CN113368500B - Game countermeasure data processing method and device, storage medium and computer equipment - Google Patents

Game countermeasure data processing method and device, storage medium and computer equipment Download PDF

Info

Publication number
CN113368500B
CN113368500B CN202110735337.7A CN202110735337A CN113368500B CN 113368500 B CN113368500 B CN 113368500B CN 202110735337 A CN202110735337 A CN 202110735337A CN 113368500 B CN113368500 B CN 113368500B
Authority
CN
China
Prior art keywords
countermeasure
team
game
combat
contendable
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202110735337.7A
Other languages
Chinese (zh)
Other versions
CN113368500A (en
Inventor
安大鹏
刘韦
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Chengdu Perfect World Network Technology Co Ltd
Original Assignee
Chengdu Perfect World Network Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Chengdu Perfect World Network Technology Co Ltd filed Critical Chengdu Perfect World Network Technology Co Ltd
Priority to CN202110735337.7A priority Critical patent/CN113368500B/en
Publication of CN113368500A publication Critical patent/CN113368500A/en
Application granted granted Critical
Publication of CN113368500B publication Critical patent/CN113368500B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application discloses a game countermeasure data processing method and device, a storage medium and computer equipment, wherein the method comprises the following steps: responding to a countermeasures registration request of a game character, and acquiring a target countermeasures team and registration configuration parameters corresponding to the game character; extracting combat attribute parameters corresponding to the game roles from the registration configuration parameters; calculating the fight force of the game character and the sum of the fight forces of the target fight team after the game character is to be distributed to the target fight team according to the fight force attribute parameters; if the sum of the battle forces is smaller than a preset team battle force threshold, dividing the game roles into the target countermeasure teams, creating countermeasure information of the game roles, and sending the countermeasure information to game clients corresponding to the game roles, wherein the preset team battle force threshold is used for restraining the upper limit of the sum of the battle forces of each countermeasure team in the countermeasure activity.

