CN112156457B - Game copy display method and device - Google Patents

Game copy display method and device Download PDF

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Publication number
CN112156457B
CN112156457B CN202011011354.8A CN202011011354A CN112156457B CN 112156457 B CN112156457 B CN 112156457B CN 202011011354 A CN202011011354 A CN 202011011354A CN 112156457 B CN112156457 B CN 112156457B
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game
copy
virtual character
information
game copy
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CN112156457A (en
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宋丽婷
王彤
高楠楠
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Perfect World Beijing Software Technology Development Co Ltd
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Perfect World Beijing Software Technology Development Co Ltd
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Priority to CN202011011354.8A priority Critical patent/CN112156457B/en
Priority to PCT/CN2020/130484 priority patent/WO2022062147A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

The embodiment of the invention provides a game copy display method and device. The method comprises the following steps: associating a game copy for one or more plots in a game scene at a preset time point/time period, displaying a first game resource of the game copy at the preset time point/time period, and displaying the game copy in the game scene in a non-sensible manner by setting an association relationship between the plots and the game copy; the method comprises the steps of receiving coordinate information of a first virtual character in a game scene, actively detecting whether the first virtual character meets the set condition of participating in the game copy when the coordinate information falls into any land block associated with the game copy, and if so, loading second game resources associated with the game copy in any land block associated with the game copy, so that the complicated participating steps are reduced, a player obtains the experience of unaware entering the game copy, and the player perceives the difference before and after entering the game copy by loading the second game resources, so that a brand-new game copy display mode is realized.

Description

Game copy display method and device
Technical Field
The invention belongs to the field of data processing, and particularly relates to a game copy display method and device.
Background
A massively Multiplayer Online Role-Playing Game (MMORPG), in which each player needs to play a fictional Role and control the Role to play various sets of copies in the Game world.
Currently, there are a single-Player copy play (a Player controls a virtual Character to fight a computer-controlled Character) and a team copy play (a plurality of players control respective virtual characters to fight a Non-Player Character (NPC) controlled by a computer), a Player can search for an interesting copy play in a plurality of copy play lists, and after selecting to participate in the copy play, a client initiates a game resource for loading a copy of the play to a server to load the game resource from the server to a game copy room in the client for display, and the Player can control the virtual Character to participate in the copy play in the room corresponding to the game copy.
However, the current copy participation mode needs to be initiated actively by a player, and the operation is complicated.
Disclosure of Invention
The invention provides a game copy display method and device, and aims to solve the technical problems that in the prior art, a copy participation mode needs to be initiated actively by a player, and the operation is complicated.
In a first aspect, the present invention provides a game copy display method, including:
the game scene comprises one or more plots, the one or more plots are associated with corresponding game copies at preset time points/time periods, and first game resources of the game copies are shown at the preset time points/time periods;
receiving coordinate information of a first virtual character in a game scene;
if the coordinate information of the first virtual character falls into any plot associated with the game copy, judging whether the information of the first virtual character in the game scene meets the set condition of participating in the game copy;
and if the information of the first virtual character meets the set conditions of the game copy, loading a second game resource associated with the game copy in any place associated with the game copy.
Optionally, the first game resource presents a model for the play of one or more second virtual characters in the game copy.
Optionally, the play presentation of the second virtual character in the first game resource includes an interactive presentation model of the second virtual character and the NPC.
Optionally, the coordinate information of the first virtual character is monitored, and when the distance from the first virtual character to any parcel associated with the game copy is a first distance threshold, the introduction information of the game copy is displayed.
Optionally, the introduction information includes task information of the game copy and progress information indicating a degree of completion of the task of the first virtual character.
Optionally, the information of the first virtual character includes a character state condition. Judging whether the information of the first virtual character meets the set conditions of the game copy, including:
judging whether the role state condition of the first virtual role meets the set condition of participating in the game copy; wherein, the setting conditions for participating in the game copy comprise one or a combination of the following conditions: the level, the skill value, the player gender, the team status, the prop information, the mission information, the designated trigger time, the designated trigger event, the designated trigger interaction acquisition event, the designated global event, the team marketing information of the player, and the player skill information of the first virtual character.
Correspondingly, judging whether the character state condition of the first virtual character meets the set condition of the game copy, wherein the judging step comprises the following steps:
judging whether the role state of the first virtual role meets the role state condition of the game copy, wherein the role state comprises the following steps: personal/team status, rank, and number of times a game copy is engaged;
if the role state accords with the role state condition of the participating game copy, whether the first virtual role joins in other game copies is judged;
if the first virtual character does not join other game copies, determining the bearing capacity for representing the number of virtual characters contained in the game copies, and judging whether the first virtual character is allowed to participate in the game copies according to the bearing capacity;
and if the first virtual character is allowed to participate in the game copy according to the bearing capacity, determining that the information of the first virtual character in the game scene meets the set conditions for participating in the game copy.
Optionally, the second game resource is a differentiated scene element associated with any parcel associated with the game copy.
Optionally, when the first virtual character leaves any plot and exceeds the second distance threshold, or when the time length of the first virtual character leaving any plot exceeds the first time threshold, displaying a play prompt message of the game copy.
Optionally, if the information of the first virtual character meets the set condition of participating in the game copy, the information of the first virtual character is sent to a play list corresponding to the server and the game copy.
Optionally, a play record table corresponding to the first virtual character is set in a play list corresponding to the game copy; the play record table is used for recording the state change of the first virtual character, or the play record table is used for recording the state change of the first virtual character and the state change of a third virtual character which participates in game copy play with the first virtual character team.
Optionally, when the first virtual character meets the set condition for exiting the game copy, the play record table is loaded, and the information of the first virtual character is updated, so that the first virtual character in the game scene synchronously displays the state of the first virtual character when the first virtual character exits the game copy.
Optionally, when the information of the first virtual character meets the setting condition of the game copy, determining an interaction unit related to the playing method in the first game copy in the first region in the game scene, and modifying an AI processing control end of the determined interaction unit into a control unit corresponding to the server.
Optionally, when the first virtual character finishes the play corresponding to the first game copy in the first zone, the AI processing control end of the interaction unit in the first zone related to the play in the first game copy is converted into the control unit of the client from the control unit corresponding to the server.
Optionally, when the information of the first virtual character meets the set condition of the game copy, determining an interaction unit related to the play in the first game copy in the first region of the game scene, and removing the interaction unit unrelated to the play in the first game copy.
Optionally, the plurality of plots includes a first plot and a second plot, the first plot corresponds to the first game copy, the second plot corresponds to the second game copy, and the coordinates of the first plot and the second plot partially coincide; and when the coordinate information of the first virtual character is positioned at the part where the coordinate parts of the first plot and the second plot coincide, displaying selection prompt information for the first game character to enter the first game copy or the second game part.
