CN112915528A - Information processing method and device in game - Google Patents

Information processing method and device in game Download PDF

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Publication number
CN112915528A
CN112915528A CN202110199732.8A CN202110199732A CN112915528A CN 112915528 A CN112915528 A CN 112915528A CN 202110199732 A CN202110199732 A CN 202110199732A CN 112915528 A CN112915528 A CN 112915528A
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China
Prior art keywords
virtual character
controlled
controlled virtual
life value
value information
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Pending
Application number
CN202110199732.8A
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Chinese (zh)
Inventor
王翌希
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110199732.8A priority Critical patent/CN112915528A/en
Publication of CN112915528A publication Critical patent/CN112915528A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Abstract

The present application relates to the field of game technologies, and in particular, to a method and an apparatus for processing information in a game. According to the method and the device, the controlled virtual character is controlled to execute the attack action in the game scene by responding to the attack control instruction, and then the controlled virtual character is responded to meet the specified condition, and the life value information of the controlled virtual character is displayed in the first position range of the target virtual character. By displaying the life information of the controlled virtual character in the area of the player's sight line center (within the first position range of the target virtual character), the player can be made to pay attention to the state information of the controlled virtual character, thereby greatly reducing the possibility that the player is killed by neglecting the state of the controlled virtual character due to the view being concentrated on the enemy and the battle situation, and prolonging the time of the player in the game.

Description

Information processing method and device in game
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for processing information in a game.
Background
The Battle game is a game in which a plurality of player accounts compete in the same scene, and can be understood as a Multiplayer Online Battle competition game (MOBA).
In such games, life value information of a virtual character controlled by a player is usually displayed, and the life value information such as a life value, an attack value, a defense value and the like is generally displayed at a fixed position on a graphical user interface or at the top of the virtual character itself. However, in the instant battle, the sight of the player is not always concentrated at a fixed position, and when the sight concentration point of the player is far away from the displayed life value information, the player can easily ignore the life value information, so that the death of the character is caused; when a player fights, the player usually focuses on the battle situation and does not focus the sight on the virtual character of the player all the time, so that the life value information of the top of the virtual character of the player is ignored, and the virtual character of the player also dies.
Disclosure of Invention
In view of the above, the embodiments of the present application provide at least an information processing method and apparatus in a game, which can greatly reduce the situation that a player is killed by neglecting the state of a controlled virtual character because the perspective is concentrated on an enemy and a battle situation, and can prolong the time of the player in the game.
The application mainly comprises the following aspects:
in a first aspect, an embodiment of the present application provides an information processing method in a game, where the information processing method includes:
responding to the movement control instruction, and controlling the controlled virtual character to move in the game scene;
responding to an attack control instruction, and controlling the controlled virtual character to execute an attack action in the game scene;
and responding that the controlled virtual character meets the specified conditions, and displaying the life value information of the controlled virtual character in the first position range of the target virtual character.
In one possible implementation, the information processing method further includes:
and responding to the controlled virtual character not meeting the specified condition, and displaying the life value information of the controlled virtual character in a second position range of the controlled virtual character.
In one possible embodiment, the specified condition includes any one of the following conditions:
the controlled virtual character attacks the target virtual character; the controlled virtual character is attacked by the target virtual character; a distance between the controlled virtual character and the target virtual character is less than a preset threshold.
In one possible embodiment, the life value information of the controlled virtual character follows the target virtual character.
In one possible implementation, the information processing method further includes:
and responding that the controlled virtual character meets the specified condition, and displaying the life value information of the controlled virtual character and the life value information of the target virtual character in the first position range of the target virtual character.
In one possible embodiment, the first identification of the life value information of the controlled virtual character is different from the second identification of the life value information of the target virtual character.
In a possible implementation manner, if the specified condition is that the controlled virtual character attacks at least two target virtual characters simultaneously; the displaying life value information of the controlled virtual character in a first position range of the target virtual character in response to the controlled virtual character meeting a specified condition includes:
determining a key virtual role in at least two target virtual roles in response to the controlled virtual role satisfying a specified condition;
and displaying the life value information of the controlled virtual character in the first position range of each key virtual character.