Description

Game countermeasure data processing method and device, storage medium and computer equipment
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a game countermeasure data processing method and apparatus, a storage medium, and a computer device.
Background
In a massively multiplayer online game, PVP (Player VS Player) mode of game play is a popular game mode that is popular with players. Taking a cross-over battlefield as an example, players participating in the cross-over battlefield are divided into two camps with the same number of people according to the servers, but the cross-over battlefield is often difficult to solve the balance problem when the cross-over battlefield is played because of the large difference of the overall strength of the two parties of the battlefield due to different opening times of the servers or different consumption levels of the servers. In the prior art, one way is to do no balance to the forces of both parties, and the other way is to forcefully trowelle all the attributes of the participating players. For the former mode, if the difference of the strength of the two parties is large, a situation that the two parties fall over easily occurs in the countermeasure, if proper failed party rewards are not set, the party with weak strength is difficult to continuously participate in with power, if the failed party rewards are set, the party with weak instance cannot actively fight, and the battlefield playing method is lost. For the latter way, if the system performs forced balance, all the player attributes are smoothed, so that the player with higher attribute cannot embody the value of the player, and the fairness is poor, so that the server is required to be frequently combined due to loss of the player, and the utilization rate of the server is reduced.
Disclosure of Invention
In view of the above, the present application provides a game countermeasure data processing method and apparatus, a storage medium, and a computer device.
According to an aspect of the present application, there is provided a game countermeasure data processing method applied to a countermeasure server, including:
responding to a countermeasures registration request of a game character, and acquiring target countermeasures team corresponding to the game character and registration configuration parameters, wherein the registration configuration parameters comprise one of current configuration parameters, historical countermeasures configuration parameters and recommended countermeasures configuration parameters of the game character;
extracting combat attribute parameters corresponding to the game roles from the registration configuration parameters, wherein the combat attribute parameters comprise at least one of survival attribute parameters, output attribute parameters and treatment attribute parameters corresponding to the game roles;
calculating the fight force of the game character and the sum of the fight forces of the target fight team after the game character is to be distributed to the target fight team according to the fight force attribute parameters;
if the combat summation is smaller than a preset combat threshold, dividing the game roles into target combat teams, creating combat information of the game roles, and sending the combat information to game clients corresponding to the game roles, wherein the combat information comprises camp information of the target combat teams in a preset combat map, and the preset combat threshold is used for restraining the combat summation upper limit of each combat team in combat activities.
Optionally, the game characters include a plurality of game characters, and the plurality of game characters belong to at least one game server; the obtaining the target countermeasure team and the registration configuration parameters corresponding to the game role specifically comprises the following steps:
determining a target antagonism team corresponding to the game role based on a game server where the game role is located and/or the antagonism registration team indicated by the antagonism registration request;
and acquiring registration configuration parameters corresponding to the game roles from the game servers corresponding to the game roles.
Optionally, after the challenge information is sent to the game client corresponding to the game character, the method further includes:
when the countermeasure starting condition is fulfilled, the combat attribute of the game character in the target countermeasure team is locked to the corresponding combat attribute parameter.
Optionally, the preset countermeasure map includes a plurality of camps, each of the camps including a fixed home location and its corresponding contentable location; after the challenge information is sent to the game client corresponding to the game character, the method further includes:
when the countermeasure starting condition is met, allocating the game roles in each countermeasure team into respective corresponding camps, wherein the fixed home position in the camps of any countermeasure team is the starting and/or reviving position of each game role in the any countermeasure team, and the fixed home position and the contentable position of any countermeasure team are accompanied by the characteristic identification of any countermeasure team;
And receiving the countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically changing the attribution right and the attached characteristic mark corresponding to any contentable position based on the countermeasure data, and determining a countermeasure result until a countermeasure ending condition is achieved.
Optionally, the fixed home location of any camp communicates with at least one contendable location of the same camp, and any contendable location of any camp communicates with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and contendable locations of other camps;
the dynamically changing the attribution right corresponding to any contentable position based on the countermeasure data specifically comprises the following steps:
when the countermeasures data indicates that the attribution right of a first contendable position is changed, and the first contendable position is communicated with at least one position where a first changed attribution team corresponding to the first contendable position has attribution right, changing the attribution right of the first contendable position to the first changed attribution team, wherein the first changed attribution team is the countermeasures team occupying the first contendable position; and/or the number of the groups of groups,
When the countermeasure data indicates that the second contendable location cannot communicate with the fixed home location of the countermeasure team to which the second contendable location belongs, changing the home right of the second contendable location to another countermeasure team corresponding to the communication location of the second contendable location.
Optionally, determining the countermeasure result when the countermeasure end condition is achieved specifically includes:
counting the number of contendable positions of which each of the fight teams has attribution when the fight ending time is reached, and sorting the fight teams according to the number of contendable positions, wherein the sorting is used as the fight result; or,
determining that a first countermeasure team obtains a countermeasure win when the first countermeasure team has ownership of all contentable positions in the preset countermeasure map; or,
and when the second countermeasure team has the attribution right of all the contendable positions in the preset countermeasure map and the preset winning duration is continued, determining that the second countermeasure team obtains the countermeasure win.
Optionally, after the challenge information is sent to the game client corresponding to the game character, the method further includes:
When the countermeasure starting condition is met, receiving command data from a captain role client corresponding to the countermeasure team, wherein the command data is used for indicating countermeasure behaviors of any team member role;
and sending the command data to any player character client corresponding to the countermeasure team so as to prompt the any player character to fulfill the countermeasure behavior.
Optionally, after the challenge information is sent to the game client corresponding to the game character, the method further includes:
receiving play data from a captain character client corresponding to the target antagonism team, wherein the play data comprises a first player character allocated to the target antagonism team and/or a second player character registered but not allocated to the target antagonism team;
deleting the first player character in the target combat team according to the combat data, and sending first combat adjustment data to a first player character client, wherein the first combat adjustment data is used for prompting the first player character to fail to join the target combat team; and/or the number of the groups of groups,
and adding the second player character into the target combat team according to the combat data, and sending second combat adjustment data to a second player character client, wherein the second combat adjustment data is used for prompting the second player character to succeed in adding the target combat team.
According to another aspect of the present application, there is provided a game countermeasure data processing apparatus applied to a countermeasure server, including:
the system comprises an entry parameter acquisition module, an entry parameter selection module and an entry parameter selection module, wherein the entry parameter acquisition module is used for responding to an entry countering request of a game character and acquiring target countermeasures corresponding to the game character and entry configuration parameters, wherein the entry configuration parameters comprise one of current configuration parameters, historical countermeasures configuration parameters and recommended countermeasures configuration parameters of the game character;
