and / or minimum value data; Displays the data identifier of the extreme value data at the time point corresponding to the extreme value data.
13. The method according to claim 1, wherein, The steps for displaying the match status information of the multiple game factions participating in the battle at the target match time point include: The types of information displayed to show the game status; Displays information values corresponding to the information types of multiple game factions at the target match time point; wherein, the relative positions of the information values corresponding to different game factions and the information types are different.
14. The method according to claim 1, wherein, The method further includes: In response to a trigger command for the first character in the game, the game status information of the first character at the target game time point is displayed.
15. The method according to claim 13, wherein, The method further includes: A trend indicator is associated with the information value; wherein the trend indicator is used to indicate an upward or downward trend of the information value.
16. A game information display and control device, wherein the game includes multiple game factions participating in a battle, and game accounts in each game faction can switch game characters to fight in the game; the device comprises: The indicator determination module is configured to execute a response after the game ends, determining the target combat indicator in the game, wherein the target combat indicator refers to the combat parameters that affect the outcome of the game between each game faction during the game. The identifier display module is configured to display the target battle indicator and a first identifier for indicating that the target battle indicator changes with the game time during the game, wherein the first identifier includes multiple identifier nodes; The information display module is configured to execute a trigger command for a target identifier node among the plurality of identifier nodes, and display the game status information of the plurality of game factions participating in the battle at the target game time point; wherein, the target game time point corresponds to the target identifier node, and the game status information includes at least: the game characters currently used by the plurality of game factions at the target game time point.
17. 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 information display control method for a game according to any one of claims 1-15.
18. A computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information display control method for a game according to any one of claims 1-15.
Citation Information
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