Information interaction method and apparatus, device, and storage medium
By displaying strategy options and sending encouraging messages when teammates are at a disadvantage, the game solves the problem of limited information display in combat games, achieving richer human-computer interaction and user experience.
Patent Information
- Application Number
- PCT/CN2025/109015
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-08-29
- Filing Date
- 2025-07-17
- Publication Date
- 2026-03-05
AI Technical Summary
Existing combat games often display information in a simplistic way and lack effective support mechanisms for teammates facing unfavorable situations.
When teammates encounter unfavorable situations, strategy options are displayed, and encouraging messages are shown in the client through feedback information to provide positive support.
It enriches the way information is displayed during gameplay, enhances the form of human-computer interaction, and improves users' combat passion and gameplay experience.
Smart Images

Figure CN2025109015_05032026_PF_FP_ABST
Abstract
Description
Information exchange methods, devices, equipment and storage media
[0001] This application claims priority to Chinese Patent Application No. 202411204699.3, filed on August 29, 2024, entitled "Information Interaction Method, Apparatus, Device and Storage Medium", the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to an information interaction method, apparatus, device, and storage medium. Background Technology
[0003] With the development of computer technology, games have gradually become one of the most popular forms of entertainment. Today, there are many types of games, among which combat games are particularly popular. In combat games, users control a selected virtual object to fight against enemy virtual objects, achieving victory by defeating enemy virtual objects, destroying enemy virtual buildings, or achieving specific objectives.
[0004] In related technologies, during combat-type game matches, when a virtual object is defeated by an enemy virtual object, a prompt message indicating the combat situation at the time of the defeat is displayed on the game interface of each virtual object participating in the match. For example, the game interface of each virtual object participating in the match may display prompts such as the identifier of the defeated virtual object, the identifier of the virtual object that defeated it, and the identifier of the virtual object that assisted in defeating it.
[0005] However, the aforementioned technologies offer a relatively limited way of displaying information during gameplay. Summary of the Invention
[0006] This application provides an information interaction method, apparatus, device, and storage medium. The technical solutions provided by this application are as follows:
[0007] According to one aspect of the embodiments of this application, an information interaction method is provided, the method comprising:
[0008] Control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate;
[0009] In the event of a headwind event occurring to the second virtual object, at least one strategy option is displayed, which is used to trigger the provision of positive support to the second virtual object;
[0010] In response to an action taken on the strategy option, feedback information is sent to the client of the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouraging information, which instructs the first virtual object to provide positive support to the second virtual object.
[0011] According to one aspect of the embodiments of this application, another information interaction method is provided, the method comprising:
[0012] Control a second virtual object to participate in the game, and the second virtual object has a first virtual object as a teammate;
[0013] In the event of a headwind event occurring in the second virtual object, feedback information sent by the client of the first virtual object is received, and the feedback information is used to trigger the client of the second virtual object to display encouraging information;
[0014] The encouragement information is displayed, which instructs the first virtual object to provide positive support to the second virtual object.
[0015] According to one aspect of the embodiments of this application, an information interaction device is provided, the device comprising:
[0016] The object control module is used to control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate;
[0017] The strategy display module is used to display at least one strategy option when the second virtual object experiences a headwind event, and the strategy option is used to trigger the provision of positive support to the second virtual object;
[0018] The feedback sending module is used to send feedback information to the client of the second virtual object in response to the operation of the strategy option. The feedback information is used to trigger the client of the second virtual object to display encouragement information, and the encouragement information is used to instruct the first virtual object to provide positive support to the second virtual object.
[0019] According to one aspect of the embodiments of this application, another information interaction device is provided, the device comprising:
[0020] The object control module is used to control the second virtual object to participate in the game, and the second virtual object has the first virtual object as a teammate;
[0021] The feedback receiving module is used to receive feedback information sent by the client of the first virtual object when a headwind event occurs in the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouragement information.
[0022] An information display module is used to display the encouragement information, which instructs the first virtual object to provide positive support to the second virtual object.
[0023] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described information interaction method.
[0024] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, and the computer program is loaded and executed by a processor to implement the above-described information interaction method.
[0025] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program, the computer program being loaded and executed by a processor to implement the above-described information interaction method.
[0026] The technical solutions provided in this application have at least the following beneficial effects:
[0027] When a virtual character on the same team experiences a disadvantageous event, at least one strategy option for that event can be displayed. Selecting this option provides positive support to the virtual character experiencing the disadvantage, and correspondingly, encouraging messages will be displayed on the client of the virtual character experiencing the disadvantageous event. This method not only enriches the way information is displayed during gameplay but also enhances the form of human-computer interaction. Attached Figure Description
[0028] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application;
[0029] Figure 2 is a flowchart of an information interaction method provided in an embodiment of this application;
[0030] Figure 3 is a schematic diagram showing the prompts and strategy options provided in one embodiment of this application;
[0031] Figure 4 is a flowchart of an information interaction method provided in another embodiment of this application;
[0032] Figure 5 is a schematic diagram of displaying first encouragement information provided in an embodiment of this application;
[0033] Figure 6 is a schematic diagram of displaying second encouragement information provided in an embodiment of this application;
[0034] Figure 7 is a flowchart of an information interaction method provided in another embodiment of this application;
[0035] Figure 8 is a schematic diagram showing defeat information provided in an embodiment of this application;
[0036] Figure 9 is a block diagram of an information interaction device provided in an embodiment of this application;
[0037] Figure 10 is a block diagram of an information interaction device provided in another embodiment of this application;
[0038] Figure 11 is a structural block diagram of a terminal device provided in an embodiment of this application. Detailed Implementation
[0039] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0040] Please refer to Figure 1, which shows a schematic diagram of a computer system provided in one embodiment of this application. The implementation environment may include: a first terminal device 11, a second terminal device 12, and a server 20.
[0041] Terminal devices include, but are not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, AR (Augmented Reality) devices, VR (Virtual Reality) devices, and other electronic devices. The terminal device can run a client of a target application (such as a game application). Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a webpage or a mini-program; this application embodiment does not limit this. Optionally, the terminal device includes a first terminal device 11 and a second terminal device 12. The first terminal device 11 is used to run a client of a first virtual object, and the second terminal device 12 is used to run a client of a second virtual object. The first virtual object and the second virtual object are different virtual objects participating in the same multiplayer game.
[0042] In this application embodiment, the target application may include, but is not limited to, any one of the following: MOBA (Multiplayer Online Battle Arena) game applications, MMORPG (Massively Multiplayer Online Role-Playing Game) applications, action-adventure game applications, social applications, interactive entertainment applications, etc.
[0043] In some embodiments, the target application is a MOBA game application. A MOBA game application is an application that allows users to choose their preferred type of character from various types and form a team with other users. The game unfolds between two opposing teams (e.g., five-player teams versus five-player teams), and the condition for winning the game is that one team breaks through the opponent's defenses and destroys the opponent's protected buildings.
[0044] Server 20 is used to provide backend services for the clients of the target applications in the first terminal device 11 and the second terminal device 12. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.
[0045] The first terminal device 11, the second terminal device 12, and the server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.
[0046] Please refer to Figure 2, which shows a flowchart of an information interaction method provided in an embodiment of this application. The executing entity for each step of this method can be the first terminal device 11 in the computer system shown in Figure 1, such as a client of a first virtual object. This method may include at least one of the following steps (210-230):
[0047] Step 210: Control the first virtual object to participate in a multiplayer game, with the first virtual object having a second virtual object as a teammate.
[0048] For example, a first virtual object is controlled to participate in a game, and the first virtual object has a second virtual object as a teammate. Optionally, step 210 can also be replaced by: displaying a virtual environment, in which the first virtual object and the second virtual object have an association relationship. Optionally, this association relationship means that they are on the same team.
