CN112337089A - Game resource allocation method and device, storage medium and electronic device - Google Patents

Game resource allocation method and device, storage medium and electronic device Download PDF

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Publication number
CN112337089A
CN112337089A CN202011232312.7A CN202011232312A CN112337089A CN 112337089 A CN112337089 A CN 112337089A CN 202011232312 A CN202011232312 A CN 202011232312A CN 112337089 A CN112337089 A CN 112337089A
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character
player
amount
game
player character
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秦伟
陈军
陈力文
徐向文
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Perfect World Chongqing Interactive Technology Co ltd
Perfect World Co Ltd
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Perfect World Chongqing Interactive Technology Co ltd
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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
    • A63F13/46Computing the game score
    • 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

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Abstract

The invention provides a method and a device for distributing game resources, a storage medium and an electronic device, wherein the method comprises the following steps: matching a first character set and a second character set in a game scene, wherein the first character set and the second character set comprise a same number of a plurality of player characters; the method comprises the steps that from a starting time, a first virtual resource accumulation amount generated by a first role set executing a game task is obtained in real time, and a second virtual resource accumulation amount generated by a second role set executing the game task is obtained in real time, wherein the first role set comprises a plurality of first player characters, and the second role set comprises a plurality of second player characters; and after the termination time is reached, allocating game resources for the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount. According to the invention, the technical problem that the task completion progress of the two parties cannot be updated in real time in the related technology is solved, the game experience of the user is improved, and the game immersion is improved.

Description

Game resource allocation method and device, storage medium and electronic device
Technical Field
The invention relates to the technical field of computers, in particular to a game resource allocation method and device, a storage medium and an electronic device.
Background
In the related art, with the development of computer technology and the diversification of terminal functions, the types of games that can be implemented on devices such as terminals are increasing, for example, racing games, sandboxes, Role-playing games (RPGs), shooting games, and the like. In a MMORPG (massively multiplayer Online Role-playing game), a Player plays a fictional Role in all Role-playing games, controls the Role to complete various tasks in the game, and interacts with a Non-Player Role in the game (NPC is an abbreviation of Non-Player Character, is a type of Role in the game, means a Non-Player Role, and refers to a game Role in the game that is not manipulated by the Player).
In the related art, in a battle game comprising multi-party battle, after the game meeting and ending, the awards are settled for the members participating in the game according to the win-lose condition of the game, but in the game process, the battle does not know the specific completion condition of the game tasks, and the completion progress of the tasks of the respective battle cannot be known.
In view of the above problems in the related art, no effective solution has been found at present.
Disclosure of Invention
The embodiment of the invention provides a game resource allocation method and device, a storage medium and an electronic device.
According to an embodiment of the present invention, there is provided a game resource allocation method including: matching a first role set and a second role set in a game scene, wherein the first role set and the second role set comprise a same number of a plurality of player characters; acquiring a first virtual resource accumulation amount generated by executing a game task by the first role set in real time from a starting time, and acquiring a second virtual resource accumulation amount generated by executing the game task by the second role set in real time, wherein the first role set comprises a plurality of first player characters, and the second role set comprises a plurality of second player characters; and after the termination time is reached, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount.
Optionally, the obtaining, in real time, a first virtual resource cumulant generated when the first character set executes a game task, and obtaining, in real time, a second virtual resource cumulant generated when the second character set executes the game task includes: acquiring a first stay time length of a first player character in a specified range of a game map and the number of the first player characters in real time according to a settlement period, and acquiring a second stay time length of a second player character in the specified range and the number of the second player characters in real time, wherein the number of the receivable player characters in the specified range is smaller than the total number of the player characters in the first character set and the second character set; calculating a first gain amount based on the first stay period and the number of the first player characters, and calculating a second gain amount based on the second stay period and the number of the second player characters, wherein the gain amount is positively correlated with the stay period and positively correlated with the number of the player characters; and updating the first virtual resource accumulated amount of the current time by adopting the first gain amount, and updating the second virtual resource accumulated amount of the current time by adopting the second gain amount.
Optionally, calculating a first gain amount based on the first dwell time and the number of first player characters comprises: the first gain amount H1 ═ a × t1+ b × m1 is calculated using the following formula, where the first stay period is t1, the number of first player characters is m1, a is negatively correlated with t1, and b is negatively correlated with m 1.
Optionally, before acquiring, in real time, a first staying time period of a first player character within a specified range of a game map and the number of the first player characters according to a settlement period, and acquiring, in real time, a second staying time period of a second player character within the specified range and the number of the second player characters, the method further includes: monitoring an operational status of each player character in the first and second character sets at an initial time of a settlement period, wherein the operational status includes one of: an activated state, a cooled state; deleting a designated first player character and a designated second player character, whose operation states are a cooling state, in the first character set and the second character set, respectively.
Optionally, the obtaining, in real time, a first virtual resource cumulant generated when the first character set executes a game task, and obtaining, in real time, a second virtual resource cumulant generated when the second character set executes the game task includes: the method comprises the steps that the number of first player characters in a specified range of a game map is obtained in real time from the beginning time according to a settlement period, and the number of second player characters in the specified range is obtained in real time; comparing the number of the first player characters with the number of the second player characters, and calculating a difference in number between the number of the first player characters and the number of the second player characters; and calculating the first virtual resource accumulated amount or the second virtual resource accumulated amount according to the quantity difference.
Optionally, allocating game resources to the player characters of the first character set and the second character set according to the first virtual currency amount and the second virtual currency amount comprises: calculating a first gain amount based on the first virtual currency amount and a second gain amount based on the second virtual currency amount, wherein the gain amount is positively correlated with the virtual currency amount; updating a third virtual resource cumulant of the current time by adopting the first gain amount, and updating a fourth virtual resource cumulant of the current time by adopting the second gain amount; and allocating game resources to the player characters of the first character set and the second character set according to the third virtual resource accumulation amount and the fourth virtual resource accumulation amount.
Optionally, before acquiring, in real time, a first virtual currency amount transferred by the first player character to a designated non-player character in the game scenario, the method further includes: detecting an attack instruction output by a first player character with respect to a second player character, wherein a specified position of the second player character displays an amount of available virtual currency to be transferred by the second player character to the specified non-player character; updating a current life value of the second player character based on the attack instruction, transferring the amount of available virtual currency from the second player character to the first player character when the current life value of the second player character reaches a preset threshold, and/or transferring an attack and defense attribute value of the second player character to the second player character, and/or assigning an attack gain value for the second player character in a next life cycle, and/or assigning a defense reduction value for the first player character in a current life cycle.
Optionally, updating the current life value of the second player character based on the attack instruction includes: determining the current potential state of the first player character and the second player character in the camp, wherein the potential state comprises dominant camp and weak camp; if the first player character is in weak battle, allocating a battle gain value for the first player character; and calculating a life attenuation value caused by the basic attribute value and the camping gain value of the attack instruction, and updating the current life value of the second player character according to the life attenuation value.