In a second aspect, an embodiment of the present invention provides a game copy display apparatus, where the apparatus includes:
the display module is used for displaying a first game resource of the game copy at a preset time point/time period;
the judgment module is used for receiving the coordinate information of the first virtual role in the game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, judging whether the information of the first virtual character in the game scene meets the set conditions of participating in the game copy;
and the loading module is used for loading a second game resource associated with the game copy in any plot associated with the game copy if the information of the first virtual character meets the set condition of participating in the game copy.
Optionally, the first game resource presents a model for the play of one or more second virtual characters in the game copy.
Optionally, the play presentation model of the second virtual character in the first game resource includes an interactive presentation model of the second virtual character and the NPC.
Optionally, the apparatus further includes a monitoring module, configured to monitor coordinate information of the first virtual character; and when the distance from the first virtual character to any land parcel associated with the game copy is a first distance threshold value, displaying introduction information of the game copy.
Optionally, the introduction information includes task information of the game copy and progress information indicating a degree of completion of the task of the first virtual character.
Optionally, the information of the first virtual character includes a character state condition. In the process that the determining module 02 determines whether the information of the first virtual character meets the set condition for participating in the game copy, the determining module is specifically configured to:
and judging whether the character state condition of the first virtual character meets the set condition of the game copy. Wherein, the setting conditions for participating in the game copy comprise one or a combination of the following conditions: the level, the skill value, the player gender, the team status, the prop information, the mission information, the designated trigger time, the designated trigger event, the designated trigger interaction acquisition event, the designated global event, the team marketing information of the player, and the player skill information of the first virtual character.
Optionally, the second game resource is a differentiated scene element associated with any parcel associated with the game copy.
Optionally, the apparatus further includes a prompt module, specifically configured to: and when the first virtual character leaves any plot and exceeds a second distance threshold value, or when the time length of the first virtual character leaves any plot and exceeds a first time threshold value, displaying play prompt information of the game copy.
Optionally, the apparatus further includes a list recording module, specifically configured to: and if the information of the first virtual character meets the set conditions of the game copies, sending the information of the first virtual character to a play list corresponding to the game copies at the server side.
Optionally, the list recording module is further configured to: setting a play record table corresponding to the first virtual character in a play list corresponding to the game copy; the play record table is used for recording the state change of the first virtual character, or the play record table is used for recording the state change of the first virtual character and the state change of a third virtual character which participates in game copy play with the first virtual character team.
Optionally, the list recording module is further configured to: and when the first virtual character meets the set condition of quitting the game copy, loading the play record table, and updating the information of the first virtual character so as to synchronously display the state of the first virtual character in the game scene when the first virtual character quits the game copy.
Optionally, the apparatus further includes a scheduling module, specifically configured to: and when the information of the first virtual character meets the set conditions of the game copies, determining an interaction unit related to the playing method in the first game copy in the first plot in the game scene, and modifying the AI processing control end of the determined interaction unit into a control unit corresponding to the server.
Optionally, the scheduling module is further configured to: when the first virtual character finishes the playing method corresponding to the first game copy in the first plot, the AI processing control end of the interaction unit related to the playing method in the first game copy in the first plot is converted into the control unit of the client by the control unit corresponding to the server.
Optionally, the scheduling module is further configured to: and when the information of the first virtual character meets the set conditions of the game copies, determining the interaction units in the first plot of the game scene, which are related to the playing method in the first game copy, and removing the interaction units, which are not related to the playing method in the first game copy.
In a third aspect, the present invention provides an electronic device, comprising a memory and a processor, wherein the memory stores a computer program operable on the processor, and the processor implements the steps of the method according to any one of the first aspect when executing the computer program.
In a fourth aspect, a computer readable medium having non-volatile program code executable by a processor, the program code causing the processor to perform the method of any of the first aspects.
In the technical scheme provided by the embodiment of the invention, the game scene comprises one or more plots, corresponding game copies are associated with the one or more plots at a preset time point/time period, and the first game resources of the game copies are displayed at the preset time point/time period, so that the game copies are displayed in a game scene in a non-sensing manner by setting the corresponding relationship between the plots and the game copies, and the picture substitution sense of the virtual character is enhanced. Since the game resources on the plot associated with the game copy are consistent with the game resources in the game scene before and after the first virtual character enters the plot, the split feeling caused by position change or scene style change before and after the game copy is loaded is avoided. For a first virtual character controlled by a player, receiving coordinate information of the first virtual character in a game scene, and if the coordinate information of the first virtual character falls into any plot associated with a game copy, judging whether the information of the first virtual character in the game scene meets the set conditions of participating in the game copy; and if the information of the first virtual character meets the set conditions of the participating game copy, loading a second game resource associated with the game copy in any parcel, wherein the second game resource prompts the player that the game copy is entered. Therefore, by monitoring the coordinate information of the virtual character, whether the virtual character can participate in the game copy is actively detected when the player is found to have the intention of participating in the game copy, related game resources are actively loaded for the player who can participate in the game copy, the player does not need to rely on the process of actively initiating the game copy, and the complicated participation steps of the player are reduced. The game copy display scheme provided by the embodiment of the invention can not only continue the consistency of game resources before and after the display of the game copy, avoid the split feeling of the game scene caused by the display and switching of the game copy, and enable a player to obtain the experience of no perception of entering the game copy, but also enable the player to perceive the difference before and after entering the game copy through the prompt of the second game resource, thereby realizing a brand-new game copy display mode.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the invention and not to limit the invention. In the drawings:
FIG. 1 is a flow chart of a game copy display method according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a game scenario in accordance with an embodiment of the present invention;
FIG. 3 is a schematic diagram of a client according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a game copy presentation method according to an embodiment of the invention;
FIG. 5 is a block diagram of a game copy display apparatus according to an embodiment of the present invention;
fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The terminology used in the description of the invention herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention.
In a role-playing game, each player needs to play a fictitious character and control the character to play various settings in the game world.
In order to enrich the game experience of the player, different playing methods are often set in the game, such as: the game playing method comprises a single person and NPC battle playing method, a multi-person team and NPC battle playing method and the like. While the entrances to individual plays are often distributed in different locations throughout the world, where the world refers to one of the high-freedom game scenes in which all players are visible to each other, players can walk freely throughout the world, chatting with other players.
When a player determines a playing method to be performed, the world map is browsed, the virtual character of the player is controlled to go to a playing method entrance, and at the moment, when the system detects that the virtual character reaches the playing method entrance, N NPCs corresponding to the playing method are generated, so that the player controls the virtual character and the NPCs to start the playing method.