[0049] A virtual object is an interactive element within a target application. Taking a game application as an example, a virtual object is a virtual character controlled by a user or server within the game application. For instance, a virtual object might be a hero selected by the user before a multiplayer game begins, and the user controls that hero's actions during the game. Virtual objects can be human figures, animals, cartoons, or other forms; this application embodiment does not limit this. Virtual objects can be displayed in three-dimensional or two-dimensional form; this application embodiment does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model, such as a three-dimensional model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space within the three-dimensional virtual environment. The activities of virtual objects include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, a virtual object is a virtual character, such as a simulated human character or an anime character. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application embodiment does not limit this. Virtual objects can be controlled by the server or by the user through a client; this application does not limit this.
[0050] In some embodiments, based on their relationship with the first virtual object, virtual objects can be categorized into: friendly virtual objects, enemy virtual objects, and neutral virtual objects. Understandably, a friendly virtual object refers to a virtual object belonging to the same team as the first virtual object. For example, a friendly virtual object can be a virtual object controlled by another user in the same team, or a virtual object controlled by the server in the same team. An enemy virtual object refers to a virtual object that is hostile to the first virtual object. For example, an enemy virtual object can be a virtual object controlled by another user in the enemy team, or a virtual object controlled by the server in the enemy team. A neutral virtual object refers to a virtual object that neither belongs to a friendly team nor an enemy team. For example, a neutral virtual object can be a monster, a neutral NPC (Non-Player Character), or other virtual objects; this embodiment does not limit this.
[0051] The first virtual object and the second virtual object are any one of the multiple teams participating in a multiplayer game. The first virtual object and the second virtual object are any two different virtual objects within that team.
[0052] The game match mentioned in this application refers to a game match that includes at least a first virtual object and a second virtual object. Optionally, the game match is a multiplayer game match, that is, in addition to including the first and second virtual objects, it also includes other virtual objects. A multiplayer game match refers to a game match in which multiple users participate together through a network. This game mode is widely used in various game types. For example, a multiplayer game match can be applied to any of the following game types: MOBA games, shooting games, real-time strategy games, action-adventure games, sandbox games, etc., and can also be other types of games. This application embodiment does not limit this.
[0053] For example, in MOBA games, a multiplayer game refers to a game in which multiple users are divided into two teams and the two teams fight against each other in the same virtual environment. Optionally, each team includes 1, 3, or 5 virtual objects, and the number of virtual objects included in each team can also be other values, which are not limited in this embodiment.
[0054] For example, in shooting games, a multiplayer game refers to a game where multiple users complete a specified objective by shooting in the same virtual environment. Optionally, the specified objective may be defeating an opponent or completing a game mission through shooting and tactical maneuvers.
[0055] For example, in real-time strategy games, multiplayer games refer to games in which multiple users engage in real-time or turn-based strategic competition or cooperation within the same virtual environment.
[0056] In some embodiments, a first user among multiple users controls a first virtual object to participate in a multiplayer game through a first terminal device; a second user among multiple users controls a second virtual object to participate in a multiplayer game through a second terminal device; wherein the first user and the second user are different users. Understandably, the first virtual object and the second virtual object are different virtual objects. The first virtual object and the second virtual object are virtual objects of the same team or faction. It should be noted that virtual objects within the same faction are teammates, while virtual objects in different factions can be adversaries or allies. It should be noted that "team" and "faction" are the same concept in this application, both referring to a group of multiple users with a common goal in a multiplayer game.
[0057] In some embodiments, a multiplayer game interface is displayed, which shows a screen with a virtual environment; a first user controls a first virtual object to participate in a multiplayer game in the virtual environment.
[0058] A virtual environment refers to a fictional world in a game that simulates the real world or a battle map, allowing users to control virtual objects to move, explore, interact, and cooperate within this simulated fictional world. Optionally, the virtual environment can be two-dimensional or three-dimensional; this application embodiment does not limit this. The virtual environment may include, but is not limited to, the following elements: map elements, virtual terrain elements, virtual buildings, virtual objects, virtual resources, virtual items, virtual equipment, etc., and may also include other elements; this application embodiment does not limit this. Optionally, the scene of the virtual environment may be, but is not limited to, any of the following: grassland, desert, snowfield, jungle, city, village, forest, ocean, etc.
[0059] Step 220: In the event of a headwind event occurring to the second virtual object, display a prompt message and at least one strategy option. The prompt message indicates that a headwind event has occurred to the second virtual object, and the strategy option triggers the provision of positive support to the second virtual object.
[0060] For example, in the event of a headwind event affecting the second virtual object, at least one strategy option is displayed, which triggers the provision of positive support to the second virtual object. Alternatively, in the event of a headwind event affecting the second virtual object, only at least one strategy option is displayed, which triggers the provision of positive support to the second virtual object.
[0061] For example, in the event of a headwind event occurring to the second virtual object, a prompt message and at least one strategy option are displayed. The prompt message indicates that a headwind event has occurred to the second virtual object, and the strategy option triggers the provision of positive support to the second virtual object.
[0062] A "disadvantageous event" describes a situation in which a virtual object or team is in a disadvantageous position or predicament during a multiplayer game. Optionally, a disadvantageous event has at least one of the following characteristics: blocked attack, resource disadvantage, failure to achieve objective, etc., and may also have other characteristics, which are not limited in this embodiment.
[0063] Offense obstruction refers to the obstruction of a virtual object or team's attack during a multiplayer game. For example, situations that result in offense obstruction may include, but are not limited to: being defeated consecutively, having virtual resources stolen, failing to destroy the enemy's virtual defense tower, failing to capture a resource point, or failing in team combat. Other situations may also be included, but this application embodiment does not limit these situations.
[0064] Resource disadvantage refers to a virtual object or team being at a disadvantage in terms of virtual resources during a multiplayer game. Virtual resources refer to various digital assets used to support, promote, and enhance the user experience during a multiplayer game. Optionally, virtual resources can be acquired in a multiplayer game through any of the following methods: defeating enemy virtual objects, defeating neutral virtual objects, completing designated tasks, collecting resource points, purchasing, trading markets, auction houses, etc., and can also be acquired through other methods, which are not limited in this application embodiment. Virtual resources include, but are not limited to: virtual currency, experience points, virtual equipment, virtual items, virtual buildings, etc., and may also include other virtual resources, which are not limited in this application embodiment. Virtual currency is used to purchase virtual items, virtual equipment, services, etc., in multiplayer games. Experience points are used to level up virtual objects or virtual units to unlock new abilities or skills. Virtual equipment is an item that virtual objects can wear to enhance their abilities or attributes. Virtual items are used to restore virtual object health, enhance virtual object abilities, or complete designated tasks, etc. Virtual buildings are structures that users can construct in a virtual environment to provide resources or specific functions (such as defense or attack functions). For example, virtual buildings may include, but are not limited to, virtual defense towers, virtual castles, virtual factories, etc., and may also include other virtual buildings, which are not limited in this application embodiment.
[0065] "Objective not achieved" refers to the failure to complete a key objective, resulting in the virtual object or team's progress being hindered in a multiplayer game. A key objective is the goal required to win a multiplayer game. Optionally, a key objective may include, but is not limited to: destroying enemy virtual buildings, capturing resource points, defeating enemy virtual objects in the final stage, defeating all enemy virtual objects, etc., or other objectives, designed by relevant technical personnel according to requirements. This application embodiment does not limit such objectives.
[0066] The prompt information includes information describing the headwind event that occurred to the second virtual object. The form in which the information is expressed includes at least one of the following: text, voice, animation, icon, etc., and may also include other forms, which are not limited in this embodiment.
[0067] For example, the prompt message includes a textual description of the headwind event that occurred to the second virtual object: "The second virtual object has been defeated, do you need help?". It can also be read aloud as a voice message: "The second virtual object has been defeated, do you need help?".
[0068] In some embodiments, the prompt information includes at least one of the following: the location of the headwind event, the identification information of the second virtual object, and the behavior of the second virtual object when the headwind event occurs.