Optionally, before updating the current life value of the second player character based on the attack instruction, the method further includes: calculating a speed reduction value for the second player character based on the amount of available virtual currency, wherein the speed reduction value is positively correlated with the amount of available virtual currency; reducing a speed of movement of the second player character in the game scene based on the speed reduction value.
Optionally, before updating the current life value of the second player character based on the attack instruction, the method further includes: transferring the available virtual currency amount to a third player character in response to a resource transfer instruction of the second player character, wherein the second player character and the third player character belong to the same character set.
Optionally, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount includes at least one of: if the first virtual resource accumulation amount is larger than the second virtual resource accumulation amount, allocating a first share of game resources for the first character set and allocating a second share of game resources for the second character set, wherein the first share is larger than the second share; if the first virtual resource accumulation amount is smaller than the second virtual resource accumulation amount, allocating a third amount of game resources to the first character set, and allocating a fourth amount of game resources to the second character set, wherein the third amount is smaller than the fourth amount; and calculating the contribution amount of each player character in the first character set and the second character set to the first virtual resource accumulation amount or the second virtual resource accumulation amount, and allocating a fifth share of game resources to the corresponding player character based on the contribution amount, wherein the shares of the game resources are positively correlated with the contribution amount of the corresponding player character.
Optionally, after obtaining a first virtual resource accumulation amount generated by the first role set executing the game task in real time and obtaining a second virtual resource accumulation amount generated by the second role set executing the game task in real time, the method further includes: and displaying the first virtual resource accumulation amount and the second virtual resource accumulation amount of the current time in real time in the game scene.
Optionally, after matching the first character set and the second character set in the game scene, the method further includes: assigning the same offensive and defensive attribute value to each player character in the first character set and the second character set.
According to another embodiment of the present invention, there is provided an apparatus for allocating game resources, including: a matching module for matching a first character set and a second character set in a game scene, wherein the first character set and the second character set comprise a plurality of player characters of the same number; an obtaining module, configured to obtain, in real time from a start time, a first virtual resource accumulation amount generated when the first character set executes a game task, and obtain, in real time, a second virtual resource accumulation amount generated when the second character set executes the game task, where the first character set includes a plurality of first player characters, and the second character set includes a plurality of second player characters; and the first distribution module is used for distributing game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount after the termination time is reached.
Optionally, the obtaining module includes: a first obtaining unit, configured to, after the matching module matches a first character set and a second character set in a game scene, obtain, in real time, a first staying time period of a first player character within a specified range of a game map and a number of the first player characters according to a settlement period, and obtain, in real time, a second staying time period of a second player character within the specified range and a number of the second player characters, where the number of receivable player characters in the specified range is smaller than a total number of player characters in the first character set and the second character set; a first calculation unit that calculates a first gain amount based on the first stay time period and the number of first player characters, and calculates a second gain amount based on the second stay time period and the number of second player characters, wherein the gain amount is positively correlated with the stay time period and positively correlated with the number of player characters; and the first updating unit is used for updating the first virtual resource accumulated amount of the current time by adopting the first gain amount and updating the second virtual resource accumulated amount of the current time by adopting the second gain amount.
Optionally, the computing unit further includes: a calculating subunit, configured to calculate a first gain amount H1 ═ a × t1+ b × m1 by using the following formula, where the first stay duration is t1, the number of first player characters is m1, a is negatively correlated with t1, and b is negatively correlated with m 1.
Optionally, the obtaining module further includes: a monitoring unit, configured to monitor an operation state of each player character in the first character set and the second character set at an initial time of a settlement period before the obtaining unit obtains a first staying time length of the first player character in a specified range of a game map and the number of the first player characters in real time according to the settlement period, obtains a second staying time length of the second player character in the specified range and the number of the second player characters in real time, where the operation state includes one of: an activated state, a cooled state; a deletion unit configured to delete a designated first player character and a designated second player character whose operation states are cooling states in the first character set and the second character set, respectively.
Optionally, the obtaining module includes: the second acquisition unit is used for acquiring the number of the first player characters in a specified range of a game map in real time according to a settlement period from a starting time and acquiring the number of the second player characters in the specified range in real time; a comparison unit for comparing the number of the first player characters with the number of the second player characters and calculating a difference in number between the number of the first player characters and the number of the second player characters; a second calculating unit configured to calculate the first virtual resource accumulated amount or the second virtual resource accumulated amount according to the number difference.
Optionally, the obtaining module includes: a third acquisition unit configured to acquire, in real time, a first virtual money amount transferred by the first player character to a specified non-player character in the game scene, and acquire, in real time, a second virtual money amount transferred by the second player character to the specified non-player character; a second updating unit operable to update the first virtual resource accumulation amount at the current time with the first virtual currency amount, and update the second virtual resource accumulation amount at the current time with the second virtual currency amount.
Optionally, the obtaining module further includes: a detection unit configured to detect an attack instruction output by a first player character with respect to a second player character before the third acquisition unit acquires, in real time, a first virtual money amount transferred by the first player character to a designated non-player character in the game scene, wherein a designated position of the second player character shows an available virtual money amount to be transferred by the second player character to the designated non-player character; a control unit, configured to update the current life value of the second player character based on the attack instruction, transfer the available virtual currency amount from the second player character to the first player character when the current life value of the second player character reaches a preset threshold, and/or transfer an attack and defense attribute value of the second player character to the second player character, and/or assign an attack gain value in a next life cycle to the second player character, and/or assign a defense reduction value in the current life cycle to the first player character.
Optionally, the control unit includes: the determining subunit is configured to determine a current potential state of the first player character and the second player character in the camp, where the potential state includes dominant camp and weak camp; the allocation subunit is used for allocating a marketing gain value to the first player character if the first player character is in weak marketing; and the updating unit is used for calculating a life attenuation value caused by the basic attribute value and the battle gain value of the attack instruction and updating the current life value of the second player character according to the life attenuation value.
Optionally, the control unit is further configured to: calculating a speed reduction value for the second player character based on the amount of available virtual currency prior to updating the current life value of the second player character based on the attack instruction, wherein the speed reduction value is positively correlated with the amount of available virtual currency; reducing a speed of movement of the second player character in the game scene based on the speed reduction value.
Optionally, the control unit is further configured to: transferring the amount of available virtual currency to a third player character in response to a resource transfer instruction for the second player character prior to updating the current life value for the second player character based on the attack instruction, wherein the second player character and the third player character belong to the same character set.