However, in the conventional game copy display method, generally, after a player controls a virtual character to enter a game copy room, a game scene corresponding to a game copy can be seen in the game copy room, that is, the player controls the character to have no way of knowing the scene, task content or even target reward of the game copy in the process of walking in the world, so that the player does not necessarily select an interested game copy to participate in the game scene, task content or even target reward, and therefore, the invention firstly provides a game copy display method, as shown in fig. 1, the method includes:
step S101, a game scene comprises one or more plots, corresponding game copies are associated with the one or more plots at a preset time point/time period, and first game resources of the game copies are displayed at the preset time point/time period;
in this step, the game scene is the scene where the virtual character is currently located, and in practical application, the game scene represents a high-degree-of-freedom scene in which all players are visible to each other, for example: in a world scenario, a player can control a virtual character to walk freely in the world and chat with other players.
In a game scenario, a virtual character may interact with various interactive objects. The interactive object can be an NPC in a game scene, the NPC is a non-player control unit and can interact with a player according to preset execution logic, so that NPC functions in different playing methods can be different. In practical application, in order to enhance the substituting sense of the game, the NPC is usually fused with the background story, and the positions of the NPCs with different identities in the world are different, so the embodiment of the invention introduces the concept of land parcel.
First, a plot according to an embodiment of the present invention will be described. A parcel refers to a region in a game scene. In fact, from the server side, the coverage of the parcel in the game scene can be represented by a coordinate range. From the client side, the plot has no visual boundary with the surrounding game scene, and no visual boundary exists between different plots. That is, the player does not perceive the division of the parcel by the client. That is, on the client side, when the virtual character moves between different tiles or moves between a tile and a surrounding game scene, game resources in the tile and the game scene are kept consistent.
The method and the system have the advantages that the parcel can be a play area corresponding to the game copy, the game copy is fused with the background story in order to enhance the substituting sense of the game, the parcel corresponding to different game copies in a game scene is different, meanwhile, the introduction information such as display animation, play introduction, task content and the like related to the game copy can be browsed by the virtual character in the game scene through displaying the first game resource of the game copy on the parcel, and compared with the traditional mode that the game copy can be browsed only when entering a specific game copy room, the selection basis of the copy can be more intuitively provided for a player.
Alternatively, in a game scene, the parcel may be dynamically set based on the time axis of the game scene. For example, in a world game, plots may be dynamically partitioned from the overall game scene according to the timeline of the world game. For example, 8 am to 9 am, associate respective game copies a for plot a and plot B; at noon 13 to 14, respective game copies b are associated for plot a and plot C.
Based on the land parcel described above, a point in time or a period of time to perform the associated action is set by the game controller before S101. Thus, in S101, at a predetermined time point or time period, a corresponding game copy is associated with one or more plots included in the game scene, and the first game resource of the game copy is presented at the predetermined time point or time period.
Wherein, the first game resource can be understood as: the play in the game copy is projected to the interaction pattern in the game scene. The game scenario here is for example an open world scenario. Briefly, the first game resource may be a play presentation model of one or more second virtual characters in the game copy.
Herein, a virtual character that a player (i.e., a player) controls in a game is referred to as a first virtual character; in a game scenario, the virtual character used to present game copy play to a player is referred to as the second virtual character.
Specifically, the display content of the play display model in the first game resource may be determined according to the actual situation. For example: in order to facilitate the player to quickly understand the task play of the game copy, the play presentation model may be an image that simulates the task play performed by a plurality of second virtual characters, such as a play introduction animation including the second virtual characters; or, the play display model may be configured to display task content of the game copy and corresponding awards, for example, the second virtual character simulates to execute the task content and obtains images of the corresponding awards, so as to encourage the player to participate in the game copy.
The second virtual character is associated with the game copy, and may be an NPC character, the NPC is a non-player control unit, and the play method defined by the game copy may be implemented according to a preset execution logic. In order to facilitate a player to understand the playing methods corresponding to various game copies, the embodiment of the invention enables the player to quickly understand the playing methods by showing the playing method showing models of one or more second virtual characters in the game copies on the land blocks corresponding to the game copies, and when the player generates the participation intention to the game copies due to the playing method showing, the player can directly move to the land blocks corresponding to the game copies to wait for participating in the game copies. Optionally, the play presentation model comprises an interactive presentation model of the second virtual character with the NPC.
It should be noted that before and after the virtual character enters a certain plot, the first game resources on the plot associated with the game copy are consistent with the game resources in the game scene, so that the game copy and the game scene have no split feeling. In short, the first game resource on the land can be regarded as an integral with the game resource in the game scene, for example, if the game resource in the game scene includes a tree and a river, the first game resource also needs to include the same tree and river as those in the game resource.
In order to enrich the game experience of the player, the embodiment of the invention also enables the parcel to be associated with the corresponding game copy at a predetermined time point/time period, and the game copy can also be displayed at a predetermined frequency. That is, tile a may only show the first game resource associated with the game copy at 9 am and 9 pm to prompt the player to control the virtual character to actively participate in the game copy, so as to prompt the player to turn on or off the game copy. Of course, the first game resource related to the game copy may also be displayed at a predetermined frequency, for example, number 1 per month, and the first game resource related to a certain game copy may also be displayed to prompt the player to turn on or off the game copy. Compared with the traditional mode of informing the game copy switch of the game, the first game resource on the land parcel associated with the game copy is consistent with the game resource in the game scene, so that the game copy and the game scene have no split feeling, and the game copy and the game scene have more substitution feeling.
Step S102, receiving coordinate information of a first virtual character in a game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, judging whether the information of the first virtual character meets the set conditions of participating in the game copy;
in a traditional game copy display mode, a player searches interesting game copies in a plurality of game copy lists by himself, after the game copies are manually selected to participate in the game, a client initiates game resources for loading corresponding to the game copies to the server, the game resources are loaded from the server to the client for display, and the player can control virtual characters to participate in the copy playing method.
Based on this, according to the above description, the first virtual character refers to a virtual character controlled by a player in a game, and in practical applications, a function that a client (such as a client) can determine a position coordinate of the virtual character in a game scene in real time can be utilized to monitor coordinate information of the first virtual character, so that when the player controls the first virtual character to reach a parcel associated with a game copy, the client generates a request for loading the copy and carrying the coordinate information, and sends the request to the server, so that the first virtual character can participate in the game copy. The server stores the coordinate information of the plots corresponding to the scenes of the multiple game copies and the multiple game copies, so that when a loading request carrying the coordinate information from the client is received, the game copy resources requested to be loaded by the player can be determined.