[0069] The location of a headwind event refers to the location where the headwind event occurs in the virtual environment. Optionally, the virtual environment is pre-divided into multiple preset locations, including but not limited to: our jungle, enemy jungle, our river lane, enemy river lane, our top lane, our mid lane, our bottom lane, our base, enemy top lane, enemy mid lane, enemy bottom lane, enemy base, the neutral virtual object of our red buff (buff), the neutral virtual object of our blue buff, the neutral virtual object of the enemy red buff, the neutral virtual object of the enemy blue buff, etc., and may also include other preset locations, which are not limited in this embodiment. The location of the headwind event is determined from the above multiple preset locations based on the specific coordinates of the headwind event occurring in the virtual environment.
[0070] The behavior of the second virtual object during a disadvantageous event refers to the actions the second virtual object is performing at the time of the disadvantageous event. Optionally, at least one preset behavior of the virtual object is predefined by relevant technical personnel, including but not limited to: attacking neutral virtual objects, attacking enemy support virtual objects, attacking neutral virtual objects with blue buff, attacking neutral virtual objects with red buff, attacking enemy virtual buildings, team battles, returning to base, etc., and may also include other preset behaviors, which are not limited in this embodiment. The behavior of the second virtual object during a disadvantageous event is determined from the above-mentioned at least one preset behavior based on the game data at the time of the disadvantageous event.
[0071] In some embodiments, the identification information of the second virtual object is information used to identify the second virtual object. Optionally, the prompt information may also include the following information: the role name of the second virtual object, the account name of the second user, the role icon of the second virtual object, etc., and may also include other information, which is not limited in this embodiment.
[0072] The technical solution provided in this application embodiment provides a prompt message with multi-dimensional information, including the location of the headwind event, the identification information of the second virtual object, and the behavior of the second virtual object when the headwind event occurs. Therefore, the prompt message is rich in content and has a good prompting effect.
[0073] At least one strategy option is provided to a first user (or a first user account), offering different positive support to the second virtual object. The first user account is the user account logged into on the client where the first virtual object resides. The first user logs into the client where the first virtual object resides through the first user account to control the first virtual object. The at least one strategy option provides the first user with a choice to offer different, clearly targeted positive support to the second virtual object. The strategy option includes information briefly describing the positive support, and the form in which this information is expressed includes at least one of the following: text, voice, animation, icons, etc., and may also include other forms, which are not limited in this embodiment.
[0074] Positive support refers to actively encouraging or assisting the second virtual object, or reversing unfavorable situations caused by adverse events, to enhance the second user's combat motivation. For example, positive support is considered to bring positive benefits to the second virtual object or the second user. The second user account is the user account logged in on the client where the second virtual object resides. The second user logs in to the client where the second virtual object resides through the second user account to control the second virtual object. Positive benefits brought to the second user are considered psychological support provided to the second user, while positive benefits brought to the second virtual object are considered behavioral support provided to the second virtual object during gameplay.
[0075] The above method, by displaying clearly directional prompts and strategy options in the multiplayer game interface, allows teammates of the targeted virtual object to provide positive support, thereby increasing the combat enthusiasm of the user controlling the targeted virtual object.
[0076] In some embodiments, at least one strategy option includes: a first strategy option and a second strategy option; the first strategy option is used to trigger the provision of a first type of positive support to the second virtual object; the second strategy option is used to trigger the provision of a second type of positive support to the second virtual object; wherein the first type and the second type are different.
[0077] The first and second strategy options correspond to different types of positive support. Optionally, the types of positive support may include, but are not limited to, psychological support, assistance support, and virtual resource sharing, and may also include other types; this application embodiment does not limit this. Psychological support refers to enhancing the confidence and motivation of the second virtual object through encouragement or comfort. For example, the first virtual object can provide positive support to the second virtual object by sending encouraging or comforting messages. Assistance support refers to helping the second virtual object overcome adversity through practical actions. For example, the first virtual object can be controlled to go to the location where the second virtual object is experiencing adversity to assist in combat. Virtual resource sharing refers to improving the second virtual object's vitality, combat power, or skills by sharing virtual resources. For example, the first virtual object can share virtual equipment, virtual items, and virtual resources with bonus effects with the second virtual object, and may also share other virtual resources; this application embodiment does not limit this. Optionally, the first and second types can be any two of the above types; this application embodiment does not limit this.
[0078] Optionally, different strategy options may correspond to different display styles. Optionally, different strategy options may correspond to different display positions. Optionally, different strategy options may correspond to different display sizes. For example, the first strategy option may be displayed far from the center, while the second strategy option may be displayed close to the center. For example, the display size of the first strategy option may be smaller than the display size of the second strategy option.
[0079] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to control the first virtual object to provide assistance to the second virtual object in a multiplayer game.
[0080] The first type of positive support is positive support based on psychological type.
[0081] For example, the first user provides psychological encouragement by sending encouraging messages to the second virtual object. For instance, the encouraging message could be "Go for it! XXX". Another example is "Keep going! XXX". Here, "XXX" refers to the second virtual object and can be either the virtual object's character name or the second user's account name; this embodiment does not limit the specifics.
[0082] The second type of positive support is the support type of positive support.
[0083] For example, a first user can support a second virtual object by controlling a first virtual object to move to the location where a headwind event occurs. The first user can also support the second virtual object by remotely launching a remote attack to the location where a headwind event occurs.
[0084] The above method, by providing users with different types of strategy options, triggers different types of positive support, thus diversifying the displayed prompts.
[0085] This application provides at least two positive support methods: one is to provide psychological encouragement, and the other is to provide assistance to a second virtual object during gameplay. Different human-computer interactions are achieved through these different positive support methods, demonstrating the diversity of selection methods and the diversity of human-computer interaction forms.
[0086] In some embodiments, a virtual character image and a chat bubble are displayed in a pop-up window, the chat bubble including a prompt message and at least one strategy option.
[0087] A pop-up is a temporary UI window element that appears directly on the currently displayed interface of the client without requiring switching to another interface.
[0088] A virtual character image refers to the visual and behavioral representation of a virtual object controlled by a user or server. Optionally, a virtual character image can be dynamic or static; this application embodiment does not limit this. Optionally, a virtual character image can be two-dimensional or three-dimensional; this application embodiment does not limit this. Optionally, a virtual character image can be the image of a game assistant designed by relevant technical personnel, or it can be the image of a virtual object initiating positive support (e.g., the image of a first virtual object); this application embodiment does not limit this.
[0089] Conversation bubbles are UI (User Interface) elements used to display text messages, other information content, or interactive controls sent by the user.
[0090] In some embodiments, if no action is received regarding the strategy options within a set time period, the prompt message and at least one strategy option are disabled.
[0091] The set duration refers to the time reserved for the first user to consider whether to provide positive support. This duration is preset by relevant technical personnel, and this embodiment does not limit it. For example, the set duration can be 3 seconds. It should be noted that this example is merely illustrative; the set duration can also be other values, set by relevant technical personnel according to requirements.
[0092] For example, please refer to Figure 3, which shows a schematic diagram of the display of prompt information and strategy options provided in an embodiment of this application. A virtual environment is displayed in the multiplayer game interface 30. When the second virtual object experiences a disadvantageous event, a pop-up window displays a virtual character image 31 and a conversation bubble 32. The virtual character image 31 is the image of the game assistant, and the conversation bubble 32 includes prompt information and two interactive controls. The prompt information displayed in the conversation bubble 32 is: "Teammate XXX is being targeted while jungling in our jungle, do you need help?". The prompt information includes information that the location of the disadvantageous event for the second virtual object is our jungle, and that the second virtual object's behavior at the time of the disadvantageous event is jungling. The two interactive controls displayed in the conversation bubble are: an encouragement control 33 and a help control 34. The encouragement control 33 corresponds to the first strategy option and is used to trigger the provision of a first type of positive support to the second virtual object. The help control 34 corresponds to the second strategy option and is used to trigger the provision of a second type of positive support to the second virtual object.