Optionally, the first distribution module includes at least one of: a first allocation unit, configured to allocate a first share of game resources to the first character set and allocate a second share of game resources to the second character set if the first virtual resource accumulation amount is greater than the second virtual resource accumulation amount, where the first share is greater than the second share; if the first virtual resource accumulation amount is smaller than the second virtual resource accumulation amount, allocating a third amount of game resources to the first character set, and allocating a fourth amount of game resources to the second character set, wherein the third amount is smaller than the fourth amount; a second allocating unit configured to calculate, for each player character in the first and second character sets, a contribution amount of the player character to the first or second virtual resource accumulation amount, and allocate, based on the contribution amount, a fifth share of the game resource to the corresponding player character, where the share of the game resource is positively correlated with the contribution amount of the corresponding player character.
Optionally, the apparatus further comprises: and the display module is used for displaying the first virtual resource cumulant and the second virtual resource cumulant of the current time in the game scene after the acquisition module acquires the first virtual resource cumulant generated by the game task executed by the first character set in real time and acquires the second virtual resource cumulant generated by the game task executed by the second character set in real time.
Optionally, the apparatus further comprises: and the second allocating module is used for allocating the same attack and defense attribute value to each player character in the first character set and the second character set after the matching module matches the first character set and the second character set in the game scene.
According to a further embodiment of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
According to yet another embodiment of the present invention, there is also provided an electronic device, including a memory in which a computer program is stored and a processor configured to execute the computer program to perform the steps in any of the above method embodiments.
By the method, the first role set and the second role set are matched in a game scene, the first virtual resource cumulant generated by the game task executed by the first role set is obtained in real time from the starting time, and acquiring a second virtual resource accumulation generated by executing the game task by the second role set in real time, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount after the expiration time is reached, by updating the accumulated virtual resource accumulation amount of the executed game tasks of the two parties in the game in real time, the players can know the task completion progress of the respective parties in real time, the technical problem that the task completion progress of the two parties in the game cannot be updated in real time in the related technology is solved, meanwhile, a game resource allocation method is provided, the game experience of the user is improved, and the game immersion is improved.
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 application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a block diagram of a hardware configuration of a game resource allocation computer according to an embodiment of the present invention;
FIG. 2 is a flow chart of a method for allocating game resources according to an embodiment of the present invention;
FIG. 3 is a schematic view of a game scenario according to an embodiment of the present invention;
FIG. 4 is a schematic representation of a mobile identifier in accordance with an embodiment of the present invention;
FIG. 5 is a block diagram of an apparatus for allocating game resources according to an embodiment of the present invention;
fig. 6 is a block diagram of an electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. 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 application. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
The method provided by the first embodiment of the present application may be executed in a mobile phone, a tablet, a server, a computer, or a similar electronic terminal. Taking the example of running on a computer, fig. 1 is a hardware structure block diagram of a game resource allocation computer according to an embodiment of the present invention. As shown in fig. 1, computer 10 may include one or more (only one shown in fig. 1) processors 102 (processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally may also include a transmission device 106 for communication functions and an input-output device 108. It will be appreciated by those of ordinary skill in the art that the configuration shown in FIG. 1 is illustrative only and is not intended to limit the configuration of the computer described above. For example, computer 10 may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program and a module of application software, such as a computer program corresponding to a game resource allocation method in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, so as to implement the above-mentioned method. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 104 may further include memory located remotely from processor 102, which may be connected to computer 10 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. In the present embodiment, the processor 104 is configured to control the target virtual character to perform a specified operation to complete the game task in response to the human-machine interaction instruction and the game policy. The memory 104 is used for storing program scripts of the electronic game, configuration information, attribute information of the virtual character, and the like.
The transmission device 106 is used for receiving or transmitting data via a network. Specific examples of such networks may include wireless networks provided by the communications provider of computer 10. In one example, the transmission device 106 includes a Network adapter (NIC), which can be connected to other Network devices through a base station so as to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
Optionally, the input/output device 108 further includes a human-computer interaction screen for acquiring a human-computer interaction instruction through a human-computer interaction interface and for presenting a game picture in a game scene;
in the present embodiment, a method for allocating game resources is provided, and fig. 2 is a flowchart of a method for allocating game resources according to an embodiment of the present invention, as shown in fig. 2, the flowchart includes the following steps:
step S202, a first role set and a second role set are matched in a game scene, wherein the first role set and the second role set comprise a plurality of player characters with the same number;
in this embodiment, the first Character set and the second Character set are formations of two parties of a game scene that are enemy to each other, a relationship of obtaining resources by competition exists when executing a game task, and a Player Character (a Player-Controlled Character, PCC for short, or a Player-Controlled Character) formed by the two parties is Controlled by the master Player through the game client.
Step S204, from the starting time, acquiring a first virtual resource accumulation amount generated by a first role set executing a game task in real time, and acquiring a second virtual resource accumulation amount generated by a second role set executing the game task in real time, wherein the first role set comprises a plurality of first player characters, and the second role set comprises a plurality of second player characters;
the starting time to the ending time is the execution time of the game task, and the game task of the embodiment may be a collection task, a battle task, and the like of any game element in a game scene. The starting time is the starting time or the triggering time of the game task, the virtual game resources can be accumulated in real time according to the time period, and the accumulated amount of the virtual resources is characterized in that the first role set and the second role set complete the progress of the game task.
Step S206, after the termination time is up, distributing game resources for the player characters in the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount;
optionally, the ending time may be a time that is a fixed time interval from the starting time, such as 10 minutes, or the ending time may be generated based on a specific event, that is, the time when the specific event occurs or the time when a specific condition is satisfied, the game task is ended, such as the time when the first virtual resource accumulation amount or the second virtual resource accumulation amount reaches a threshold value, the time when a certain party camps all the battles, and the like.
Through the steps, the first character set and the second character set are matched in the game scene, the first virtual resource accumulation generated when the first character set executes the game task is obtained in real time from the starting time, and acquiring a second virtual resource accumulation generated by executing the game task by the second role set in real time, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount after the expiration time is reached, by updating the accumulated virtual resource accumulation amount of the executed game tasks of the two parties in the game in real time, the players can know the task completion progress of the respective parties in real time, the technical problem that the task completion progress of the two parties in the game cannot be updated in real time in the related technology is solved, meanwhile, a game resource allocation method is provided, the game experience of the user is improved, and the game immersion is improved.
In different implementation scenarios, the virtual resource accumulation amount of the embodiment is accumulated through different game tasks, and the virtual resource accumulation amount can also be calculated and displayed in different manners. Here, an example is given:
in an implementation scenario of this embodiment, the obtaining, in real time, a first virtual resource accumulation amount generated by the first character set executing the game task, and obtaining, in real time, a second virtual resource accumulation amount generated by the second character set executing the game task includes:
s11, acquiring a first stay time length of a first player character in a specified range of a game map and the number of the first player characters in real time from a starting time according to a settlement period, and acquiring a second stay time length of a second player character in the specified range and the number of the second player characters in real time, wherein the first character set comprises a plurality of first player characters, the second character set comprises a plurality of second player characters, and the number of the player characters in the specified range which can contain the player characters is smaller than the total number of the player characters in the first character set and the second character set;
in this implementation scenario, the virtual resource accumulation amount is an integral value that can be quantified, or an empirical value, and is related to the number of members in a given range in the camp and the stay time of the members.