In one possible embodiment, the key virtual character includes at least one of the following virtual characters:
enemy key monsters; an enemy user-controlled virtual character.
In one possible embodiment, after the displaying life value information of the controlled virtual character within the first position range of the target virtual character in response to the controlled virtual character satisfying a specified condition, the information processing method further includes:
and responding that the controlled virtual character does not attack the target virtual character again within the preset time length, and then no longer displaying the life value information of the controlled virtual character within the first position range of the target virtual character.
In one possible embodiment, the controlled virtual character is a remote virtual character.
In a second aspect, an embodiment of the present application further provides an information processing apparatus in a game, the information processing apparatus including:
the first control module is used for controlling the controlled virtual character to move in a game scene;
the second control module is used for controlling the controlled virtual character to execute an attack action in the game scene;
and the first display module is used for responding that the controlled virtual character meets the specified conditions and displaying the life value information of the controlled virtual character in the first position range of the target virtual character.
In one possible implementation, the information processing apparatus further includes:
and the second display module is used for responding that the controlled virtual role does not meet the specified condition and displaying the life value information of the controlled virtual role in a second position range of the controlled virtual role.
In one possible embodiment, the specified condition includes any one of the following conditions:
the controlled virtual character attacks the target virtual character; the controlled virtual character is attacked by the target virtual character; a distance between the controlled virtual character and the target virtual character is less than a preset threshold.
In one possible embodiment, the life value information of the controlled virtual character follows the target virtual character.
In one possible implementation, the first display module is further configured to:
and responding that the controlled virtual character meets the specified condition, and displaying the life value information of the controlled virtual character and the life value information of the target virtual character in the first position range of the target virtual character.
In one possible embodiment, the first identification of the life value information of the controlled virtual character is different from the second identification of the life value information of the target virtual character.
In a possible implementation manner, if the specified condition is that the controlled virtual character attacks at least two target virtual characters simultaneously; the first display module is further configured to:
determining a key virtual role in at least two target virtual roles in response to the controlled virtual role satisfying a specified condition;
and displaying the life value information of the controlled virtual character in the first position range of each key virtual character.
In one possible embodiment, the key virtual character includes at least one of the following virtual characters:
enemy key monsters; an enemy user-controlled virtual character.
In one possible implementation, the first display module is further configured to:
and responding that the controlled virtual character does not attack the target virtual character again within the preset time length, and then no longer displaying the life value information of the controlled virtual character within the first position range of the target virtual character.
In one possible embodiment, the controlled virtual character is a remote virtual character.
In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, the processor and the memory communicate with each other through the bus when the electronic device runs, and the machine-readable instructions are executed by the processor to perform the steps of the method for processing information in a game in any one of the possible embodiments of the first aspect or the first aspect.
In a fourth aspect, the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the computer program performs the steps of the information processing method in the game described in the first aspect or any one of the possible implementation manners of the first aspect.
The information processing method and device in the game provided by the embodiment of the application can enable the player to pay attention to the state information of the controlled virtual character by displaying the life value information of the controlled virtual character in the area of the sight line center of the player, compared with the prior art that the life value information is displayed at a certain fixed position on a graphical user interface or at the top of the controlled virtual character, the sight line of the player is not always concentrated at the fixed position, when the sight line concentration point of the player is far away from the displayed life value information, or the player pays attention to the battle condition, the sight line is not always concentrated on the virtual character, so that the life value information at the top of the virtual character is ignored, the player can easily ignore the life value information, and the death of the virtual character is compared with the prior art, the situation that the player ignores the state of the controlled virtual character and is killed due to the view angle concentration on the enemy and the battle condition can be greatly reduced, the time of the player in the game can be prolonged, and the game experience of the player is improved.