Assume that a game copy is associated with an NPC, and assume that the parcel associated with the game copy is a range around the NPC. Based on these assumptions, when it is detected that the first virtual character enters the parcel by listening to the coordinate information of the first virtual character, it is explained that the first virtual character may have an intention to interact with the NPC, that is, the first virtual character may have an intention to enter the game copy. Therefore, it is necessary to determine whether the first virtual character meets the set conditions for interacting with the target interaction object, that is, whether the first virtual character meets the set conditions for participating in the game copy.
In practical application, the range of the land parcel can be determined according to actual conditions, and in addition, two alternative embodiments exist for the arrangement of the land parcel;
scene one: the region of the play plan can be directly set as a land parcel, and for the player, the player can see the overall view of the region of the game copy plan from the game scene, and the player can select whether to enter the region according to the interest of the player.
Scene two: the parcel comprises a playing area and a transmission area. In practical applications, a playing area and a transmission area may be set in a parcel, such as the parcel shown in fig. 2 that includes the playing area and the transmission area, according to a specific usage scenario. Of course, the play area may be separately set in the parcel.
The game area is an area planned for the game, namely, a place where the game is interacted with an NPC in a game copy needs to be located in the game area, but generally, the area range of the game area may be very large, and a player needs to control a first virtual character to move for a long time to arrive, so that the player can trigger the judgment on whether the information of the first virtual character in the game scene meets the set conditions of the game copy by setting a transmission area when entering the periphery of the game area, namely, after detecting that the first virtual character enters the transmission area. And if the information of the first virtual character meets the set conditions of the game copy, executing a transmission logic to move the first virtual character to the corresponding play area.
For example: and after the first virtual character enters the transmission area, triggering the judgment of whether the information of the first virtual character meets the set conditions of the participating game copy. And if the information of the first virtual character is judged to meet the set conditions of the game copies, the information of the first virtual character is sent to a play list corresponding to the game copies of the server side, and the server side executes preset transmission logic to change the position of the first virtual character.
In short, after determining that the information of the first virtual character meets the set conditions of the game copy, the following processing logic is executed:
and the server side sets a play record table corresponding to the first virtual character in the play list corresponding to the game copy. The play record table is used for recording the state change of the first virtual character, or the play record table is used for recording the state change of the first virtual character and the state change of a third virtual character which participates in game copy play with the first virtual character team. For example, a play record table for participating in play is created for the player, and records of the first virtual character and a third virtual character controlled by the player teammates are updated in the play record table, so that the players of the same team are ensured to be in a play area.
And the client side responds to the state change updated by the server side based on the play record table, such as the position of the first virtual character is updated to the coordinates in the play area, so that the first virtual character controlled by the player is directly switched to the play area from the transmission area, and the player is enabled to enter the play area without perception.
In the embodiment of the present invention, by monitoring the coordinate information of the first virtual character, when the first virtual character enters a parcel corresponding to a game copy, the participation intention of a player is discovered, and the judgment on whether the information of the first virtual character in a game scene meets the set condition of the game copy is triggered in time, if the virtual character meets the set condition of the game copy, a second game resource corresponding to the game copy is loaded from a server to a client, the switching of scenes is completed, and the player is prompted to control the first virtual character to participate in the game copy, for example: the game copy contains NPC resources, NPC is a non-player control unit and can interact with virtual characters (fighting, chasing, racing and the like) according to preset execution logic, so that NPC functions in different playing methods can be different, the NPC functions are different according to the different playing methods of the game copy, and the set conditions can also be different.
It is assumed that the information of the first virtual character includes a character state condition. In S102, it may be determined whether the character state condition of the first virtual character matches a set condition for participating in the game copy.
Wherein, the setting conditions for participating in the game copy at least comprise: the level, skill value, player gender, team status, property information, task information, designated trigger time, designated trigger event, designated trigger interaction acquisition event, designated global event, team camping information of the player and player skill information of the first virtual character are selected, and the specific setting condition can be set according to the actual situation. In practice, the global event is specified as the total number of players who are strange in the server to which the player belongs. The player skill information is, for example, a skill effect of the player.
For example, in practical applications, the level of the first virtual character controlled by the player increases with the duration of the game played by the player and the reward factor of the play (the experience value required for the reward is upgraded, and when the experience value reaches a certain value, the level of the virtual character is increased by one), so in order to enrich the experience of the players with different levels, NPCs with different levels may be set in the same play, that is, the lower level player matches the lower level NPC (the play difficulty is low), and the higher level player matches the higher level NPC (the play difficulty is high), and these NPCs with different levels may be understood as different objects interacting with the first virtual character, so that certain conditions are required for interacting with these NPCs, for example: a hierarchy constraint, or whether interaction was ever done with a lower-ranked NPC. Specifically, the determination of the setting condition for interacting with the target interaction object in the embodiments of the present invention is not particularly limited, and in order to enrich the experience of the player, the combination of the game copy and the setting condition may be updated at any time in a key-value pair manner.
Specifically, whether the information of the first virtual character in the game scene meets the setting condition of the game copy may be determined according to the actual situation, in the above example, the setting condition is associated with the NPC in the game copy only as an optional implementation, and the specific setting may be determined according to the actual situation.
If the information of the first virtual character meets the set conditions for participating in the game copy, step S103 loads a second game resource associated with the game copy in any parcel associated with the game copy.
In the embodiment of the present invention, in order to solve the problem that the virtual character meets the setting condition of the game copy, that is, the first virtual character controlled by the player already meets the setting condition, the player can enter the game copy, and at this time, the second game resource corresponding to the game copy needs to be displayed. Here, the second game resources include, for example, various scene resources that interact with the first virtual character after entering the game copy. Such as the NPC associated with the game copy task, and various props associated with the game copy task.
Since the scene transition process is easy for the player to feel obtrusive and even the picture split, in the embodiment of the present invention, by displaying the first game resource and the second game resource associated with the game copy on the same tile, the position coordinate of the first virtual character does not change before and after the game copy enters, and the picture split in the process of loading the game copy is reduced, but in order to prompt the player, the first virtual character has already started to participate in the game copy, preferably, the second game resource is a differentiated scene element associated with any tile associated with the game copy, so as to prompt the player to participate in the game copy.
In the embodiment of the present invention, a scene element refers to any unit in a scene, for example, flowers, grasses, trees, buildings, and the like in the scene are all scene elements, and the scene elements do not necessarily all relate to modification in the process of scene switching, and may only be modified on main scene elements to form a differentiated scene element. For example, in a practical scenario where a whole boundless grassland is seen in the world with a castle, the grassland need not be modified during play, but only the data model of the castle needs to be modified, for example: showing more details, ageing treatment, vine growth, etc.