Optionally, the center of the designated range is guided by a scene object such as a flag or a trophy in the game scene.
In one embodiment of this implementation scenario, before acquiring, in real time, a first staying time period of a first player character within a specified range of a game map and a number of the first player characters according to a settlement period, and acquiring, in real time, a second staying time period of a second player character within the specified range and a number of the second player characters, the method further includes: monitoring an operational status of each player character in the first character set and the second character set at an initial time of the settlement period, wherein the operational status includes one of: an activated state, a cooled state; the designated first player character and the designated second player character whose operation states are the cooling states are deleted in the first character set and the second character set, respectively.
With this embodiment, the active state is an operating state of the player character, and the cooling state is a dead state of the player character in which the player character cannot perform a game mission and generates a virtual resource accumulation amount.
S12, calculating a first gain amount based on the first stay time length and the number of the first player characters, and calculating a second gain amount based on the second stay time length and the number of the second player characters, wherein the gain amount is positively correlated with the stay time length and positively correlated with the number of the player characters;
in one example, in one settlement period, the first dwell time is t1, the number of first player characters is m1, the second dwell time is t2, the number of second player characters is m2, and by calculation, the first gain amount H1 is a t1+ b m1, the second gain amount H2 is a t2+ b m2, in one example, a and b are all preset constants, in another example, a is a correlation function of t, and is negatively correlated with t, that is, the greater the dwell time, the smaller the value of a, the constant the b is, and the negative correlation with m, that is, the greater the number of player characters, the smaller the value of b, the longer the dwell time of a player character in a region, the slower the gain increase speed, the greater the number of players in a region, the slower the gain increase speed, and vice versa. By using the algorithm of the double correlation function, the playability and the fairness of the game can be improved, and the calculation accuracy of the virtual resource cumulant can be improved.
In other embodiments, the calculation is performed in units of individual player characters in the battle, the stay time of each first player character and each second player character is obtained in real time according to the settlement period, and is converted into the gain amount of each player character (the gain amount of the individual player character is related to the stay time of the corresponding player character), and then the gain amounts of all the player characters in the whole battle are accumulated.
S13, updating the first virtual resource accumulation amount at the current time with the first gain amount, and updating the second virtual resource accumulation amount at the current time with the second gain amount.
In the implementation scenario, after a game starts, players in two teams move close to a middle area of a scene map, the center of the area can be guided by a flag or a trophy, the more the number of the players entering the area, the more gain the teams obtain, meanwhile, the accumulated amount of the virtual resources which are accumulated currently can be displayed in the form of a progress bar and the like, the area can only contain a certain number of players, after the area is full, the players who want to enter must hit at least one player in the area before entering the area, the players in the two teams can fight against each other in the area, and if the players in one teams are hit or actively leave the area, the number of remaining players in the area is reduced. Fig. 3 is a schematic view of a game scenario according to an embodiment of the present invention, which includes A, B two camps, each of which includes 5 members, and the designated area can only accommodate 5 members, and after the members are lost, the members return to the base of the corresponding camps and revive within a certain time.
In another embodiment of the present implementation scenario, the obtaining, in real time, a first virtual resource accumulation amount generated by the first character set executing the game task, and obtaining, in real time, a second virtual resource accumulation amount generated by the second character set executing the game task includes: the method comprises the steps that the number of first player characters in a specified range of a game map is obtained in real time from the starting time according to a settlement period, and the number of second player characters in the specified range is obtained in real time; comparing the number of first player characters with the number of second player characters, and calculating a difference in number between the number of first player characters and the number of second player characters; and calculating the first virtual resource accumulation amount or the second virtual resource accumulation amount according to the quantity difference.
Optionally, calculating the first virtual resource accumulation amount or the second virtual resource accumulation amount according to the quantity difference includes: and when the number of the first player characters is large, increasing the number of the virtual resources for the first battle based on the current number of the virtual resources, otherwise, increasing the number of the virtual resources for the second battle. Furthermore, the color and the offset position of the marker can be set according to the quantity difference, and the color and the offset position of the marker are used for representing which matrix is used for obtaining the resources and the growth rate of the resources. Taking the flag as an example, fig. 4 is a schematic view of the mobile marker of the embodiment of the present invention, the flag area is represented by a special effect circle, the range is with the flag as the center, and the occupation progress of the group flag can be obtained in the area. After a party's formation occupies flags (i.e. more people), the flags will change to the color of the formation. The ticket flag has three subordinate states, which are respectively a neutral state, a first play occupation and a second play occupation. When the player enters the flag stand, a flag occupying progress bar appears and a flag occupying progress can be obtained as shown in fig. 4. The user defaults to a neutral state, when the progress bar is in the area of the third color, the user can not obtain resources from both sides, the progress bar moves to the right when the number of the second campsite is large, and the progress bar moves to the left when the number of the first campsite is large. The progress bars can only move to one side at the same time. The flag area of the bang detects players around every second, and the progress is increased or decreased according to the number of the players at both sides in the range. If the number of players is equal, the progress maintains the original state. And if the number of the second arraying players is larger than that of the first arraying players, the progress bar moves towards the right direction according to the number difference, and otherwise, the progress bar moves towards the left direction.
In another implementation scenario of this embodiment, the obtaining, in real time, a first virtual resource accumulation amount generated by the first character set executing the game task, and obtaining, in real time, a second virtual resource accumulation amount generated by the second character set executing the game task includes:
s21, acquiring a first virtual money amount transferred from the first player character to the appointed non-player character in the game scene in real time, and acquiring a second virtual money amount transferred from the second player character to the appointed non-player character in real time;
in one embodiment of this embodiment, before obtaining the first virtual money amount transferred from the first player character to the designated non-player character in the game scenario in real time, the method further includes: detecting an attack instruction output by a first player character with respect to a second player character, wherein a specified position of the second player character displays an amount of available virtual currency to be transferred by the second player character to a specified non-player character; updating the current life value of the second player character based on the attack instruction, transferring the available virtual currency amount from the second player character to the first player character when the current life value of the second player character reaches a preset threshold value, and/or transferring the attack and defense attribute value of the second player character to the second player character, and/or allocating an attack gain value in the next life cycle to the second player character, and/or allocating a defense reduction value in the current life cycle to the first player character.
Optionally, before updating the current life value of the second player character based on the attack instruction, the method further includes: transferring an amount of available virtual currency to a third player character in response to a resource transfer instruction of the second player character, wherein the second player character and the third player character belong to the same character set. Resource transfer can be achieved between any two player characters in the same banked character set.