Further, the information processing method in the game provided in the embodiment of the present application may further display life value information of the controlled virtual character and life value information of the target virtual character in the first position range of the target virtual character, and simultaneously display life value information of the target virtual character and life value information of the controlled virtual character near the position of the target virtual character, so that the player may view the life value information of the controlled virtual character while paying attention to the attacked target virtual character, thereby greatly reducing a situation that the player is killed due to the view focusing on enemies and battles, and neglecting the state of the controlled virtual character, and prolonging the time of the player in the game, thereby improving the game experience of the player.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting in scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a flow chart illustrating an information processing method in a game provided by an embodiment of the present application;
FIG. 2 is a schematic diagram of a graphical user interface displaying life value information of a controlled virtual character according to an embodiment of the present application;
FIG. 3 is a functional block diagram of an information processing apparatus in a game according to an embodiment of the present application;
fig. 4 is a second functional block diagram of an information processing apparatus in a game according to an embodiment of the present application;
fig. 5 shows a schematic structural diagram of an electronic device provided in an embodiment of the present application.
Description of the main element symbols:
in the figure: 300-an information processing device in a game; 310-a first control module; 320-a second control module; 330-a first display module; 340-a second display module; 500-an electronic device; 510-a processor; 520-a memory; 530-bus.
Detailed Description
To make the purpose, technical solutions and advantages of the embodiments of the present application clearer, 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 should be understood that the drawings in the present application are for illustrative and descriptive purposes only and are not used to limit the scope of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and that steps without logical context may be performed in reverse order or concurrently. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, fall within the protection scope of the present application.
To enable one of ordinary skill in the art to utilize the present disclosure, the following embodiments are presented in conjunction with a particular application scenario "combat on the fly," and it will be apparent to those of ordinary skill in the art that the general principles defined herein may be applied to other embodiments and application scenarios without departing from the spirit and scope of the present disclosure.
The following method, apparatus, electronic device or computer-readable storage medium in the embodiments of the present application may be applied to any scenario where information processing in a game needs to be performed, and the embodiments of the present application do not limit a specific application scenario, and any scheme using the method and apparatus for processing information in a game provided by the embodiments of the present application is within the scope of protection of the present application.
It is noted that prior to the introduction of the present application, in some prior art solutions, the life value information display was typically done at some fixed location on the graphical user interface or overhead of the virtual character itself under control. However, in the instant combat, the sight line of the player is not always concentrated at a fixed position, and when the sight line concentration point of the player is far away from the displayed life value information, the player can easily ignore the life value information, so that the death of the controlled virtual character is caused; in addition, when a player fights, the player usually focuses on the battle situation and does not focus on the sight of the player on the controlled virtual character, so that the life value information of the top of the controlled virtual character is ignored, and the controlled virtual character also dies.
In order to solve the above problem, in the embodiment of the application, the controlled virtual character is controlled to execute the attack action in the game scene by responding to the attack control instruction, and then, in response that the controlled virtual character meets the specified condition, the life value information of the controlled virtual character is displayed in the first position range of the target virtual character. By displaying the life information of the controlled virtual character in the area of the player's sight line center (within the first position range of the target virtual character), the player can be made to pay attention to the state information of the controlled virtual character, thereby greatly reducing the possibility that the player is killed by neglecting the state of the controlled virtual character due to the view being concentrated on the enemy and the battle situation, and prolonging the time of the player in the game.
For the convenience of understanding of the present application, the technical solutions provided in the present application will be described in detail below with reference to specific embodiments.
Fig. 1 is a flowchart of an information processing method in a game according to an embodiment of the present application. As shown in fig. 1, an information processing method in a game provided in an embodiment of the present application is applied to a terminal device, a game scene is displayed on a graphical user interface of the terminal device, and the game scene includes a controlled virtual character controlled by a target user using the terminal device, and includes the following steps:
s101: and controlling the controlled virtual character to move in the game scene in response to the movement control instruction.
In a specific implementation, a target user (player) can control the controlled virtual character to move in a game scene by sending a movement control instruction. Here, the target user may issue a movement control instruction by triggering a movement control on the graphical user interface, and then, move the controlled virtual character in the game scene by operating the movement control.
The controlled virtual Character is a virtual Character controlled by a Player (target user) using the current terminal device, and in addition to the controlled virtual Character, there are a virtual Character controlled by another Player and a Non-Player Character (NPC), where the NPC refers to a game Character in the game that is not manipulated by a real user.
S102: and responding to an attack control instruction, and controlling the controlled virtual character to execute an attack action in the game scene.