[0093] Based on the previous example, if the first user does not perform any operation on the encouragement control 33 or the help control 34 within 3 seconds, the virtual character image 31 and the conversation bubble 32 will be canceled.
[0094] The above method, which displays prompts and strategy options in the form of pop-ups, enriches the display elements of the interface, increases user immersion and interactivity, and enhances the user's gaming experience.
[0095] Step 230: In response to the operation on the strategy option, feedback information is sent from the server to the client of the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouragement information, which is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0096] For example, in response to an action on a strategy option, feedback information is sent to the client of the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouraging information, which instructs the first virtual object to provide positive support to the second virtual object.
[0097] The feedback information includes at least one of the following: information indicating the strategy option selected by the first user, identification information of the first virtual object, location information of the first virtual object, etc.
[0098] Encouragement information is information or prompts used to motivate, encourage, or enhance the combat enthusiasm of a second user. In some embodiments, encouragement information may be presented in any one or more of the following forms: text, music or sound effects, voice, virtual character image, etc., and may also include other forms, which are not limited in this application embodiment. Text-based encouragement information may be concise and clear motivational statements or encouraging prompts. Voice-based encouragement information can motivate the second user by playing voice messages. Music or sound effects-based encouragement information can motivate the second user by playing rousing and inspiring music or sound effects. Virtual character-based encouragement information can motivate the second user by displaying the expressions, actions, or postures of a first virtual object.
[0099] In some embodiments, different strategy options correspond to different motivational messages. That is, the content of the motivational message displayed on the client of the second virtual object differs depending on the strategy option selected by the first user.
[0100] For example, when the first user selects the first strategy option, the encouraging message displayed on the client of the second virtual object is "Go for it! XXX".
[0101] For example, when the first user selects the second strategy option, the encouraging message displayed on the client of the second virtual object is "I'll help you, XXX".
[0102] The above method, by configuring different incentive content for different strategy options, achieves diversification of the information displayed in multiplayer games, which is conducive to enriching the forms of human-computer interaction and improving the efficiency of human-computer interaction.
[0103] In some embodiments, in response to an action on a strategy option, a pointing indicator is displayed in the virtual environment of a multiplayer game or in the map display control of a multiplayer game. The pointing indicator is used to indicate the location where the adverse event occurs.
[0104] In some embodiments, the virtual environment of a multiplayer game includes at least one road; in response to an action on a strategy option, a directional prompt is displayed on the first road of the at least one road. The first road is the path required to reach the location where the headwind event occurs.
[0105] In some embodiments, the pointing prompt information may be presented in any one or more of the following ways: arrow, highlighted mark, bubble prompt, icon mark, animated indication, path guidance, etc., and may also be presented in other ways, which are not limited in this application embodiment.
[0106] A map display control refers to a UI element used to display map information on a multiplayer game interface. Map display controls may include, but are not limited to, the following elements: minimap, map markers, map information layer, etc., and may also include other elements; this application embodiment does not limit this. A minimap is a thumbnail of the virtual environment. Map markers are used to indicate various important locations. For example, map markers may be used to indicate the locations of the following elements: enemy virtual objects, friendly virtual objects, neutral virtual objects, friendly virtual buildings, enemy virtual buildings, etc., and may also be used to indicate the locations of other elements or events; this application embodiment does not limit this.
[0107] In some embodiments, in response to an action on a strategy option, directional markers in the form of path guidance are displayed in the map display control of a multiplayer game.
[0108] In some embodiments, in response to an operation on a second strategy option for at least one strategy option, a pointing prompt icon is displayed in the virtual environment of a multiplayer game or in the map display control of a multiplayer game.
[0109] The above method, by displaying directional prompts, helps guide the first user to control the first virtual object to move towards the location where the headwind event occurred.
[0110] In some embodiments, a navigation control is displayed to trigger a first virtual object to automatically move towards the location where the headwind event occurs; in response to an operation on the navigation control, the first virtual object is controlled to move towards the location where the headwind event occurs. Optionally, the navigation control is also referred to as an automatic navigation control.
[0111] In some embodiments, an auto-navigation control is displayed to trigger a first virtual object to automatically move to the location where the headwind event occurs; in response to an operation on the auto-navigation control, the first virtual object is controlled to move to the location where the headwind event occurs.
[0112] The Auto Navigation control is used to provide the first virtual object with the ability to automatically move to the location where the headwind event occurs.
[0113] Optionally, the operation on the automatic navigation control is an operation in which the user triggers the first virtual object to automatically move to the location where the headwind event occurs. This application does not limit the type of operation, such as at least one of a click operation, a long press operation, a double-click operation, etc.
[0114] Optionally, the navigation control is not always displayed. Optionally, the navigation control is triggered to appear in response to an action taken on the strategy options.
[0115] The above method provides users with an automatic navigation function, enabling virtual objects to automatically move to the location where the headwind event occurs, and allowing virtual objects to quickly provide assistance to the targeted virtual objects.
[0116] In summary, the method provided in this application embodiment, when a virtual object in the same team experiences a disadvantageous event, displays a prompt message about the disadvantageous event and at least one strategy option, allowing users to provide positive support to the virtual object experiencing the disadvantageous event by selecting the strategy option. Correspondingly, encouraging information will be displayed on the client of the virtual object experiencing the disadvantageous event, enriching the display method of prompt messages in multiplayer game matches and enriching the human-computer interaction.
[0117] The following explains how to determine headwind events.
[0118] In some embodiments, the criteria for determining a headwind event include at least one of the following:
[0119] Condition 1: The number of times the second virtual object is defeated consecutively is greater than or equal to the first threshold;
[0120] Condition 2: The number of times the second virtual object has its virtual resources acquired in succession is greater than or equal to the second threshold;
[0121] Condition 3: The second virtual object fails to gain any benefit or gains a reduced benefit after attacking at least one auxiliary virtual object;
[0122] Condition 4: The second virtual object is attacked or defeated by bypassing the first virtual building;
[0123] Condition 5: The second virtual object is ambushed or defeated;
[0124] Condition 6: The second virtual object cannot defeat the fourth virtual object.
[0125] For condition 1, the first threshold is based on the number of consecutive defeats and is used to measure whether a headwind event has occurred. This first threshold is preset by relevant technical personnel. For example, the first threshold can be set to 3, meaning that if the second virtual object is defeated consecutively 3 times or more, a headwind event is determined to have occurred. It should be noted that this example is for illustrative purposes only; the first threshold can also be other values, set by relevant technical personnel according to requirements.
[0126] Being consecutively defeated means that the interval between the current defeat and the previous respawn time is less than or equal to a third threshold. In other words, the second virtual object can only be considered consecutively defeated if its survival time from its last health reset to its current defeat is less than or equal to the third threshold. Optionally, the second virtual object's health reset can occur at the start of a multiplayer game or upon respawning after being defeated. The third threshold is used to measure whether the second virtual object has been consecutively defeated, and it is preset by relevant technical personnel. For example, the third threshold can be set to 60 seconds, meaning that if the interval between the current defeat and the previous respawn time is less than or equal to 60 seconds, the second virtual object is considered consecutively defeated. It should be noted that this example is only illustrative, and the third threshold can be other values, set by relevant technical personnel according to requirements.
[0127] Regarding condition 2, the second threshold is based on the number of times a virtual resource is continuously preemptively acquired, and is used to measure whether a headwind event has occurred. This second threshold is preset by relevant technical personnel. For example, the second threshold can be set to 3, meaning that if the number of times a second virtual object's virtual resource is continuously preemptively acquired is greater than or equal to 3, then a headwind event is determined to have occurred. It should be noted that this example is merely illustrative, and the second threshold can also be other values, set by relevant technical personnel according to requirements. Optionally, virtual resources can be obtained by defeating monsters, collected resources, or other virtual resources; this application embodiment does not limit this.