In the implementation scenario, in addition to the designated non-player character and the players in both sides, the game scenario includes other game elements in the map, through which virtual money can be collected, such as brushing BUFF or picking up props in the wilderness area of the map, thereby collecting virtual money, and at the same time, by completing a certain amount of game tasks or events, it is also possible to enhance the fighting power of the player and the teams in the battle (a fighting attribute value obtained by attacking attribute value, defensive attribute value, blood return attribute value, moving speed, weapon gain, etc.), the player character in one party battle can also go to brushing the wilderness area or killing enemies, if killed, the collected virtual money is transferred to the member killing the player character, the fighting power disappears, the fighting power is partially transferred to the winning player (the winning party can also obtain a certain amount of head rewards without transferring fighting power), the killed player revives and continues the game within a certain time (at the starting position or in place).
In one example, the current fighting power and the available virtual currency amount of each player character in the game scene are displayed in the head area of the player character and move to be displayed along with the player character in real time, so that the player characters in two-party battle in the whole area can see the fighting power and the available virtual currency amount of other player characters.
S22, updating the first virtual resource accumulation amount at the current time with the first virtual currency amount, and updating the second virtual resource accumulation amount at the current time with the second virtual currency amount.
In the implementation scenario, after the game starts, the player can make a strange in the wild area, brush buff, pick up the props, accumulate the gold coins, then submit the gold coins to the designated position in the scene map, in the game time (from the starting time to the ending time), a lot of the gold coins in one battle (or a threshold value is preferably exceeded) is wind, and the player can accumulate the virtual resource accumulation amount only by submitting the gold coins to the designated position in the scene map. In the process of handing over or when the player is in the map, other players in the battle can rob gold coins, the player fights with the player in the enemy battle, and the winner obtains the gold coin number of the loser. When each player moves in the map, the current gold coin accumulation amount (gold coins which are not handed to a designated position, and cleared successfully) of each player is displayed at a certain position of the player in a progress bar form and the like, other players can see the gold coin accumulation amount, and meanwhile, gold coins can be mutually transferred between two player characters in the same battle, for example, gold coins can be transferred to a player with high battle power by a player with low battle power.
In some embodiments, with the updating of the cumulant of virtual resources in the two parties, the team attribute of the two parties in the battle and the attribute of a single player role in the battle can be updated according to the current cumulant of virtual resources, so that the fighting capacity value of the two parties in the battle is balanced. For example, the accumulated amount of virtual resources accumulated by the camp a is greater than that of the camp B, and the camp a can be reduced or the fighting power (such as attack power, moving speed and the like) of each player character in the camp B can be increased according to a certain proportion (the proportion is related to the difference value of the accumulated amounts of the virtual resources accumulated by the camp B), and the moving speed of the camp player is reduced as the amount of gold coins accumulated by the camp is more.
In one example, updating the current life value of the second player character based on the attack instruction includes: determining the current potential state of the first player character and the second player character in the camp, wherein the potential state comprises dominant camp and weak camp; if the first player character is in weak battle, allocating a battle gain value for the first player character; and calculating a life attenuation value caused by the basic attribute value and the battle gain value of the attack instruction, and updating the current life value of the second player character according to the life attenuation value. The potential state is determined according to the accumulated virtual resource accumulation amount accumulated in the current camp, the accumulated amount of the virtual resource is the dominant camp, and otherwise, the dominant camp is the weak camp.
In another example, before updating the current life value of the second player character based on the attack instruction, further comprising: calculating a speed reduction value for the second player character based on the amount of available virtual currency, wherein the speed reduction value is positively correlated with the amount of available virtual currency; the speed of movement of the second player character in the game scene is reduced based on the speed reduction value.
In one example, the two implementation scenarios respectively correspond to two game play events, respectively are a low-level version and a high-level version, respectively correspond to different player levels, matching is performed in different types of player sets, and players enter corresponding versions of plays through level matching in the world. All players of the low-level version can apply for participation, and after the game is entered, the fighting force values of all the players of the battle are the same and have no relation with the levels in the world scene. In the high-level version, only a certain level of players can participate, the level of the players matched with the same game is similar to the fighting power value, and the players can bring level gains, character skills, props, pets and the like in the world into the game and use the game in each round.
Optionally, after matching the first character set and the second character set in the game scene, where the first character set and the second character set include a plurality of player characters of the same number, the method further includes: each player character in the first set of characters and the second set of characters is assigned the same offensive and defensive attribute value.
Optionally, an average value may be calculated according to the attack and defense attribute values of the plurality of player characters, or a median attack and defense attribute value is calculated based on the highest attack and defense attribute value and the lowest attack and defense attribute value of the plurality of player characters, and then configured as the attack and defense attribute value of each player character in the first character set and the second character set.
In this embodiment, the allocation of game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount may be, but is not limited to:
if the first virtual resource cumulant is larger than the second virtual resource cumulant, allocating a first share of game resources for the first character set and a second share of game resources for the second character set, wherein the first share is larger than the second share; if the first virtual resource cumulant is smaller than the second virtual resource cumulant, distributing a third amount of game resources for the first character set and distributing a fourth amount of game resources for the second character set, wherein the third amount is smaller than the fourth amount;
and calculating the contribution amount of each player character in the first character set and the second character set to the first virtual resource accumulation amount or the second virtual resource accumulation amount, and allocating a fifth share of game resources to the corresponding player character based on the contribution amount, wherein the shares of the game resources are positively correlated with the contribution amount of the corresponding player character.
In game settlement awards, including individual awards proportional to the amount of money accumulated by players in a turn, the number of enemies struck, and the stay time in the area, and team awards associated with the battle victory or victory.
Optionally, after obtaining a first virtual resource cumulant generated by the first role set executing the game task in real time and obtaining a second virtual resource cumulant generated by the second role set executing the game task in real time, the method further includes: and displaying the first virtual resource accumulation amount and the second virtual resource accumulation amount of the current time in real time in a game scene. The display can be performed through a progress bar, a number, a color depth and the like.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
Example 2
In this embodiment, a game resource allocation apparatus is further provided for implementing the foregoing embodiments and preferred embodiments, which have already been described and will not be described again. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 5 is a block diagram of a game resource allocation apparatus according to an embodiment of the present invention, as shown in fig. 5, the apparatus including: a matching module 50, an acquisition module 52, a first distribution module 54, wherein,
a matching module 50, configured to match a first character set and a second character set in a game scene, where the first character set and the second character set include a same number of player characters;
an obtaining module 52, configured to obtain, in real time from a start time, a first virtual resource accumulation amount generated when the first character set executes a game task, and obtain, in real time, a second virtual resource accumulation amount generated when the second character set executes the game task, where the first character set includes a plurality of first player characters, and the second character set includes a plurality of second player characters;
and a first allocation module 54, configured to allocate game resources to the player characters in the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount after the expiration time is reached.