In a specific implementation, a target user (player) can control a controlled virtual character to execute an attack action in a game scene by sending an attack control instruction. Here, the target user may send an attack control instruction by triggering an attack control on the graphical user interface, and then, execute an attack action on the controlled virtual character in the game scene by operating the attack control.
S103: and responding that the controlled virtual character meets the specified conditions, and displaying the life value information of the controlled virtual character in the first position range of the target virtual character.
In a specific implementation, in response to a controlled virtual Character satisfying a specified condition, displaying life value information of the controlled virtual Character in a first position range of a target virtual Character in a graphical user interface, where the target virtual Character may be a virtual Character controlled by an enemy user who is enemy to the target user, and the target virtual Character may also be a Non-Player Character (NPC) belonging to the enemy, such as a monster, a soldier, and the like; the first position range is a range of positions near the target avatar in the graphical user interface, i.e., near the target avatar, such as the top position of the target avatar. In instant combat, a target user pays more attention to the dynamic state of a target virtual character so as to focus the sight on the target virtual character, and the life value information of the controlled virtual character is displayed at the position close to the target virtual character attacked by the controlled virtual character, namely, the life value information of the controlled virtual character is displayed in the area of the sight center of the player, so that the player can pay attention to the state information of the controlled virtual character of the player in time, the situation that the controlled virtual character is overlooked due to the fact that the view is focused on an enemy and a combat situation, the situation that the enemy attacks is judged wrongly can be greatly reduced, the time of the target user in a game can be prolonged, and the game experience of the target user can be improved.
The life value information of the controlled virtual character is character state information of the controlled virtual character, the life value information includes, but is not limited to, a life value, an attack value, a defense value, a skill value, and the like, and here, the life value may be understood as "blood volume".
Further, in the mutual attack process of the controlled virtual character and the target virtual character, the life value information of the controlled virtual character moves along with the movement of the target virtual character, namely, the life value of the controlled virtual character is always displayed in the first position range of the target virtual character.
Here, when the controlled virtual character does not enter into combat but is manipulated to move by the target user, the target user may concentrate on the controlled virtual character, and at this time, life value information of the controlled virtual character may be displayed in the vicinity of the controlled virtual character. However, when the target user operates the controlled virtual character and the target virtual character (the virtual character controlled by the enemy user or the non-player character belonging to the enemy), especially when the life value (blood volume) of the target virtual character is endangered, the energy of the target user can be transferred from the controlled virtual character to the target virtual character, if the life value information of the controlled virtual character is displayed near the controlled virtual character, the state of the controlled virtual character is ignored, the misjudgment of the fighting condition is caused, and the situation of being killed by the enemy occurs, therefore, the life value information of the controlled virtual character is displayed near the target virtual character in the graphic user interface when the controlled virtual character meets the specified condition, thus, the situation of being killed by the state of the controlled virtual character which is neglected because the view angle is concentrated on the enemy and the fighting condition can be greatly reduced, the time of the player in the game can be prolonged, and the experience of the target user is improved.
In the leisure state, even when the target user pays attention to the life value information of the target virtual character, the target user can notice the situation of the controlled virtual character through the residual light (near war time), but when the spiritual height of the interaction target user is excited, the target user can not easily notice the situation even if the controlled virtual character is nearby, so that the life value information displayed nearby the controlled virtual character is neglected.
Here, the controlled virtual character may be a remote virtual character, and for the remote virtual character, the remote virtual character is far from an enemy virtual character or a non-player character belonging to the enemy, and it is easier to generate a situation in which the viewpoint is concentrated on the enemy virtual character or the non-player character belonging to the enemy, and the situation of the remote virtual character is ignored, so that when the controlled virtual character is the remote virtual character, the method is more suitable for the technical solution provided in the present application.
Here, the specified condition includes any one of the following conditions: the controlled virtual character attacks the target virtual character; the controlled virtual character is attacked by the target virtual character; a distance between the controlled virtual character and the target virtual character is less than a preset threshold.
The preset threshold value can be set according to the scene range of the game scene.