[0128] Being continuously preemptively acquired for virtual resources refers to a situation where the time interval between the current acquisition of virtual resources and the previous acquisition is less than or equal to a fourth threshold. The fourth threshold is used to measure whether a second virtual object has been preemptively acquired for virtual resources, and it is preset by relevant technical personnel. For example, the fourth threshold can be set to 20 seconds, meaning that if the time interval between the current acquisition and the previous acquisition is less than or equal to 20 seconds, the second virtual object is determined to have been continuously preemptively acquired for virtual resources. It should be noted that this example is for illustrative purposes only; the fourth threshold can also be other values, set by relevant technical personnel according to requirements.
[0129] For example, if the virtual resource is obtained by defeating a monster, and at any point during the second virtual object's attack on the monster, an enemy virtual object also attacks the monster and defeats it first, the point in time when the enemy virtual object defeats the monster first is determined as the point in time when the virtual resource is obtained first this time. Similarly, the point in time when the enemy virtual object previously defeated the monster first is determined as the point in time when the virtual resource was obtained first last time. In this case, if the time interval between the current point in time when the enemy virtual object defeats the monster first and the previous point in time when the enemy virtual object defeats the monster first is less than or equal to a fourth threshold, it is determined that the second virtual object has been continuously obtained first in virtual resource acquisition.
[0130] For example, if the virtual resource is obtained through acquisition, and at any point during the acquisition process of the second virtual object, an enemy virtual object also acquires the same virtual resource and gains the first acquisition, the point in time when the enemy virtual object acquires the resource first is determined as the current point in time when the virtual resource is acquired first. Similarly, the point in time when the enemy virtual object previously acquired the virtual resource first is determined as the previous point in time when the virtual resource was acquired first. In this case, if the time interval between the current point in time when the enemy virtual object acquires the virtual resource first and the previous point in time when the enemy virtual object acquires the virtual resource first is less than or equal to a fourth threshold, it is determined that the second virtual object has been continuously acquired first.
[0131] For condition 3, auxiliary virtual objects are lower-level virtual objects, including both friendly and enemy auxiliary virtual objects. In condition 3, auxiliary virtual objects specifically refer to enemy auxiliary virtual objects. Auxiliary virtual objects are server-controlled virtual objects used to assist a third virtual object in combat. The third virtual object is one that hinders a second virtual object from attacking or defeating at least one auxiliary virtual object. For example, in MOBA games, auxiliary virtual objects, also known as minions, are automatically generated virtual objects with attack and defense capabilities on each lane in the virtual environment. Rewards refer to the bonuses obtained by attacking or defeating auxiliary virtual objects, i.e., virtual resources.
[0132] In some embodiments, if a second virtual object attacks at least one auxiliary virtual object, and the second virtual object is within a set range when at least one auxiliary virtual object dies, then the second virtual object gains a benefit; if a second virtual object attacks at least one auxiliary virtual object, and the last attack received by at least one auxiliary virtual object before its death originated from the second virtual object, then the second virtual object gains double the benefit. The set range is the maximum range centered on an auxiliary virtual object, representing the maximum range within which the benefit gained after the virtual object's death can be obtained. This range is defined by those skilled in the art, and this embodiment does not limit this limitation.
[0133] In other words, if the third virtual object forces the second virtual object out of the set range before the auxiliary virtual object dies, the second virtual object will not receive any benefits; if the third virtual object prevents the second virtual object from making a final attack to defeat the auxiliary virtual object, the second virtual object will not receive double the benefits, that is, the benefits will be reduced.
[0134] For condition 4, the first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs. Optionally, the first virtual building has a certain attack range. When an enemy virtual object enters this attack range, the first building attacks the enemy virtual object. If the second virtual object's health is low, or the enemy virtual object's health is high, the enemy virtual object will attempt to enter the first virtual building's attack range and withstand its attacks in order to attack or defeat the second virtual object. In this case, the enemy virtual object may pose an overwhelming threat to the second virtual object; therefore, in this situation, a "downwind event" is determined for the second virtual object.
[0135] For condition 5, the virtual environment includes multiple hidden areas. When a virtual object enters a hidden area, it is invisible to other users. In multiplayer games, these hidden areas can serve as excellent ambush locations. An enemy virtual object can ambush a second virtual object in any of its hidden areas, launching a surprise attack when the second virtual object gets close. Since the enemy virtual object attacks earlier than the second virtual object, the second virtual object is at a disadvantage in this battle. In this situation, it is determined that the second virtual object has experienced a "downturn" event.
[0136] For condition 6, the fourth virtual object is the virtual object attacked by the second virtual object. The fourth virtual object can be the aforementioned auxiliary virtual object, or it can be an enemy virtual object controlled by other users. The second virtual object cannot defeat the fourth virtual object in the following situations: the second virtual object dies before the fourth virtual object is defeated; or, while attacking the fourth virtual object, other enemy virtual objects besides the fourth virtual object launch a fierce attack on the second virtual object.
[0137] If the fourth virtual object is the aforementioned auxiliary virtual object, and the first virtual object can defeat the fourth virtual object before it dies, then the reward will be doubled.
[0138] If the fourth virtual object is an enemy virtual object controlled by another user, and the fourth virtual object's health is at an extremely low level, the first virtual object can defeat it, preventing the fourth virtual object from recovering its health and continuing to attack the second virtual object. At the same time, it can also temporarily reduce the number of virtual objects that the enemy team is fighting, which helps to turn the tide of the battle.
[0139] Understandably, when a headwind event occurs, the second virtual object can satisfy one of the above conditions, or it can satisfy any number of the above conditions simultaneously.
[0140] The above method, by identifying various adverse events and promptly notifying users, helps users adapt their combat strategies and optimize the allocation of virtual resources, thereby improving their performance in multiplayer games.
[0141] The following describes the conditions that the first virtual object must meet.
[0142] In some embodiments, if a headwind event occurs on the second virtual object and the first virtual object meets the conditions, at least one strategy option is displayed.
[0143] In some embodiments, if a headwind event occurs on the second virtual object and the first virtual object meets the conditions, a prompt message and at least one strategy option are displayed.
[0144] In some embodiments, when a disadvantageous event occurs to the second virtual object, the server identifies the first virtual object as one of the multiple user-controlled virtual objects participating in multiplayer battles that meets certain conditions. The number of first virtual objects can be one or more. That is, only on the client of the virtual object that meets the conditions will the prompt information related to the disadvantageous event occurring to the second virtual object and at least one strategy option be displayed.
[0145] In some embodiments, the conditions include at least one of the following:
[0146] Condition 1: The first virtual object and the second virtual object are in the same team or faction;
[0147] Condition 2: The first virtual object is the virtual object closest to the second virtual object;
[0148] Condition 3: The role type of the first virtual object matches the role type of the second virtual object;
[0149] Condition 4: The role type of the first virtual object matches the role type of the fifth virtual object, and the fifth virtual object is the virtual object that attacks or defeats the second virtual object.
[0150] Condition 1 means that the first virtual object must meet the condition of being teammates with the second virtual object.
[0151] Condition 2 means that the first virtual object must be the closest to the second virtual object. The distance between the first and second virtual objects is determined based on their positions within the virtual environment.
[0152] The role type of a virtual object is used to describe the main functions and settings of the virtual object in a multiplayer game. Optionally, the role type of a virtual object may include, but is not limited to: warrior, tank, assassin, mage, marksman, support, etc., and may also include other role types, which are not limited in this embodiment. Different role types have a mutually restraining relationship.
[0153] For condition 3, the role type of the first virtual object can match the role type of the second virtual object in any of the following ways: the role type of the first virtual object and the role type of the second virtual object belong to the same role type; or the role type of the first virtual object and the role type of the second virtual object are role types with similar functions.
[0154] For example, if the role type of the second virtual object is archer, the role type of the first virtual object can be mage.
[0155] For condition 4, the situation where the role type of the first virtual object matches the role type of the fifth virtual object is that the role type of the first virtual object restrains the role type of the fifth virtual object.
[0156] For example, if the role type of the fifth virtual object is auxiliary, the role type of the first virtual object can be assassin.