Optionally, the obtaining module includes: a first obtaining unit, configured to, after the matching module matches a first character set and a second character set in a game scene, obtain, in real time, a first staying time period of a first player character within a specified range of a game map and a number of the first player characters according to a settlement period, and obtain, in real time, a second staying time period of a second player character within the specified range and a number of the second player characters, where the number of receivable player characters in the specified range is smaller than a total number of player characters in the first character set and the second character set; a first calculation unit that calculates a first gain amount based on the first stay time period and the number of first player characters, and calculates a second gain amount based on the second stay time period and the number of second player characters, wherein the gain amount is positively correlated with the stay time period and positively correlated with the number of player characters; and the first updating unit is used for updating the first virtual resource accumulated amount of the current time by adopting the first gain amount and updating the second virtual resource accumulated amount of the current time by adopting the second gain amount.
Optionally, the computing unit further includes: a calculating subunit, configured to calculate a first gain amount H1 ═ a × t1+ b × m1 by using the following formula, where the first stay duration is t1, the number of first player characters is m1, a is negatively correlated with t1, and b is negatively correlated with m 1.
Optionally, the obtaining module further includes: a monitoring unit, configured to monitor an operation state of each player character in the first character set and the second character set at an initial time of a settlement period before the obtaining unit obtains a first staying time length of the first player character in a specified range of a game map and the number of the first player characters in real time according to the settlement period, obtains a second staying time length of the second player character in the specified range and the number of the second player characters in real time, where the operation state includes one of: an activated state, a cooled state; a deletion unit configured to delete a designated first player character and a designated second player character whose operation states are cooling states in the first character set and the second character set, respectively.
Optionally, the obtaining module includes: the second acquisition unit is used for acquiring the number of the first player characters in a specified range of a game map in real time according to a settlement period from a starting time and acquiring the number of the second player characters in the specified range in real time; a comparison unit for comparing the number of the first player characters with the number of the second player characters and calculating a difference in number between the number of the first player characters and the number of the second player characters; a second calculating unit configured to calculate the first virtual resource accumulated amount or the second virtual resource accumulated amount according to the number difference.
Optionally, the obtaining module includes: a third acquisition unit configured to acquire, in real time, a first virtual money amount transferred by the first player character to a specified non-player character in the game scene, and acquire, in real time, a second virtual money amount transferred by the second player character to the specified non-player character; a second updating unit operable to update the first virtual resource accumulation amount at the current time with the first virtual currency amount, and update the second virtual resource accumulation amount at the current time with the second virtual currency amount.
Optionally, the obtaining module further includes: a detection unit configured to detect an attack instruction output by a first player character with respect to a second player character before the third acquisition unit acquires, in real time, a first virtual money amount transferred by the first player character to a designated non-player character in the game scene, wherein a designated position of the second player character shows an available virtual money amount to be transferred by the second player character to the designated non-player character; a control unit, configured to update the current life value of the second player character based on the attack instruction, transfer the available virtual currency amount from the second player character to the first player character when the current life value of the second player character reaches a preset threshold, and/or transfer an attack and defense attribute value of the second player character to the second player character, and/or assign an attack gain value in a next life cycle to the second player character, and/or assign a defense reduction value in the current life cycle to the first player character.
Optionally, the control unit includes: the determining subunit is configured to determine a current potential state of the first player character and the second player character in the camp, where the potential state includes dominant camp and weak camp; the allocation subunit is used for allocating a marketing gain value to the first player character if the first player character is in weak marketing; and the updating unit is used for calculating a life attenuation value caused by the basic attribute value and the battle gain value of the attack instruction and updating the current life value of the second player character according to the life attenuation value.
Optionally, the control unit is further configured to: calculating a speed reduction value for the second player character based on the amount of available virtual currency prior to updating the current life value of the second player character based on the attack instruction, wherein the speed reduction value is positively correlated with the amount of available virtual currency; reducing a speed of movement of the second player character in the game scene based on the speed reduction value.
Optionally, the control unit is further configured to: transferring the amount of available virtual currency to a third player character in response to a resource transfer instruction for the second player character prior to updating the current life value for the second player character based on the attack instruction, wherein the second player character and the third player character belong to the same character set.
Optionally, the first distribution module includes at least one of: a first allocation unit, configured to allocate a first share of game resources to the first character set and allocate a second share of game resources to the second character set if the first virtual resource accumulation amount is greater than the second virtual resource accumulation amount, where the first share is greater than the second share; if the first virtual resource accumulation amount is smaller than the second virtual resource accumulation amount, allocating a third amount of game resources to the first character set, and allocating a fourth amount of game resources to the second character set, wherein the third amount is smaller than the fourth amount; a second allocating unit configured to calculate, for each player character in the first and second character sets, a contribution amount of the player character to the first or second virtual resource accumulation amount, and allocate, based on the contribution amount, a fifth share of the game resource to the corresponding player character, where the share of the game resource is positively correlated with the contribution amount of the corresponding player character.
Optionally, the apparatus further comprises: and the display module is used for displaying the first virtual resource cumulant and the second virtual resource cumulant of the current time in the game scene after the acquisition module acquires the first virtual resource cumulant generated by the game task executed by the first character set in real time and acquires the second virtual resource cumulant generated by the game task executed by the second character set in real time.
Optionally, the apparatus further comprises: and the second allocating module is used for allocating the same attack and defense attribute value to each player character in the first character set and the second character set after the matching module matches the first character set and the second character set in the game scene.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Example 3
Fig. 6 is a structural diagram of an electronic device according to an embodiment of the present invention, and as shown in fig. 6, the electronic device includes a processor 61, a communication interface 62, a memory 63, and a communication bus 64, where the processor 61, the communication interface 62, and the memory 63 complete mutual communication through the communication bus 64, and the memory 63 is used for storing a computer program;
the processor 61 is configured to implement the following steps when executing the program stored in the memory 63: matching a first role set and a second role set in a game scene, wherein the first role set and the second role set comprise a same number of a plurality of player characters; acquiring a first virtual resource accumulation amount generated by executing a game task by the first role set in real time from a starting time, and acquiring a second virtual resource accumulation amount generated by executing the game task by the second role set in real time, wherein the first role set comprises a plurality of first player characters, and the second role set comprises a plurality of second player characters; and after the termination time is reached, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount.
Optionally, the obtaining, in real time, a first virtual resource cumulant generated when the first character set executes a game task, and obtaining, in real time, a second virtual resource cumulant generated when the second character set executes the game task includes: acquiring a first stay time length of a first player character in a specified range of a game map and the number of the first player characters in real time according to a settlement period, and acquiring a second stay time length of a second player character in the specified range and the number of the second player characters in real time, wherein the number of the receivable player characters in the specified range is smaller than the total number of the player characters in the first character set and the second character set; calculating a first gain amount based on the first stay period and the number of the first player characters, and calculating a second gain amount based on the second stay period and the number of the second player characters, wherein the gain amount is positively correlated with the stay period and positively correlated with the number of the player characters; and updating the first virtual resource accumulated amount of the current time by adopting the first gain amount, and updating the second virtual resource accumulated amount of the current time by adopting the second gain amount.