Furthermore, when the controlled virtual character meets the specified conditions, the life value information of the controlled virtual character and the life value information of the target virtual character can be simultaneously displayed in the first position range of the target virtual character, so that the target user can not only see the life value information of the target virtual character of the enemy user but also timely pay attention to the state information of the controlled virtual character of the target user while paying attention to the battle conditions and the target virtual character, the condition that the controlled virtual character is killed because the view is concentrated on the enemy and the battle conditions but neglects the state of the controlled virtual character of the target user can be greatly reduced, and the time of the player in the game can be prolonged. Specifically, the method comprises the following steps:
and responding that the controlled virtual character meets the specified condition, and displaying the life value information of the controlled virtual character and the life value information of the target virtual character in the first position range of the target virtual character.
It should be noted that, the first position range is a position range near the target virtual character, that is, a position range closer to the target virtual character, and when the controlled virtual character and the target virtual character are closer to each other, there may be an overlapping portion between the first position range and the second position range; when the controlled virtual character is far away from the target virtual character, the area corresponding to the first position range and the area corresponding to the second position range have no overlapping part. The area size corresponding to the first position range and the area size corresponding to the second position range are set according to the actual requirements of the game.
Here, the life value information of the controlled virtual character and the life value information of the target virtual character may be displayed separately, so that the target user may more easily distinguish the life value information of the controlled virtual character and the life value information of the target virtual character of an enemy, thereby more accurately determining the game situation, where a first identifier of the life value information of the controlled virtual character is different from a second identifier of the life value information of the target virtual character, and the identifiers may be color identifiers, for example, the life value information of the controlled virtual character is displayed by a green identifier, and the life value information of the target virtual character is displayed by a red identifier.
Further, if life value information of the target virtual character is displayed at the position of the head of the target virtual character, life value information of the controlled virtual character may be displayed at a position above or below the life value information of the target virtual character, and the two life value information may be displayed side by side.
Furthermore, when the controlled virtual character launches an attack, a plurality of target virtual characters can be simultaneously injured, and the life value information of the controlled virtual character can be displayed near each target virtual character, so that a target user can check the life value information of the controlled virtual character when paying attention to a game situation, thereby making a correct judgment on the game situation, prolonging the time of the target user in the game and improving the game experience of the target user. Specifically, the method comprises the following steps:
and responding to the operation that the controlled virtual character attacks at least two target virtual characters at the same time, and displaying the life value information of the controlled virtual character in the first position range of each target virtual character.
It should be noted that, when a controlled virtual character initiates an attack, it may cause damage to multiple target virtual characters at the same time, where the damage may be Area of effect (AOE), which means Area attack effect, colloquially is a skill capable of acting on multiple targets within a certain range, and it is determined whether the skill is AOE, and as long as the skill acts on multiple targets within a certain range, the skill may be calculated as AOE, and the range is not necessarily a circle, as long as the skill can form a region and act on multiple units at the same time, the general system may be calculated as AOE.
Further, if the specified condition is that the controlled virtual character attacks at least two target virtual characters at the same time, the life value information of the controlled virtual character can be displayed in the first position range of each target virtual character.
Further, if the specified condition is that the controlled virtual role attacks at least two target virtual roles simultaneously; in step S103, in response to that the controlled virtual character satisfies a specific condition, displaying life value information of the controlled virtual character in the first position range of the target virtual character, including the following steps:
determining a key virtual role in at least two target virtual roles in response to the controlled virtual role satisfying a specified condition; and displaying the life value information of the controlled virtual character in the first position range of each key virtual character.
In specific implementation, when a controlled virtual character launches an attack, a plurality of target virtual characters may be simultaneously damaged, the target virtual characters may include a key virtual character and a common virtual character, and life value information of the controlled virtual character may be displayed only near the key virtual character.
Wherein, the key virtual character refers to a virtual character controlled by an enemy Player in a Player battle Player scene (PVP); an enemy BOSS monster is referred to in the Player versus Environment scene (Player VS Environment, PVE); the common virtual role, whether in the pvp or PVE, refers to a virtual role that hardly causes any harm to the controlled virtual role of the target user, wherein the key virtual role and the common virtual role can be directly judged by tag (classification, label). The PVP is an interactive competition formed by players attacking each other by using game resources, namely, the players compete with the players, such as PK, battlefield, attack battle and the like which are commonly said; PVE refers to the NPC monster and BOSS that players challenge the game program to control in the game.