[0157] In some embodiments, the condition further includes condition 5: the role type of the first virtual object is a highly flexible role type. For example, the first virtual object could be an assassin or a support.
[0158] The above method, by setting multiple conditions that the first virtual object must meet, helps to select the most suitable virtual object to provide positive support for the virtual object experiencing a disadvantageous event, thereby effectively improving the unfavorable situation caused by the disadvantageous event, improving human-computer interaction efficiency, and enhancing the game experience of weaker players. Simultaneously, the display of this prompt and strategy option requires the second virtual object to experience a disadvantageous event, and the first virtual object to meet the conditions; that is, the information display is targeted and selective. Therefore, this information display method also reduces display costs (targeted display) and improves the prompting effect (selective display).
[0159] The following describes the implementation process of the information interaction method in the client of the second virtual object. Since the first virtual object interacts with the second virtual object, the method steps of the information interaction method in the client of the second virtual object correspond to those in the client of the first virtual object. For details not described in the embodiment of the second virtual object, please refer to the description in the embodiment corresponding to the client of the first virtual object.
[0160] Please refer to Figure 4, which shows a flowchart of an information interaction method provided in another embodiment of this application. The executing entity for each step of this method can be the second terminal device 12 in the computer system shown in Figure 1, such as a client of a second virtual object. This method may include at least one of the following steps (410-430):
[0161] Step 410: Control the second virtual object to participate in a multiplayer game, with the first virtual object as a teammate.
[0162] Optionally, a second virtual object can be controlled to participate in the game, with the second virtual object having the first virtual object as a teammate.
[0163] Step 420: In the event of a headwind event occurring in the second virtual object, receive feedback information sent by the client of the first virtual object through the server. The feedback information is used to trigger the client of the second virtual object to display encouragement information.
[0164] Optionally, in the event of a headwind event occurring in the second virtual object, feedback information sent by the client of the first virtual object is received, and the feedback information is used to trigger the client of the second virtual object to display encouraging information.
[0165] In some embodiments, the encouragement information includes: identification information of the first virtual object and encouragement content, wherein the encouragement content expresses, in text form, voice form or animation form, that the first virtual object provides positive support to the second virtual object.
[0166] The identification information of the first virtual object is used to indicate the first virtual object. Optionally, the identification information of the first virtual object can be presented in any one or more of the following ways: the role name of the first virtual object, the account name of the first user, the image title of the first virtual object, etc., and can also be presented in other ways, which are not limited in this embodiment.
[0167] In some embodiments, the encouragement content includes identification information of the second virtual object and encouragement statements. Encouragement statements refer to statements that are motivating.
[0168] The identification information of the second virtual object is used to indicate the second virtual object. Optionally, the identification information of the second virtual object can be presented in any one or more of the following ways: the role name of the second virtual object, the account name of the second user, the image title of the second virtual object, etc., and can also be presented in other ways, which are not limited in this embodiment.
[0169] In some embodiments, the determination criteria for a headwind event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to a first threshold; the number of times the second virtual object is continuously preemptively acquired of virtual resources is greater than or equal to a second threshold; the second virtual object cannot obtain any benefit or its benefit is reduced after attacking at least one auxiliary virtual object; the second virtual object is attacked or defeated by bypassing the first virtual building; the second virtual object is ambushed or defeated; and the second virtual object cannot defeat the fourth virtual object. Wherein, continuous defeat means that the interval between the time of the current defeat and the time of resurrection after the previous defeat is less than or equal to a third threshold; being continuously preemptively acquired of virtual resources means that the time interval between the time of the current preemptive acquisition of virtual resources and the time of the previous preemptive acquisition of virtual resources is less than or equal to a fourth threshold; auxiliary virtual object refers to a virtual object controlled by the server to assist the third virtual object in combat; the third virtual object is a virtual object that prevents the second virtual object from attacking or defeating at least one auxiliary virtual object; the first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs; and the fourth virtual object is a virtual object attacked by the second virtual object.
[0170] Step 430: Display encouragement information, which indicates that the first virtual object is providing positive support to the second virtual object.
[0171] Optionally, encouragement information can be displayed, which instructs the first virtual object to provide positive support to the second virtual object.
[0172] In some embodiments, positive support includes a first type of positive support and a second type of positive support, wherein the first type and the second type are different.
[0173] In some embodiments, when the feedback information indicates a first type of positive support, a first encouragement message is displayed, which instructs the first virtual object to provide the first type of positive support to the second virtual object; when the feedback information indicates a second type of positive support, a second encouragement message is displayed, which instructs the first virtual object to provide the second virtual object to provide the second type of positive support.
[0174] Because of the different types of positive support, the content of the first encouragement message and the content of the second encouragement message are different.
[0175] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to control the first virtual object to provide assistance to the second virtual object in a multiplayer game.
[0176] For example, please refer to Figure 5, which shows a schematic diagram of displaying first encouragement information according to an embodiment of this application. The first encouragement information is displayed in the multiplayer game interface 30. The displayed first encouragement information includes encouragement content 51 and identification information 52 of a first virtual object. Among them, the encouragement content 51 includes the identification information "XXX" of a second virtual object and the encouragement phrase "Go for it!".
[0177] For example, please refer to Figure 6, which shows a schematic diagram of displaying second encouragement information according to an embodiment of this application. The second encouragement information is displayed in the multiplayer game interface 30. The displayed second encouragement information includes encouragement content 61 and identification information 62 of the first virtual object. Among them, the encouragement content 61 includes the identification information "XXX" of the second virtual object and the encouragement statement "I'll help you".
[0178] In summary, the method provided in this application embodiment, in the event of a headwind event, displays corresponding encouraging information by receiving feedback information sent from virtual objects in the same team, thereby boosting the morale of the user controlling the terminal device, enriching the human-computer interaction methods, and improving the efficiency of human-computer interaction.
[0179] The following describes the interaction process between the first terminal device, the second terminal device, and the server.
[0180] Please refer to Figure 7, which shows a flowchart of an information interaction method provided in another embodiment of this application.
[0181] Taking the "reverse wind" event as an example of being continuously defeated, Figure 7 illustrates the interaction process between the first terminal device, the second terminal device, and the server when the second virtual object is continuously defeated. The first terminal device is used to run the client of the first virtual object, the second terminal device is used to run the client of the second virtual object, and the server is used to provide background services for the clients of the first and second virtual objects.
[0182] Step 710: In the event that the second virtual object is defeated, the client of the second virtual object reports a defeat event to the server. The defeat event is used to describe the situation when the second virtual object is defeated.
[0183] Step 720: The server processes the defeated event from the second terminal device.
[0184] In some embodiments, the server obtains game data when the second virtual object is defeated. The game data is used to indicate the events and behaviors that occur when the second virtual object is defeated. Based on the game data, the server determines whether the second virtual object is defeated consecutively. If the second virtual object is defeated consecutively and the number of consecutive defeats is greater than or equal to a first threshold, the server sends an indication message to the first terminal device. The indication message is used to trigger the client of the first virtual object to display a prompt message and at least one strategy option.
[0185] In some embodiments, the server sends defeat information to the first terminal device and the second terminal device respectively, and the defeat information is used to indicate the situation when the second virtual object is defeated.
[0186] In some embodiments, the defeat information includes at least one of the following: the identification information of the second virtual object, the identification information of the fifth virtual object, and the identification information of the sixth virtual object, wherein the fifth virtual object is the virtual object that defeats the second virtual object, and the sixth virtual object is the virtual object that helps the fifth virtual object defeat the second virtual object.
[0187] For example, please refer to FIG8, which shows a schematic diagram of displaying defeat information provided in an embodiment of this application. In the multiplayer game interface 30 displayed on the client of the first virtual object or the client of the second virtual object, the identification information 81 of the fifth virtual object that defeated the second virtual object, the identification information 82 of the defeated second virtual object, the defeat content 83, and the identification information 84 of the sixth virtual object that helped the fifth virtual object defeat the second virtual object are displayed.