For example: and optimizing the model of the important scene elements in the game scene to obtain the model of the scene elements needing to be displayed in the second game resource, so as to realize the continuation of the scene elements in the game scene. For example, the model of the important scene element in the game scene is sharpened, so as to emphasize the visual hierarchy of the scene element to be displayed in the second game resource. From the visual perspective, only the change of weather and the change of building color can be seen, but the appearance of the building and the positions of the scene elements are kept unchanged as much as possible, so that the problem that the two scenes before and after switching are too different, and the switching scene is abrupt is avoided. Therefore, the consistency of the positions of the scene elements and the main appearance modeling is kept as much as possible, the problem of abrupt scene switching is avoided, the place where the game copy is located is kept fused with the surrounding environment as much as possible, and a player can enter the game method of the game copy without feeling; and through soft processing such as weather change, color change and the like, a certain difference exists before and after the game copy is entered, so that the player can be prompted to participate in the game copy, the environmental atmosphere set by the game copy can be better fitted, and the substitution feeling of a game scene is enhanced.
Meanwhile, aiming at the setting mode that the second game resource inherits the scene elements in the game scene, although the player can enter the playing method without feeling, in order to avoid the situation that the player is distracted or mistakenly enters the game to trigger the scene switching, the second game resource can also be provided with interface elements corresponding to NPC in the game copy to prompt the player that the scene switching occurs.
For example: as shown in the schematic diagram of the prompt box shown in fig. 3, specifically, the content in the prompt box may be determined according to the actual situation, and the prompt box may show a task corresponding to the play method and a task completion progress, for example, if the task a needs to collect five fruits, the task a is shown in a task bar: five fruits (N/5) were collected, N representing the number of fruits that the player has collected. The embodiment of the invention preferably adopts a prompt box to prompt, aims to prompt a player that the scene is switched, and can optimize the game experience of the player entering the playing method by showing the tasks corresponding to the playing method and the task progress in the prompt box.
In another case, the scene elements of the differentiation between the second game resources and the parcel can also be embodied as necessary elements only for showing the interaction between the virtual character and the NPC in the game copy, that is, even if there are other virtual characters and scene elements on the same screen, in order to ensure the smoothness of the picture, the NPC or scene elements matched with other players by the server and other virtual characters can be shielded or blurred. Based on the above, when the information of the first virtual character meets the set conditions of the game copies, the interaction units related to the playing method in the first game copy in the first region of the game scene are determined, and the interaction units unrelated to the playing method in the first game copy are removed. Even if the server bears too large number of virtual characters during the starting period of the playing method activity, the smoothness of the picture of each player can be ensured, and the game experience is stabilized. In addition, in the event that a first avatar is to be teamed with other player-controlled avatars in a game copy, the player-controlled avatars will appear on-screen in the same game copy to ensure cooperation with each other.
In addition, in order to improve the immersion feeling of the picture and ensure the fluency of the picture, if the information of the first virtual character accords with the set condition of participating in the game copy, the following processing is also carried out on the plot related to the game copy:
when the information of the first virtual character meets the set conditions of the game copies, namely the first virtual character enters the game copies, determining interaction units related to the playing method in the first game copies in a first block in the game scene, and modifying the AI processing control end of the determined interaction units into a control unit corresponding to the server. Wherein, the interaction unit refers to game resources, such as NPC or scene element, which may interact with the first virtual character in the game copy. The scene element is, for example, a scene in a place such as a door opening, a castle, a chair, etc. The AI processing control end of the interaction unit refers to processing logic or modules for controlling the corresponding attribute features of the interaction unit in the first game copy. The attribute features are, for example, action style features, appearance features and attribute features of the interactive elements. In fact, the server still adopts the original interactive unit data for control, so that the AI processing control efficiency is improved, and the occupation of the memory and the influence of the peak value of the memory on the game performance are reduced.
In this way, by transferring the AI processing control right of the interactive unit to the server after the first virtual character enters the game copy, the attribute characteristics of the interactive unit can be changed according to the setting of the game copy, thereby bringing a more immersive game copy experience to the player and also contributing to the reduction of the processing pressure on the client side.
For example: when the information of the first virtual character meets the set conditions of the game copies, assuming that the playing method corresponding to the game copies comprises fighting interaction with a certain NPC, and assuming that the interaction unit related to the playing method in the first game copies in the first plot is a certain NPC, the AI processing control end of the NPC is modified into a fighting server, so that the NPC has fighting attributes, and the immersion feeling of the game copies is enhanced. For example, the AI processing control end of the NPC is modified into a combat server, so that the behavior and action characteristics of the NPC have a combat style after the first virtual character enters the game copy. Or the skill of the NPC is provided with a fighting special effect after the first virtual character enters the game copy by modifying the AI processing control end of the NPC into a fighting server.
Furthermore, when the first virtual character finishes the playing method corresponding to the first game copy in the first plot, the AI processing control end of the interaction unit related to the playing method in the first game copy in the first plot is converted into the control unit of the client from the control unit corresponding to the server. For example, when the first virtual character leaves the first parcel associated with the game copy, the AI process control right of the interactive unit related to the play in the first game copy may be handed over to the client, so that the attribute feature of the interactive unit related to the play may be restored after the first virtual character finishes the play in the first game copy.
Through the control right transfer mode introduced above, before and after the first virtual character enters the game copy, the AI processing control right of the interaction unit is switched, so that the attribute characteristics of the interaction unit are changed according to the setting of the game copy, the game copy experience with more immersion is brought to a player, the processing pressure at the client side is reduced, and the AI processing efficiency of the interaction unit is improved.
In addition, since the information of the first virtual character changes due to factors such as behavior before and after the first virtual character enters the game copy, in order to enable the screen to correctly display the state corresponding to the first virtual character, in an optional embodiment, if the information of the first virtual character meets the setting conditions of participating in the game copy, the data information of the client side is further processed as follows: and sending the information of the first virtual character to a play list corresponding to the game copy at the server side.
Specifically, a play record table corresponding to the first virtual character is set in a play list corresponding to the game copy. The play record table is used for recording the state change of the first virtual character, or the play record table is used for recording the state change of the first virtual character and the state change of a third virtual character which participates in game copy play with the first virtual character team. And when the first virtual character in the game copy accords with the set condition of quitting the game copy, the client side loads the play record table and updates the information of the first virtual character in the game scene so as to enable the first virtual character in the game scene to synchronously display the state of the first virtual character when the first virtual character quits the game copy.
Through the steps, the condition that the picture correctly displays the corresponding state of the first virtual character can be ensured, and therefore the visual experience of the game is improved.
If the information of the first virtual character in the game scene is determined not to be in accordance with the set condition of the game copy, step S104, a reason that the first virtual character is not in accordance with the set condition of the game copy is displayed.