Optionally, calculating a first gain amount based on the first dwell time and the number of first player characters comprises: the first gain amount H1 ═ a × t1+ b × m1 is calculated using the following formula, where the first stay period is t1, the number of first player characters is m1, a is negatively correlated with t1, and b is negatively correlated with m 1.
Optionally, before acquiring, in real time, a first staying time period of a first player character within a specified range of a game map and the number of the first player characters according to a settlement period, and acquiring, in real time, a second staying time period of a second player character within the specified range and the number of the second player characters, the method further includes: monitoring an operational status of each player character in the first and second character sets at an initial time of a settlement period, wherein the operational status includes one of: an activated state, a cooled state; deleting a designated first player character and a designated second player character, whose operation states are a cooling state, in the first character set and the second character set, respectively.
Optionally, the obtaining, in real time, a first virtual resource cumulant generated when the first character set executes a game task, and obtaining, in real time, a second virtual resource cumulant generated when the second character set executes the game task includes: the method comprises the steps that the number of first player characters in a specified range of a game map is obtained in real time from the beginning time according to a settlement period, and the number of second player characters in the specified range is obtained in real time; comparing the number of the first player characters with the number of the second player characters, and calculating a difference in number between the number of the first player characters and the number of the second player characters; and calculating the first virtual resource accumulated amount or the second virtual resource accumulated amount according to the quantity difference.
Optionally, allocating game resources to the player characters of the first character set and the second character set according to the first virtual currency amount and the second virtual currency amount comprises: calculating a first gain amount based on the first virtual currency amount and a second gain amount based on the second virtual currency amount, wherein the gain amount is positively correlated with the virtual currency amount; updating a third virtual resource cumulant of the current time by adopting the first gain amount, and updating a fourth virtual resource cumulant of the current time by adopting the second gain amount; and allocating game resources to the player characters of the first character set and the second character set according to the third virtual resource accumulation amount and the fourth virtual resource accumulation amount.
Optionally, before acquiring, in real time, a first virtual currency amount transferred by the first player character to a designated non-player character in the game scenario, the method further includes: detecting an attack instruction output by a first player character with respect to a second player character, wherein a specified position of the second player character displays an amount of available virtual currency to be transferred by the second player character to the specified non-player character; updating a current life value of the second player character based on the attack instruction, transferring the amount of available virtual currency from the second player character to the first player character when the current life value of the second player character reaches a preset threshold, and/or transferring an attack and defense attribute value of the second player character to the second player character, and/or assigning an attack gain value for the second player character in a next life cycle, and/or assigning a defense reduction value for the first player character in a current life cycle.
Optionally, updating the current life value of the second player character based on the attack instruction includes: determining the current potential state of the first player character and the second player character in the camp, wherein the potential state comprises dominant camp and weak camp; if the first player character is in weak battle, allocating a battle gain value for the first player character; and calculating a life attenuation value caused by the basic attribute value and the camping gain value of the attack instruction, and updating the current life value of the second player character according to the life attenuation value.
Optionally, before updating the current life value of the second player character based on the attack instruction, the method further includes: calculating a speed reduction value for the second player character based on the amount of available virtual currency, wherein the speed reduction value is positively correlated with the amount of available virtual currency; reducing a speed of movement of the second player character in the game scene based on the speed reduction value.
Optionally, before updating the current life value of the second player character based on the attack instruction, the method further includes: transferring the available virtual currency amount to a third player character in response to a resource transfer instruction of the second player character, wherein the second player character and the third player character belong to the same character set.
Optionally, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount includes at least one of: if the first virtual resource accumulation amount is larger than the second virtual resource accumulation amount, allocating a first share of game resources for the first character set and allocating a second share of game resources for the second character set, wherein the first share is larger than the second share; if the first virtual resource accumulation amount is smaller than the second virtual resource accumulation amount, allocating a third amount of game resources to the first character set, and allocating a fourth amount of game resources to the second character set, wherein the third amount is smaller than the fourth amount; and calculating the contribution amount of each player character in the first character set and the second character set to the first virtual resource accumulation amount or the second virtual resource accumulation amount, and allocating a fifth share of game resources to the corresponding player character based on the contribution amount, wherein the shares of the game resources are positively correlated with the contribution amount of the corresponding player character.
Optionally, after obtaining a first virtual resource accumulation amount generated by the first role set executing the game task in real time and obtaining a second virtual resource accumulation amount generated by the second role set executing the game task in real time, the method further includes: and displaying the first virtual resource accumulation amount and the second virtual resource accumulation amount of the current time in real time in the game scene.
Optionally, after matching the first character set and the second character set in the game scene, the method further includes: assigning the same offensive and defensive attribute value to each player character in the first character set and the second character set.
The communication bus mentioned in the above terminal may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The communication bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown, but this does not mean that there is only one bus or one type of bus.
The communication interface is used for communication between the terminal and other equipment.
The Memory 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 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the Integrated Circuit may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component.
In yet another embodiment provided by the present application, a computer-readable storage medium is further provided, which has instructions stored therein, and when the instructions are executed on a computer, the instructions cause the computer to execute the data processing method of the risk level in any one of the above embodiments.
In yet another embodiment provided by the present application, there is also provided a computer program product containing instructions which, when run on a computer, cause the computer to perform the method for risk-level data processing as described in any of the above embodiments.
In the above embodiments, the implementation may be wholly or partially realized by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, cause the processes or functions described in accordance with the embodiments of the application to occur, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a network of computers, or other programmable device. The computer instructions may be stored in a computer readable storage medium or transmitted from one computer readable storage medium to another, for example, from one website site, computer, server, or data center to another website site, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, Digital Subscriber Line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device, such as a server, a data center, etc., that incorporates one or more of the available media. The usable medium may be a magnetic medium (e.g., floppy Disk, hard Disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., Solid State Disk (SSD)), among others.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.

Claims (16)

1. A method for allocating game resources, comprising:
matching a first role set and a second role set in a game scene, wherein the first role set and the second role set comprise a same number of a plurality of player characters;
acquiring a first virtual resource accumulation amount generated by executing a game task by the first role set in real time from a starting time, and acquiring a second virtual resource accumulation amount generated by executing the game task by the second role set in real time, wherein the first role set comprises a plurality of first player characters, and the second role set comprises a plurality of second player characters;
and after the termination time is reached, allocating game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount.