[0188] Step 730: In the client of the first virtual object, a prompt message and at least one strategy option are displayed. The prompt message is used to indicate that a headwind event has occurred in the second virtual object, and the strategy option is used to trigger positive support to the second virtual object.
[0189] Step 740: In response to the operation on the strategy option, the client of the first virtual object sends feedback information to the client of the second virtual object through the server. The feedback information is used to trigger the client of the second virtual object to display encouragement information, which is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0190] Step 750: When the client of the second virtual object receives feedback information sent by the client of the first virtual object through the server, an encouraging message is displayed. The encouraging message is used to indicate that the first virtual object is providing positive support to the second virtual object.
[0191] In some embodiments, the client of the second virtual object generates corresponding encouragement information based on the received feedback information; the encouragement information is then displayed in the client of the second virtual object.
[0192] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0193] Please refer to Figure 9, which shows a block diagram of an information interaction device provided in an embodiment of this application. This device has the functions described above, which can be implemented in hardware or by hardware executing corresponding software. The device can be the first terminal device 11 described above, or it can be disposed within the first terminal device 11. As shown in Figure 9, the device 900 may include an object control module 910, a strategy display module 920, and a feedback sending module 930.
[0194] The object control module 910 is used to control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate.
[0195] The strategy display module 920 is used to display at least one strategy option when the second virtual object experiences a headwind event, the strategy option being used to trigger positive support to the second virtual object.
[0196] The feedback sending module 930 is used to send feedback information to the client of the second virtual object in response to the operation of the strategy option. The feedback information is used to trigger the client of the second virtual object to display encouragement information, and the encouragement information is used to instruct the first virtual object to provide positive support to the second virtual object.
[0197] In some embodiments, the at least one strategy option includes: a first strategy option and a second strategy option; the first strategy option is used to trigger the provision of a first type of positive support to the second virtual object; the second strategy option is used to trigger the provision of a second type of positive support to the second virtual object; wherein the first type and the second type are different.
[0198] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to control the first virtual object to provide assistance to the second virtual object in the game.
[0199] In some embodiments, the strategy display module 920 is used to display a virtual character image and a conversation bubble in the form of a pop-up window, wherein the conversation bubble includes at least one strategy option.
[0200] In some embodiments, different strategy options correspond to different encouragement messages.
[0201] In some embodiments, the device 900 further includes a guidance display module (not shown in FIG. 9) for displaying a directional prompt icon in the virtual environment of the game match or in the map display control of the game match in response to an operation on the strategy option. The directional prompt icon is used to indicate the location where the headwind event occurs.
[0202] In some embodiments, the device 900 further includes an automatic navigation module (not shown in FIG. 9) for displaying navigation controls, the navigation controls being used to trigger the first virtual object to automatically move toward the location where the headwind event occurs; and in response to an operation on the navigation controls, controlling the first virtual object to move toward the location where the headwind event occurs.
[0203] In some embodiments, the determination criteria for the adverse event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to a first threshold; the number of times the second virtual object is continuously preemptively acquired by virtual resources is greater than or equal to a second threshold; the second virtual object cannot obtain any benefit or its benefit is reduced after attacking at least one auxiliary virtual object; the second virtual object is attacked or defeated by bypassing a first virtual building; the second virtual object is ambushed or defeated; the second virtual object cannot defeat a fourth virtual object; wherein, the continuous defeat refers to the interval between the time point of the current defeat and the time point of resurrection after the previous defeat being less than or equal to a third threshold; the continuous preemptive acquisition of virtual resources refers to the time interval between the time point of the current preemptive acquisition of virtual resources and the time point of the previous preemptive acquisition of virtual resources being less than or equal to a fourth threshold; the auxiliary virtual object refers to a virtual object controlled by the server to assist the third virtual object in combat; the third virtual object is a virtual object that prevents the second virtual object from attacking or defeating the at least one auxiliary virtual object; the first virtual building is a virtual building with defensive functions belonging to the team or faction to which the second virtual object belongs; and the fourth virtual object is a virtual object attacked by the second virtual object.
[0204] In some embodiments, the strategy display module 920 is configured to display at least one strategy option when the headwind event occurs in the second virtual object and the first virtual object meets the conditions.
[0205] In some embodiments, the conditions include at least one of the following: the first virtual object and the second virtual object are in the same team or faction; the first virtual object is the virtual object closest to the second virtual object; the role type of the first virtual object matches the role type of the second virtual object; the role type of the first virtual object matches the role type of a fifth virtual object, the fifth virtual object being the virtual object that attacked or defeated the second virtual object.
[0206] In some embodiments, the strategy display module 920 is further configured to display a prompt message when the headwind event occurs to the second virtual object, the prompt message including at least one of the following: the location of the headwind event, the identification information of the second virtual object, and the behavior of the second virtual object when the headwind event occurs.
[0207] In some embodiments, the device 900 further includes a cancellation display module (not shown in FIG9) for canceling the display of the prompt information and the at least one strategy option if no operation for the strategy option is received within a set time period.
[0208] In summary, the device provided in this application embodiment, when a virtual object in the same team experiences a disadvantageous event, displays a prompt message about the disadvantageous event and at least one strategy option, allowing users to provide positive support to the virtual object experiencing a disadvantageous event by selecting a strategy option. Correspondingly, encouraging information will be displayed on the client of the virtual object experiencing a disadvantageous event, enriching the display methods of prompt messages in multiplayer game matches.
[0209] Please refer to Figure 10, which shows a block diagram of an information interaction device provided in another embodiment of this application. This device has the functions described above, which can be implemented by hardware or by hardware executing corresponding software. This device can be the second terminal device 12 described above, or it can be located within the first terminal device 11. As shown in Figure 10, the device 1000 may include an object control module 1010, a feedback receiving module 1020, and an information display module 1030.
[0210] The object control module 1010 is used to control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate.
[0211] The feedback receiving module 1020 is used to receive feedback information sent by the client of the first virtual object when a headwind event occurs in the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouragement information.
[0212] The information display module 1030 is used to display the encouragement information, which is used to instruct the first virtual object to provide positive support to the second virtual object.
[0213] In some embodiments, the encouragement information includes: the identification information of the first virtual object and encouragement content, wherein the encouragement content expresses, in text form, voice form or animation form, that the first virtual object provides positive support to the second virtual object.
[0214] In some embodiments, the positive support includes a first type of positive support and a second type of positive support, wherein the first type and the second type are different; the information display module 1030 is configured to display first encouragement information when the feedback information indicates the first type of positive support, the first encouragement information being used to instruct the first virtual object to provide the first type of positive support to the second virtual object; and to display second encouragement information when the feedback information indicates the second type of positive support, the second encouragement information being used to instruct the first virtual object to provide the second type of positive support to the second virtual object.
[0215] In some embodiments, the first type of positive support is used to provide psychological encouragement to the user of the second virtual object; the second type of positive support is used to provide assistance to the second virtual object through the first virtual object in the game.
[0216] In some embodiments, the determination criteria for the adverse event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to a first threshold; the number of times the second virtual object is continuously preemptively acquired by virtual resources is greater than or equal to a second threshold; the second virtual object cannot obtain any benefit or its benefit is reduced after attacking at least one auxiliary virtual object; the second virtual object is attacked or defeated by bypassing a first virtual building; the second virtual object is ambushed or defeated; the second virtual object cannot defeat a fourth virtual object; wherein, the continuous defeat refers to the interval between the time point of the current defeat and the time point of resurrection after the previous defeat being less than or equal to a third threshold; the continuous preemptive acquisition of virtual resources refers to the time interval between the time point of the current preemptive acquisition of virtual resources and the time point of the previous preemptive acquisition of virtual resources being less than or equal to a fourth threshold; the auxiliary virtual object refers to a virtual object controlled by the server to assist the third virtual object in combat; the third virtual object is a virtual object that prevents the second virtual object from attacking or defeating the at least one auxiliary virtual object; the first virtual building is a virtual building with defensive functions belonging to the team or faction to which the second virtual object belongs; and the fourth virtual object is a virtual object attacked by the second virtual object.