Key avatars, including but not limited to, enemy key monsters such as enemy big BOSS and avatars controlled by enemy users; the common virtual character is a virtual character except for the key virtual character, and the common virtual character can be a soldier, a monster and the like.
Further, a plurality of target virtual characters belonging to the enemy may exist simultaneously in the game battle, and after the target user controls the controlled virtual characters to attack one target virtual character, another target virtual character may be attacked, that is, the controlled virtual character may alternatively attack a plurality of target virtual characters belonging to the enemy, at this time, life value information of the controlled virtual character may be displayed in the vicinity of the target virtual character of each attacked enemy, so that whenever the target user pays attention to the attacked virtual character, the life value information of the controlled virtual character of the target user is checked, that is, the life value information of the controlled virtual character is always displayed at the visual center of the target user, thereby improving accuracy of game situation judgment, specifically, in step S102, in response to the controlled virtual character satisfying a specified condition, after the life value information of the controlled virtual character is displayed in the first position range of the target virtual character, the method further comprises the following steps:
and responding that the controlled virtual character does not attack the target virtual character again within the preset time length, and then no longer displaying the life value information of the controlled virtual character within the first position range of the target virtual character.
In the specific implementation, the game situation changes in real time, the target user may not attack the target virtual character any longer after controlling the controlled virtual character to attack the target virtual character, and for the situation, the life value information of the controlled virtual character does not need to be displayed near the second position range of the target virtual character, so that the display space of the graphical user interface is saved.
Here, after the controlled virtual character attacks the target virtual character, timing may be started, and if the controlled virtual character does not attack the controlled virtual character again within the preset time period, the display of the life value information of the controlled virtual character may be cancelled within the first position range of the target virtual character. Here, the preset time period may be set according to the game design, preferably to several seconds.
Further, in response to the controlled virtual character not satisfying the specified condition, life value information of the controlled virtual character is displayed within a second position range of the controlled virtual character.
In a specific implementation, when a controlled virtual character just enters a game but does not join in a game battle, that is, the controlled virtual character does not start to attack a target virtual character, is not attacked by the target virtual character, and is also greater than a preset threshold, the controlled virtual character is considered to not meet a set condition, at this time, life value information of the controlled virtual character can be displayed within a second position range of the controlled virtual character in the graphical user interface, where the second position range is a position range near the controlled virtual character in the graphical user interface, that is, a position near the controlled virtual character, for example, a top position of the controlled virtual character.
It should be noted that, in addition to the controlled virtual character entering the game, the life value information of the controlled virtual character may be displayed near the controlled virtual character in the graphical user interface, or the life value information of the controlled virtual character may be displayed near the controlled virtual character when the controlled virtual character does not participate in the game battle for a long time.
Fig. 2 is a schematic diagram of a graphical user interface displaying life value information of a controlled virtual character provided in an embodiment of the present application, where as shown in fig. 2, the graphical user interface has the controlled virtual character and a target virtual character, and the life value information of the controlled virtual character and the life value information of the target virtual character are displayed in a first display range of the target virtual character, where the target virtual character is located in a visual center area of a target user.
In the embodiment of the application, the controlled virtual character is controlled to execute the attack action in the game scene by responding to the attack control instruction, and then the life value information of the controlled virtual character is displayed in the first position range of the target virtual character in response to the controlled virtual character meeting the specified condition. By displaying the life information of the controlled virtual character in the area of the player's sight line center (within the first position range of the target virtual character), the player can be made to pay attention to the state information of the controlled virtual character, thereby greatly reducing the possibility that the player is killed by neglecting the state of the controlled virtual character due to the view being concentrated on the enemy and the battle situation, and prolonging the time of the player in the game.
Based on the same application concept, the embodiment of the present application further provides an information processing apparatus in a game corresponding to the information processing method in a game provided in the foregoing embodiment, and as the principle of solving the problem of the apparatus in the embodiment of the present application is similar to the information processing method in a game provided in the foregoing embodiment of the present application, the implementation of the apparatus may refer to the implementation of the method, and repeated details are omitted.