2. The method of claim 1, wherein obtaining in real-time a first cumulative amount of virtual resources generated by the first character set to perform a game task, and obtaining in real-time a second cumulative amount of virtual resources generated by the second character set to perform the game task comprises:
acquiring a first staying time length of a first player character in a specified range of a game map and the number of the first player characters in real time from a starting time according to a settlement period, and acquiring a second staying time length of a second player character in the specified range and the number of the second player characters in real time, wherein the number of the receivable player characters in the specified range is smaller than the total number of the player characters in the first character set and the second character set;
calculating a first gain amount based on the first stay period and the number of the first player characters, and calculating a second gain amount based on the second stay period and the number of the second player characters, wherein the gain amount is positively correlated with the stay period and positively correlated with the number of the player characters;
and updating the first virtual resource accumulated amount of the current time by adopting the first gain amount, and updating the second virtual resource accumulated amount of the current time by adopting the second gain amount.
3. The method of claim 2, wherein calculating a first gain amount based on the first dwell period and the number of first player characters comprises:
the first gain amount H1 ═ a × t1+ b × m1 is calculated using the following formula, where the first stay period is t1, the number of first player characters is m1, a is negatively correlated with t1, and b is negatively correlated with m 1.
4. The method of claim 2, wherein before acquiring in real time a first stay time period of a first player character within a specified range of a game map and the number of the first player characters, acquiring in real time a second stay time period of a second player character within the specified range and the number of the second player characters in accordance with a settlement period, the method further comprises:
monitoring an operational status of each player character in the first and second character sets at an initial time of a settlement period, wherein the operational status includes one of: an activated state, a cooled state;
deleting a designated first player character and a designated second player character, whose operation states are a cooling state, in the first character set and the second character set, respectively.
5. The method of claim 1, wherein obtaining in real-time a first cumulative amount of virtual resources generated by the first character set to perform a game task, and obtaining in real-time a second cumulative amount of virtual resources generated by the second character set to perform the game task comprises:
the method comprises the steps that the number of first player characters in a specified range of a game map is obtained in real time from the beginning time according to a settlement period, and the number of second player characters in the specified range is obtained in real time;
comparing the number of the first player characters with the number of the second player characters, and calculating a difference in number between the number of the first player characters and the number of the second player characters;
and calculating the first virtual resource accumulated amount or the second virtual resource accumulated amount according to the quantity difference.
6. The method of claim 1, wherein obtaining in real-time a first cumulative amount of virtual resources generated by the first character set to perform a game task, and obtaining in real-time a second cumulative amount of virtual resources generated by the second character set to perform the game task comprises:
acquiring a first virtual currency amount transferred from the first player character to a designated non-player character in the game scene in real time, and acquiring a second virtual currency amount transferred from the second player character to the designated non-player character in real time;
updating a first virtual resource accumulation amount at the current time with the first virtual currency amount, and updating a second virtual resource accumulation amount at the current time with the second virtual currency amount.
7. The method of claim 6, wherein prior to obtaining in real-time a first amount of virtual currency that a first player character transfers to a designated non-player character in the game scene, the method further comprises:
detecting an attack instruction output by a first player character with respect to a second player character, wherein a specified position of the second player character displays an amount of available virtual currency to be transferred by the second player character to the specified non-player character;
updating a current life value of the second player character based on the attack instruction, transferring the amount of available virtual currency from the second player character to the first player character when the current life value of the second player character reaches a preset threshold, and/or transferring an attack and defense attribute value of the second player character to the second player character, and/or assigning an attack gain value for the second player character in a next life cycle, and/or assigning a defense reduction value for the first player character in a current life cycle.
8. The method of claim 7, wherein updating the current life value of the second player character based on the attack instruction comprises:
determining the current potential state of the first player character and the second player character in the camp, wherein the potential state comprises dominant camp and weak camp;
if the first player character is in weak battle, allocating a battle gain value for the first player character;
and calculating a life attenuation value caused by the basic attribute value and the camping gain value of the attack instruction, and updating the current life value of the second player character according to the life attenuation value.
9. The method of claim 7, wherein prior to updating the current life value of the second player character based on the attack instruction, the method further comprises:
calculating a speed reduction value for the second player character based on the amount of available virtual currency, wherein the speed reduction value is positively correlated with the amount of available virtual currency;
reducing a speed of movement of the second player character in the game scene based on the speed reduction value.
10. The method of claim 7, wherein prior to updating the current life value of the second player character based on the attack instruction, the method further comprises:
transferring the available virtual currency amount to a third player character in response to a resource transfer instruction of the second player character, wherein the second player character and the third player character belong to the same character set.
11. The method of claim 1, wherein allocating game resources to player characters of the first and second character sets based on the first and second cumulative amounts of virtual resources comprises at least one of:
if the first virtual resource accumulation amount is larger than the second virtual resource accumulation amount, allocating a first share of game resources for the first character set and allocating a second share of game resources for the second character set, wherein the first share is larger than the second share; if the first virtual resource accumulation amount is smaller than the second virtual resource accumulation amount, allocating a third amount of game resources to the first character set, and allocating a fourth amount of game resources to the second character set, wherein the third amount is smaller than the fourth amount;
and calculating the contribution amount of each player character in the first character set and the second character set to the first virtual resource accumulation amount or the second virtual resource accumulation amount, and allocating a fifth share of game resources to the corresponding player character based on the contribution amount, wherein the shares of the game resources are positively correlated with the contribution amount of the corresponding player character.
12. The method of claim 1, wherein after obtaining in real time a first cumulative amount of virtual resources generated by the first character set to perform a game mission, and obtaining in real time a second cumulative amount of virtual resources generated by the second character set to perform the game mission, the method further comprises:
and displaying the first virtual resource accumulation amount and the second virtual resource accumulation amount of the current time in real time in the game scene.
13. The method of claim 1, wherein the first set of characters and the second set of characters are matched in a game scene, the method further comprising:
assigning the same offensive and defensive attribute value to each player character in the first character set and the second character set.
14. An apparatus for allocating game resources, comprising:
a matching module for matching a first character set and a second character set in a game scene, wherein the first character set and the second character set comprise a plurality of player characters of the same number;
an obtaining module, configured to obtain, in real time from a start time, a first virtual resource accumulation amount generated when the first character set executes a game task, and obtain, in real time, a second virtual resource accumulation amount generated when the second character set executes the game task, where the first character set includes a plurality of first player characters, and the second character set includes a plurality of second player characters;
and the first distribution module is used for distributing game resources to the player characters of the first character set and the second character set according to the first virtual resource accumulation amount and the second virtual resource accumulation amount after the termination time is reached.
15. A storage medium, in which a computer program is stored, wherein the computer program is arranged to perform the method of any of claims 1 to 13 when executed.
16. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to execute the computer program to perform the method of any of claims 1 to 13.
CN202011232312.7A 2020-11-06 2020-11-06 Game resource allocation method and device, storage medium and electronic device Pending CN112337089A (en)

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