[0217] In summary, the device provided in this application embodiment, in the event of a headwind event, displays corresponding encouragement information by receiving feedback information sent from virtual objects in the same team, thereby boosting the morale of the user controlling the terminal device.
[0218] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0219] Please refer to Figure 11, which shows a structural block diagram of a terminal device 1100 provided in one embodiment of this application. The terminal device 1100 can be a first terminal device 11 or a second terminal device 12 in the computer system shown in Figure 1, used to implement the information interaction method provided in the above embodiments. Specifically:
[0220] Typically, terminal device 1100 includes a processor 1110 and a memory 1120.
[0221] Processor 1110 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1110 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1110 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1110 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1110 may also include an AI processor for handling computational operations related to machine learning.
[0222] The memory 1120 may include one or more computer-readable storage media, which may be non-transitory. The memory 1120 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1120 are used to store a computer program configured to be executed by one or more processors to implement the aforementioned information interaction method.
[0223] In some embodiments, the terminal device 1100 may also optionally include a peripheral device interface 1130 and at least one peripheral device. The processor 1110, memory 1120, and peripheral device interface 1130 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1130 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1140, a display screen 1150, an audio circuit 1160, and a power supply 1170.
[0224] Those skilled in the art will understand that the structure shown in FIG11 does not constitute a limitation on the terminal device 1100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0225] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor, implements the aforementioned information interaction method. Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).
[0226] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned information interaction method.
[0227] It should be noted that the collection and processing of relevant data (such as game data) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0228] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0229] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. An information interaction method, the method being executed by a terminal device, the method comprising: Control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate; In the event of a headwind event occurring to the second virtual object, at least one strategy option is displayed, which is used to trigger the provision of positive support to the second virtual object; In response to an action taken on the strategy option, feedback information is sent to the client of the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouraging information, which instructs the first virtual object to provide positive support to the second virtual object.
2. The method according to claim 1, wherein, The strategy options include at least one of the following: a first strategy option and a second strategy option; The first strategy option is used to trigger the provision of the first type of positive support to the second virtual object; The second strategy option is used to trigger the provision of a second type of positive support to the second virtual object; The first type and the second type are different.
3. The method according to claim 2, wherein, The first type of positive support is used to provide psychological encouragement to the user of the second virtual object; The second type of positive support is used to control the first virtual object to provide assistance to the second virtual object during the game.
4. The method according to any one of claims 1 to 3, wherein, The display of at least one strategy option includes: A virtual character image and a chat bubble are displayed in the form of a pop-up window, and the chat bubble includes at least one strategy option.
5. The method according to any one of claims 1 to 4, wherein, Different strategy options correspond to different motivational messages.
6. The method according to any one of claims 1 to 5, wherein, The method further includes: In response to an action taken on the strategy option, a directional indicator is displayed in the virtual environment of the game or in the map display control of the game, the directional indicator indicating the location where the adverse event occurred.
7. The method according to claim 6, wherein, The method further includes: Display navigation controls, which are used to trigger the first virtual object to automatically move to the location where the headwind event occurred; In response to an operation on the navigation control, the first virtual object is controlled to move toward the location where the headwind event occurred.
8. The method according to any one of claims 1 to 7, wherein, The determination criteria for the headwind event include at least one of the following: the number of times the second virtual object is continuously defeated is greater than or equal to the first threshold; the number of times the second virtual object is continuously preemptively acquired by virtual resources is greater than or equal to the second threshold; the second virtual object attacks at least one auxiliary virtual object without gaining any benefit or the benefit gained is reduced; the second virtual object is attacked or defeated by bypassing the first virtual building; the second virtual object is ambushed or defeated; the second virtual object is unable to defeat the fourth virtual object. The "continuous defeat" refers to the interval between the time of being defeated and the time of resurrection after the previous defeat being less than or equal to a third threshold. The "continuous preemption of virtual resources" refers to the time interval between the time of being preempted of virtual resources and the time of the previous preemption of virtual resources being less than or equal to a fourth threshold. The "auxiliary virtual object" refers to a virtual object controlled by the server to assist the third virtual object in combat. The third virtual object is a virtual object that prevents the second virtual object from attacking or defeating the at least one auxiliary virtual object. The first virtual building is a defensive virtual building belonging to the team or faction to which the second virtual object belongs. The fourth virtual object is a virtual object attacked by the second virtual object.
9. The method according to any one of claims 1 to 8, wherein, In the event of a headwind event occurring in the second virtual object, at least one strategy option is displayed, including: When the headwind event occurs in the second virtual object and the first virtual object meets the conditions, at least one strategy option is displayed.
10. The method according to claim 9, wherein, The conditions include at least one of the following: The first virtual object and the second virtual object are in the same team or faction; The first virtual object is the virtual object closest to the second virtual object; The role type of the first virtual object matches the role type of the second virtual object; The role type of the first virtual object matches the role type of the fifth virtual object, which is a virtual object that attacks or defeats the second virtual object.
11. The method according to any one of claims 1 to 10, wherein, The method further includes: When the headwind event occurs in the second virtual object, a prompt message is displayed, which includes at least one of the following: the location of the headwind event, the identification information of the second virtual object, and the behavior of the second virtual object when the headwind event occurs.
12. An information interaction method, the method being executed by a terminal device, the method comprising: Control a second virtual object to participate in the game, and the second virtual object has a first virtual object as a teammate; In the event of a headwind event occurring in the second virtual object, feedback information sent by the client of the first virtual object is received, and the feedback information is used to trigger the client of the second virtual object to display encouraging information; The encouragement information is displayed, which instructs the first virtual object to provide positive support to the second virtual object.
13. The method according to claim 12, wherein, The encouragement information includes: the identification information of the first virtual object and the encouragement content, wherein the encouragement content expresses, in the form of text, voice or animation, that the first virtual object provides positive support to the second virtual object.
14. The method according to claim 12 or 13, wherein, The positive support includes a first type of positive support and a second type of positive support, wherein the first type and the second type are different; The display of the encouragement information includes: When the feedback information indicates positive support of the first type, first encouragement information is displayed, which instructs the first virtual object to provide the first type of positive support to the second virtual object; If the feedback information indicates the second type of positive support, a second encouragement message is displayed, which instructs the first virtual object to provide the second type of positive support to the second virtual object.
15. The method according to claim 14, wherein, The first type of positive support is used to provide psychological encouragement to the user of the second virtual object; The second type of positive support is used to assist the second virtual object in the game through the first virtual object.
16. An information interaction device, the device comprising: The object control module is used to control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate; The strategy display module is used to display at least one strategy option when the second virtual object experiences a headwind event, and the strategy option is used to trigger the provision of positive support to the second virtual object; The feedback sending module is used to send feedback information to the client of the second virtual object in response to the operation of the strategy option. The feedback information is used to trigger the client of the second virtual object to display encouragement information, and the encouragement information is used to instruct the first virtual object to provide positive support to the second virtual object.
17. An information interaction device, the device comprising: The object control module is used to control the first virtual object to participate in the game, and the first virtual object has a second virtual object as a teammate; The feedback receiving module is used to receive feedback information sent by the client of the first virtual object when a headwind event occurs in the second virtual object. The feedback information is used to trigger the client of the second virtual object to display encouragement information. An information display module is used to display the encouragement information, which instructs the first virtual object to provide positive support to the second virtual object.
18. A terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the method as claimed in any one of claims 1 to 11, or to implement the method as claimed in any one of claims 12 to 15.
19. A computer-readable storage medium storing a computer program configured to be executed by a processor to implement the method as claimed in any one of claims 1 to 11, or to implement the method as claimed in any one of claims 12 to 15.
20. A computer program product comprising a computer program loaded by a processor and executed to implement the method as claimed in any one of claims 1 to 11, or to implement the method as claimed in any one of claims 12 to 15.
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