In the embodiment of the present invention, the first virtual character may refer to a virtual character in a game created by a player, and the player may want to start a game copy because the player does not know the setting condition, and if it is determined that the first virtual character controlled by the player does not meet the setting condition, the player may be notified that the virtual character does not meet the cause of the setting condition, so as to prompt the player how to enter the game copy.
Based on the above-described game copy presentation method shown in fig. 1, the present invention further provides several alternative embodiments as follows:
in the traditional game copy display mode, a player searches interesting game copies in a plurality of game copy lists by himself, but manually selects a mode of participating in the game copies by browsing the plurality of game copy lists, and the mechanical selection operation is not only boring and tasteless, but also reduces the game substitution feeling of the player. Based on this, in a further embodiment of the present invention, the game copy presentation method further comprises the steps of:
and monitoring the coordinate information of the first virtual character, and displaying introduction information of the game copy when the distance from the first virtual character to any parcel associated with the game copy is a first distance threshold value.
Of course, in practical applications, the introduction information of the game copy may also be displayed when the distance from the first virtual character to any parcel associated with the game copy exceeds the first distance threshold. The introduction information may be displayed for a set period of time or the display period of the introduction information may be determined based on player operations.
In the step, the client monitors the position of the first virtual character, and displays introduction information of the game copy when the distance between the first virtual character and a plot corresponding to the game copy is a first distance threshold. The introduction information comprises task information of the game copy and progress information used for representing the task completion degree of the first virtual character, so that a player can further know the playing method of the game copy, the introduction information is displayed when the first virtual character approaches to a land parcel corresponding to the game copy in the advancing process of a game scene, the player can browse the full view of the land parcel corresponding to the game copy, the relation between the game copy and the game scene is enhanced, and the game substituting feeling of the player is increased.
According to the embodiment of the invention, by monitoring the position of the first virtual character, when the distance from the first virtual character controlled by the player to any land parcel associated with the game copy is a first distance threshold value, the introduction information of the game copy can be browsed, the player can selectively decide whether to participate in the game copy according to the interest of the player, and the player can browse the land parcel full view corresponding to the game copy to look like being personally on the scene, so that the aims of increasing the game substitution feeling of the player and showing the introduction information of the game copy convenient for the player to know are achieved.
In another embodiment provided by the present invention, the first game resource and the second game resource associated with the game copy are displayed using the same parcel, and although the game copy can be opened without changing the coordinates of the first virtual character, it is easy for the first virtual character to go out of the specified copy area during fighting or chasing with the NPC in the game copy, so that after any parcel associated with the game copy loads the second game resource associated with the game copy, the method further includes the following steps:
and when the first virtual character leaves any plot associated with the game copy and exceeds a second distance threshold value, or when the time length of the first virtual character leaves any plot associated with the game copy and exceeds a first time threshold value, displaying play prompt information of the game copy.
The setting of the second distance threshold and the first time threshold may be determined according to actual situations. In the embodiment of the present invention, at the time of game copy design, in order not to make the player feel the split feeling of the screen, the land edge associated with the game copy is not displayed or the display of the land edge is weakened in the game screen (i.e., the client side) visible to the player, but when the virtual character controlled by the player leaves from the land associated with the game copy, a prompt message providing the virtual character controlled by the player to return to the land associated with the game copy may be displayed in an edge sharpening manner, otherwise it is determined that the playing method in progress by the virtual character is not completed.
Similar to the above-described processing flow after the first virtual character finishes the play corresponding to the first game copy in the first plot, for the possibility that the player intentionally controls the first virtual character to exit the play, after the time length that the first virtual character leaves the plot associated with the game copy reaches the set time length, the game resource displayed in the plot associated with the game copy is switched to the game resource before the first virtual character enters the game copy. Specifically, the set time length may be determined according to actual situations, and generally takes seconds as a prompt unit, for example: and (3) the player is requested to return the plot associated with the game copy within 5 seconds to prompt the player who has missed the plot associated with the game copy to control the first virtual character to return to the plot associated with the game copy as soon as possible, otherwise, the playing method of the first virtual character in the process is judged to be not finished. Of course, the plot is not visible to the player in the client, and thus, in effect, the player may be prompted for a need to control the first virtual character back to a certain coordinate area in the game scene.
In the embodiment of the invention, the edge of the land parcel associated with the game copy is not displayed or the display of the edge is weakened in the game picture visible to the player, so that the player does not feel the picture split, but when the first virtual character controlled by the player leaves from the land parcel associated with the game copy, the first virtual character controlled by the player can be provided to return to the land parcel associated with the game copy in an edge sharpening mode, and the game experience of the player is ensured as much as possible on the premise of ensuring that the game copy is similar to the picture element of the game scene.
In yet another embodiment of the present invention, there is provided a specific implementation of associating a parcel with a game copy, wherein the parcel comprises a first parcel and a second parcel, the first parcel corresponding to the first game copy and the second parcel corresponding to the second game copy, the coordinates of the first parcel and the second parcel partially coincide; and when the coordinate information of the first virtual character is positioned at the part where the coordinate parts of the first plot and the second plot coincide, displaying selection prompt information for the first game character to enter the first game copy or the second game part.
In the embodiment of the invention, the mode of integrating the duplicate scene into the game scene display can ensure that the player does not have picture splitting feeling when controlling the virtual character to enter and exit the duplicate scene from the game scene, but simultaneously means that the duplicate area used for the duplicate playing method occupies a certain space position in the game scene, and in order to ensure the number of the duplicate playing methods and enhance the game interest, the duplicate areas corresponding to different duplicate scenes can be overlapped.
For example, in the case where the coordinate portions of the first and second plots coincide, the player may be prompted to select a game copy by displaying a selection prompt message indicating that the first game character has entered the first game copy or the second game portion.
For example: in the case that the blocks for copying of the copy scene a and the copy scene B are adjacent, there is a case that the copy areas corresponding to the copy scene a and the copy scene B overlap and use the same interface element in the game scene, such as: a port, a restaurant, a mountain, etc. When the client monitors that the first virtual character reaches the overlapping area, the player can select the interesting game copy to participate in the game by displaying the selection prompt information of the first game character entering the first game copy or the second game part.
In another embodiment of the present invention, in practical applications, the level of the virtual character controlled by the player increases with the duration of the game played by the player and the reward factor of the play, so to enrich the experience of the players with different levels, in the same play, NPCs with different levels may be set, that is, the requirement that the lower level player matches the lower level NPC (the play difficulty is low) and the higher level player matches the higher level NPC (the play difficulty is high), so that a certain condition is required for interacting with the NPCs, for example: based on the level constraint or whether the interaction with the NPC of the low level is ever completed, the present invention further provides a specific implementation manner of determining whether the information of the first virtual character in the game scene meets the setting condition of the game copy in step S102, as shown in fig. 4, including:
step S401, judging whether the role state of the first virtual role meets the role state condition of the game copy;
in this step, the information on the first virtual character includes a character state indicating a virtual character state, wherein the character state includes: personal/team status, rank, and number of times a copy of the game is engaged.