FIG. 3 is a functional block diagram of an information processing apparatus 300 in a game according to an embodiment of the present application; fig. 4 shows a second functional block diagram of an information processing apparatus 300 in a game according to an embodiment of the present application.
As shown in fig. 3, the in-game information processing apparatus 300 includes:
a first control module 310, configured to control a controlled virtual character to move in a game scene;
a second control module 320, configured to control the controlled virtual character to perform an attack action in the game scene;
the first display module 330 is configured to display life value information of the controlled virtual character within a first position range of the target virtual character in response to the controlled virtual character satisfying a specified condition.
In one possible implementation, as shown in fig. 4, the in-game information processing apparatus 300 further includes:
and the second display module 340 is configured to, in response to that the controlled virtual character does not satisfy the specified condition, display life value information of the controlled virtual character in a second position range of the controlled virtual character.
In one possible embodiment, the specified condition includes any one of the following conditions:
the controlled virtual character attacks the target virtual character; the controlled virtual character is attacked by the target virtual character; a distance between the controlled virtual character and the target virtual character is less than a preset threshold.
In one possible embodiment, the life value information of the controlled virtual character follows the target virtual character.
In one possible implementation, as shown in fig. 3, the first display module 330 is further configured to:
and responding that the controlled virtual character meets the specified condition, and displaying the life value information of the controlled virtual character and the life value information of the target virtual character in the first position range of the target virtual character.
In one possible embodiment, the first identification of the life value information of the controlled virtual character is different from the second identification of the life value information of the target virtual character.
In a possible implementation manner, if the specified condition is that the controlled virtual character attacks at least two target virtual characters simultaneously; as shown in fig. 3, the first display module 330 is further configured to:
determining a key virtual role in at least two target virtual roles in response to the controlled virtual role satisfying a specified condition;
and displaying the life value information of the controlled virtual character in the first position range of each key virtual character.
In one possible embodiment, the key virtual character includes at least one of the following virtual characters:
enemy key monsters; an enemy user-controlled virtual character.
In one possible implementation, as shown in fig. 3, the first display module 330 is further configured to:
and responding that the controlled virtual character does not attack the target virtual character again within the preset time length, and then no longer displaying the life value information of the controlled virtual character within the first position range of the target virtual character.
In one possible embodiment, the controlled virtual character is a remote virtual character.
In the embodiment of the application, the controlled virtual character is controlled to execute the attack action in the game scene by responding to the attack control instruction, and then the life value information of the controlled virtual character is displayed in the first position range of the target virtual character in response to the controlled virtual character meeting the specified condition. Thus, by displaying the life value information of the controlled virtual character in the area of the sight line center of the player, the player can pay attention to the state information of the controlled virtual character in time, the situation that the player is killed by neglecting the state of the controlled virtual character due to the view angle focusing on the enemy and the battle condition can be greatly reduced, and the time of the player in the game can be prolonged.
Based on the same application concept, referring to fig. 5, a schematic structural diagram of an electronic device 500 provided in the embodiment of the present application includes: a processor 510, a memory 520 and a bus 530, wherein the memory 520 stores machine-readable instructions executable by the processor 510, when the electronic device 500 is operated, the processor 510 communicates with the memory 520 via the bus 530, and the machine-readable instructions are executed by the processor 510 to perform the steps of the information processing method in the game according to any of the embodiments.
In particular, the machine readable instructions, when executed by the processor 510, may perform the following:
responding to the movement control instruction, and controlling the controlled virtual character to move in the game scene;
responding to an attack control instruction, and controlling the controlled virtual character to execute an attack action in the game scene;
and responding that the controlled virtual character meets the specified conditions, and displaying the life value information of the controlled virtual character in the first position range of the target virtual character.
In the embodiment of the application, the controlled virtual character is controlled to execute the attack action in the game scene by responding to the attack control instruction, and then the life value information of the controlled virtual character is displayed in the first position range of the target virtual character in response to the controlled virtual character meeting the specified condition. By displaying the life information of the controlled virtual character in the area of the player's sight line center (within the first position range of the target virtual character), the player can be made to pay attention to the state information of the controlled virtual character, thereby greatly reducing the possibility that the player is killed by neglecting the state of the controlled virtual character due to the view being concentrated on the enemy and the battle situation, and prolonging the time of the player in the game.