In the embodiment of the present invention, the role state of the first virtual role is first determined, for example: whether the level of the first virtual character meets the lowest level requirement of the game copy is judged to prevent the low-level player and the high-level player from entering the game team to achieve the purpose of quick upgrading, and for the upgrading shortcut, a limiting condition of the character level needs to be set.
For another example: the game copies were originally designed to enhance team cooperation among players, so players could only enter in the form of virtual character teams.
If yes, step S402, judging whether the first virtual character does not join other game copies;
secondly, in order to avoid that one virtual character enters the game copy requested to enter at the same time when participating in other game copies, a step of judging whether the first virtual character joins in other game copies is provided, and when the character state of the first virtual character meets the character state condition of the game copies and the first virtual character does not join in other game copies, the condition that the player has the game copies is indicated.
If yes, step S403 determines that the information of the first virtual character in the game scene meets the setting condition of the participating game copy.
In the embodiment of the invention, the position coordinates of the virtual characters are monitored, so that the participation intention of a player can be found when the virtual characters enter the plot corresponding to the game copy, and the judgment on whether the information of the first virtual character in the game scene meets the set conditions of the game copy is triggered in time, so that the purposes of simplifying the operation of the player and increasing the game substitution feeling of the player are achieved, specifically, the specific condition setting in the set conditions can be added or deleted, and the specific setting can be determined according to the actual situation.
It is possible to determine whether or not the setting condition for participating in the game copy is satisfied based on other information of the first virtual character in addition to the character state of the first virtual character.
To sum up, in the game copy display method provided by the embodiment of the present invention, the game scene includes one or more parcel, the one or more parcel are associated with the corresponding game copy at the predetermined time point/time period, and the first game resource of the game copy is displayed at the predetermined time point/time period, so that the game copy is displayed in the game scene without the sense of the player by setting the corresponding relationship between the parcel and the game copy, and the sense of substitution of the picture of the virtual character is enhanced. Since the game resources on the plot associated with the game copy are consistent with the game resources in the game scene before and after the first virtual character enters the plot, the split feeling caused by position change or scene style change before and after the game copy is loaded is avoided. For a first virtual character controlled by a player, receiving coordinate information of the first virtual character in a game scene, and if the coordinate information of the first virtual character falls into any plot associated with a game copy, judging whether the information of the first virtual character in the game scene meets the set conditions of participating in the game copy; and if the information of the first virtual character meets the set conditions of the participating game copy, loading a second game resource associated with the game copy in any parcel, wherein the second game resource prompts the player that the game copy is entered. Therefore, by monitoring the coordinate information of the virtual character, whether the virtual character can participate in the game copy is actively detected when the player is found to have the intention of participating in the game copy, related game resources are actively loaded for the player who can participate in the game copy, the player does not need to rely on the process of actively initiating the game copy, and the complicated participation steps of the player are reduced. The game copy display scheme provided by the embodiment of the invention can not only continue the consistency of game resources before and after the display of the game copy, avoid the split feeling of the game scene caused by the display and switching of the game copy, and enable a player to obtain the experience of no perception of entering the game copy, but also enable the player to perceive the difference before and after entering the game copy through the prompt of the second game resource, thereby realizing a brand-new game copy display mode.
In still another embodiment of the present invention, there is also provided a game copy presentation apparatus, as shown in fig. 5, including:
the display module 01 is used for displaying a game scene, wherein the game scene comprises one or more plots, the one or more plots are associated with corresponding game copies at a preset time point/time period, and the first game resources of the game copies are displayed at the preset time point/time period;
the judgment module 02 is used for receiving coordinate information of a first virtual character in a game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, judging whether the information of the first virtual character meets the set conditions of participating in the game copy;
the loading module 03 is configured to load, in any parcel, a second game resource associated with the game copy if the information of the first virtual character meets the set condition for participating in the game copy.
Optionally, the first game resource presents a model for the play of one or more second virtual characters in the game copy.
Optionally, the play presentation model of the second virtual character in the first game resource includes an interactive presentation model of the second virtual character and the NPC.
Optionally, the apparatus further includes a monitoring module, configured to monitor coordinate information of the first virtual character; and when the distance from the first virtual character to any land parcel associated with the game copy is a first distance threshold value, displaying introduction information of the game copy.
Optionally, the introduction information includes task information of the game copy and progress information indicating a degree of completion of the task of the first virtual character.
Optionally, the information of the first virtual character includes a character state condition. In the process that the determining module 02 determines whether the information of the first virtual character meets the set condition for participating in the game copy, the determining module is specifically configured to:
and judging whether the character state condition of the first virtual character meets the set condition of the game copy. Wherein, the setting conditions for participating in the game copy comprise one or a combination of the following conditions: the level, the skill value, the player gender, the team status, the prop information, the mission information, the designated trigger time, the designated trigger event, the designated trigger interaction acquisition event, the designated global event, the team marketing information of the player, and the player skill information of the first virtual character.
Optionally, the second game resource is a differentiated scene element associated with any parcel associated with the game copy.
Optionally, the apparatus further includes a prompt module, specifically configured to: and when the first virtual character leaves any plot and exceeds a second distance threshold value, or when the time length of the first virtual character leaves any plot and exceeds a first time threshold value, displaying play prompt information of the game copy.
Optionally, the apparatus further includes a list recording module, specifically configured to: and if the information of the first virtual character meets the set conditions of the game copies, sending the information of the first virtual character to a play list corresponding to the game copies at the server side.
Optionally, the list recording module is further configured to: setting a play record table corresponding to the first virtual character in a play list corresponding to the game copy; the play record table is used for recording the state change of the first virtual character, or the play record table is used for recording the state change of the first virtual character and the state change of a third virtual character which participates in game copy play with the first virtual character team.
Optionally, the list recording module is further configured to: and when the first virtual character meets the set condition of quitting the game copy, loading the play record table, and updating the information of the first virtual character so as to synchronously display the state of the first virtual character in the game scene when the first virtual character quits the game copy.
Optionally, the apparatus further includes a scheduling module, specifically configured to: and when the information of the first virtual character meets the set conditions of the game copies, determining an interaction unit related to the playing method in the first game copy in the first plot in the game scene, and modifying the AI processing control end of the determined interaction unit into a control unit corresponding to the server.
Optionally, the scheduling module is further configured to: when the first virtual character finishes the playing method corresponding to the first game copy in the first plot, the AI processing control end of the interaction unit related to the playing method in the first game copy in the first plot is converted into the control unit of the client by the control unit corresponding to the server.
Optionally, the scheduling module is further configured to: and when the information of the first virtual character meets the set conditions of the game copies, determining the interaction units in the first plot of the game scene, which are related to the playing method in the first game copy, and removing the interaction units, which are not related to the playing method in the first game copy.
In still another embodiment of the present invention, there is also provided an electronic apparatus including: the system comprises a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory complete mutual communication through the communication bus;
a memory for storing a computer program;
and the processor is used for realizing the game copy display method in the embodiment of the method when executing the program stored in the memory.
In the electronic device provided by the embodiment of the invention, the processor comprises one or more plots in a game scene, the plots are associated with corresponding game copies at a preset time point/time period, a first game resource of the game copies is displayed at the preset time point/time period, the game copies are displayed in the game scene by setting the corresponding relation between the plots and the game copies, and the picture substitution sense of virtual characters is enhanced; when a player controls a first virtual character to move, coordinate information of the first virtual character in a game scene is received, if the coordinate information of the first virtual character falls into a place corresponding to a game copy, whether the information of the first virtual character in the game scene meets set conditions for participating in the game copy is judged, and by monitoring position coordinates of the virtual character, whether the virtual character can participate in the game copy is actively detected when the player finds that the player has the intention for participating in the game copy, so that complicated participation steps of the player are reduced.
The communication bus 1140 mentioned in the above electronic device may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The communication bus 1140 may be divided into an address bus, a data bus, a control bus, and the like.
For ease of illustration, only one thick line is shown in FIG. 6, but this is not intended to represent only one bus or type of bus.
The communication interface 1120 is used for communication between the electronic device and other devices.
The Memory 1130 may include a Random Access Memory (RAM) or a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. Optionally, the memory may also be at least one memory device located remotely from the processor.
The Processor 1110 may be a general-purpose Processor, including a Central Processing Unit (CPU), a Network Processor (NP), and the like; but also Digital Signal Processors (DSPs), Application Specific Integrated Circuits (ASICs), Field Programmable Gate Arrays (FPGAs) or other Programmable logic devices, discrete Gate or transistor logic devices, discrete hardware components.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (15)

1. A game copy presentation method, the method comprising:
the game scene comprises one or more plots, corresponding game copies are associated with the one or more plots at preset time points/time periods, and first game resources of the game copies are displayed at the preset time points/time periods; wherein the first game resource comprises an interaction mode in which a play in the game copy is projected into a game scene;
receiving coordinate information of a first virtual character in a game scene;
if the coordinate information of the first virtual character falls into any plot associated with the game copy, judging whether the information of the first virtual character meets the set conditions of participating in the game copy;
and if the information of the first virtual character meets the set conditions of the game copy, loading a second game resource associated with the game copy in any plot.
2. The method for displaying game copies according to claim 1, wherein the first game resource is a play display model of one or more second virtual characters in the game copies.
3. The game copy presentation method of claim 2, wherein the play presentation model of the second virtual character in the first game resource comprises an interactive presentation model of the second virtual character with an NPC.
4. The game copy presentation method of claim 1, further comprising:
monitoring the coordinate information of the first virtual role;
and when the distance from the first virtual character to any land parcel associated with the game copy is a first distance threshold value, displaying introduction information of the game copy.
5. The game copy presentation method according to claim 4, wherein the introduction information includes task information of the game copy and progress information indicating a degree of completion of a task of the first virtual character.
6. The game copy presentation method of claim 1, wherein the information of the first virtual character includes a character state condition;
the judging whether the information of the first virtual character meets the set conditions of the game copy includes:
judging whether the role state condition of the first virtual role meets the set condition of participating in the game copy;
wherein the setting conditions of the game copy include one or a combination of the following conditions: the level, the skill value, the player gender, the team status, the prop information, the task information, the designated trigger time, the designated trigger event, the designated trigger interaction acquisition event, the designated global event, the team marketing information of the player and the player skill information of the first virtual character.
7. The game copy presentation method of claim 1, wherein the second game resource is a differentiated scene element associated with any parcel associated with the game copy.
8. The game copy presentation method of claim 1, further comprising:
and when the first virtual character leaves the any land parcel and exceeds a second distance threshold value, or when the time length of the first virtual character leaves the any land parcel and exceeds a first time threshold value, displaying playing prompt information of the game copy.
9. The game copy presentation method of claim 1, further comprising:
and if the information of the first virtual character meets the set conditions of the game copies, sending the information of the first virtual character to a play list corresponding to the game copies at the server side.
10. The game copy presentation method of claim 9, further comprising:
setting a play record table corresponding to the first virtual character in a play list corresponding to the game copy;
the play record table is used for recording the state change of the first virtual character, or the play record table is used for recording the state change of the first virtual character and the state change of a third virtual character which participates in game copy play with the first virtual character team.
11. The game copy presentation method of claim 10, further comprising:
and when the first virtual character meets the set condition of quitting the game copy, loading the play record table, and updating the information of the first virtual character so as to enable the first virtual character in the game scene to synchronously display the state of the first virtual character when the first virtual character quits the game copy.
12. The game copy presentation method of claim 1, further comprising:
and when the information of the first virtual character meets the set conditions of the game copies, determining an interaction unit related to the playing method in the first game copy in the first block in the game scene, and modifying an AI processing control end of the determined interaction unit into a control unit corresponding to the server.
13. The game copy presentation method of claim 12, further comprising:
when the first virtual character finishes the playing method corresponding to the first game copy in the first plot, the AI processing control end of the interaction unit related to the playing method in the first game copy in the first plot is converted into a control unit of the client by the control unit corresponding to the server.
14. The game copy presentation method of claim 1, further comprising:
and when the information of the first virtual character meets the set conditions of the game copies, determining the interaction units in the first region of the game scene, which are related to the playing method in the first game copy, and removing the interaction units, which are not related to the playing method in the first game copy.
15. A game copy presentation apparatus, the apparatus comprising:
the display module is used for displaying a game scene and comprises one or more plots, wherein the one or more plots are associated with corresponding game copies at a preset time point/time period and display first game resources of the game copies at the preset time point/time period; wherein the first game resource comprises an interaction mode in which a play in the game copy is projected into a game scene;
the judgment module is used for receiving the coordinate information of the first virtual role in the game scene; if the coordinate information of the first virtual character falls into any plot associated with the game copy, judging whether the information of the first virtual character meets the set conditions of participating in the game copy;
and the loading module is used for loading a second game resource associated with the game copy in any plot if the information of the first virtual character meets the set condition of participating in the game copy.
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