Based on the same application concept, the embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the computer program executes the steps of the information processing method in the game provided by the above embodiment.
Specifically, the storage medium can be a general-purpose storage medium, such as a removable disk, a hard disk, or the like, and when a computer program on the storage medium is executed, the information processing method in the game can be executed, and by displaying the life value information of the controlled virtual character in the area of the sight center of the player, the player can be made to pay attention to the state information of the controlled virtual character, so that the situation that the controlled virtual character is killed due to the view being focused on an enemy and a battle situation but neglecting the state of the controlled virtual character can be greatly reduced, and the time of the player in the game can be prolonged.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again. In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may 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 logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or 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 of devices or units through some communication interfaces, and may be in an electrical, mechanical 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 functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solutions of the present application may be embodied in the form of a software product, which is stored in a storage medium and includes several 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 methods described in the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
The above description is only for the specific embodiments of the present application, but the scope of the present application is not limited thereto, and any person skilled in the art can easily conceive of the changes or substitutions within the technical scope of the present application, and shall be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (13)

1. An information processing method in a game, characterized by comprising:
responding to the movement control instruction, and controlling the controlled virtual character to move in the game scene;
responding to an attack control instruction, and controlling the controlled virtual character to execute an attack action in the game scene;
and responding that the controlled virtual character meets the specified conditions, and displaying the life value information of the controlled virtual character in the first position range of the target virtual character.
2. The information processing method according to claim 1, characterized by further comprising:
and responding to the controlled virtual character not meeting the specified condition, and displaying the life value information of the controlled virtual character in a second position range of the controlled virtual character.
3. The information processing method according to claim 1, wherein the specified condition includes any one of the following conditions:
the controlled virtual character attacks the target virtual character; the controlled virtual character is attacked by the target virtual character; a distance between the controlled virtual character and the target virtual character is less than a preset threshold.
4. The information processing method according to claim 1, wherein the life value information of the controlled virtual character follows the target virtual character.
5. The information processing method according to claim 1, characterized by further comprising:
and responding that the controlled virtual character meets the specified condition, and displaying the life value information of the controlled virtual character and the life value information of the target virtual character in the first position range of the target virtual character.
6. The information processing method according to claim 5, wherein a first identification of the life value information of the controlled virtual character and a second identification of the life value information of the target virtual character are different.
7. The information processing method according to claim 1, wherein if the specified condition is that the controlled virtual character attacks at least two of the target virtual characters at the same time; the displaying life value information of the controlled virtual character in a first position range of the target virtual character in response to the controlled virtual character meeting a specified condition includes:
determining a key virtual role in at least two target virtual roles in response to the controlled virtual role satisfying a specified condition;
and displaying the life value information of the controlled virtual character in the first position range of each key virtual character.
8. The information processing method according to claim 7, wherein the key virtual character includes at least one of the following virtual characters:
enemy key monsters; an enemy user-controlled virtual character.
9. The information processing method according to claim 1, wherein after said displaying life value information of the controlled virtual character within the first position range of the target virtual character in response to the controlled virtual character satisfying a specified condition, the information processing method further comprises:
and responding that the controlled virtual character does not attack the target virtual character again within the preset time length, and then no longer displaying the life value information of the controlled virtual character within the first position range of the target virtual character.
10. The information processing method according to any one of claims 1 to 9, wherein the controlled virtual character is a remote virtual character.
11. An information processing apparatus in a game, characterized by comprising:
the first control module is used for controlling the controlled virtual character to move in a game scene;
the second control module is used for controlling the controlled virtual character to execute an attack action in the game scene;
and the first display module is used for responding that the controlled virtual character meets the specified conditions and displaying the life value information of the controlled virtual character in the first position range of the target virtual character.
12. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when the electronic device is operated, the machine-readable instructions being executable by the processor to perform the steps of the method of processing information in a game as claimed in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that a computer program is stored thereon, which, when being executed by a processor, performs the steps of the information processing method in a game according to any one of claims 1 to 10.
CN202110199732.8A 2021-02-22 2021-02-22 Information processing method and device in game Pending CN112915528A (en)

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