the attribute parameter acquisition module is used for extracting combat attribute parameters corresponding to the game roles from the registration configuration parameters, wherein the combat attribute parameters comprise at least one of survival attribute parameters, output attribute parameters and treatment attribute parameters corresponding to the game roles;
a fight force calculation module for calculating the fight force of the game character and the fight force sum of the target fight team after the game character is to be distributed to the target fight team according to the fight force attribute parameter;
and the team dividing module is used for dividing the game role into the target countermeasure team if the sum of the battle forces is smaller than a preset team battle force threshold value, creating countermeasure information of the game role and sending the countermeasure information to a game client corresponding to the game role, wherein the countermeasure information comprises the battle land information of the target countermeasure team in a preset countermeasure map, and the preset team battle force threshold value is used for restraining the upper limit of the sum of the battle forces of the countermeasure teams in countermeasure activities.
Optionally, the game characters include a plurality of game characters, and the plurality of game characters belong to at least one game server; the registration parameter acquisition module is specifically configured to:
determining a target antagonism team corresponding to the game role based on a game server where the game role is located and/or the antagonism registration team indicated by the antagonism registration request;
and acquiring registration configuration parameters corresponding to the game roles from the game servers corresponding to the game roles.
Optionally, the apparatus further comprises:
and the attribute locking module is used for locking the fight attribute of the game character in the target fight team into the corresponding fight attribute parameter when the fight starting condition is met after the fight information is sent to the game client corresponding to the game character.
Optionally, the preset countermeasure map includes a plurality of camps, each of the camps including a fixed home location and its corresponding contentable location; the apparatus further comprises:
a camp allocation module, configured to allocate, after the challenge information is sent to the game client corresponding to the game character, the game character in each challenge team to a respective corresponding camp when a challenge start condition is met, where the fixed home position in the camp of any challenge team is a position at which each game character in the any challenge team starts and/or resumes, and the fixed home position and the contentable position of any challenge team are attached with a characteristic identifier of the any challenge team;
The countermeasure changing module is used for receiving the countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically changing the attribution right and the attached characteristic mark corresponding to any contentable position based on the countermeasure data, and determining a countermeasure result until a countermeasure ending condition is achieved.
Optionally, the fixed home location of any camp communicates with at least one contendable location of the same camp, and any contendable location of any camp communicates with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and contendable locations of other camps;
the countermeasure change module is specifically configured to:
when the countermeasures data indicates that the attribution right of a first contendable position is changed, and the first contendable position is communicated with at least one position where a first changed attribution team corresponding to the first contendable position has attribution right, changing the attribution right of the first contendable position to the first changed attribution team, wherein the first changed attribution team is the countermeasures team occupying the first contendable position; and/or the number of the groups of groups,
when the countermeasure data indicates that the second contendable location cannot communicate with the fixed home location of the countermeasure team to which the second contendable location belongs, changing the home right of the second contendable location to another countermeasure team corresponding to the communication location of the second contendable location.
Optionally, the countermeasure change module is specifically configured to:
counting the number of contendable positions of which each of the fight teams has attribution when the fight ending time is reached, and sorting the fight teams according to the number of contendable positions, wherein the sorting is used as the fight result; or,
determining that a first countermeasure team obtains a countermeasure win when the first countermeasure team has ownership of all contentable positions in the preset countermeasure map; or,
and when the second countermeasure team has the attribution right of all the contendable positions in the preset countermeasure map and the preset winning duration is continued, determining that the second countermeasure team obtains the countermeasure win.
Optionally, the apparatus further comprises:
the first scheduling module is used for receiving command data from a captain role client corresponding to the antagonism team when the antagonism starting condition is met after the antagonism information is sent to a game client corresponding to the game role, wherein the command data is used for indicating the antagonism action of any player role; and sending the command data to any player character client corresponding to the countermeasure team so as to prompt the any player character to fulfill the countermeasure behavior.
Optionally, the apparatus further comprises:
a second scheduling module, configured to receive, after the challenge information is sent to a game client corresponding to the game character, play data from a captain character client corresponding to the target challenge team, where the play data includes a first player character assigned to the target challenge team and/or a second player character that is registered but not assigned to the target challenge team;
deleting the first player character in the target combat team according to the combat data, and sending first combat adjustment data to a first player character client, wherein the first combat adjustment data is used for prompting the first player character to fail to join the target combat team; and/or the number of the groups of groups,
and adding the second player character into the target combat team according to the combat data, and sending second combat adjustment data to a second player character client, wherein the second combat adjustment data is used for prompting the second player character to succeed in adding the target combat team.
According to still another aspect of the present application, there is provided a storage medium having stored thereon a computer program which, when executed by a processor, implements the above game countermeasure data processing method.
According to still another aspect of the present application, there is provided a computer device including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, the processor implementing the above game countermeasure data processing method when executing the program.
By means of the technical scheme, the game countermeasure data processing method, the game countermeasure data processing device, the storage medium and the computer equipment acquire combat attribute parameters of game characters expected to participate in countermeasure, and score combat attributes of the game characters respectively to determine combat forces of the game characters to be grouped, so that the game characters are to be distributed to corresponding countermeasure teams according to combat force balance principles, whether actual distribution is carried out is judged according to the sum of combat forces of the countermeasure teams after the game characters are to be distributed, and after the game characters are determined to be distributed to the countermeasure teams, countermeasure information is sent to game clients corresponding to the game characters to indicate camps of the game characters in a preset countermeasure map. Compared with the prior art, the method and the device for allocating the combat forces of the game characters have the advantages that the combat forces of the combat teams are to be allocated according to the combat forces of the game characters, so that the combat forces of the combat teams after actual allocation meet the preset threshold, the combat force sum of the combat teams is balanced, the game characters are divided into the combat teams balanced by the combat force sum, when different game characters participate in combat, the actual forces of the game characters can be reserved, the overall forces of the combat teams are balanced, the high combat force in the game is guaranteed, the game experience of each player is improved, loss of the player is further reduced, and the utilization rate of a game server is improved.
The foregoing description is only an overview of the technical solutions of the present application, and may be implemented according to the content of the specification in order to make the technical means of the present application more clearly understood, and in order to make the above-mentioned and other objects, features and advantages of the present application more clearly understood, the following detailed description of the present application will be given.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute an undue limitation to the application. In the drawings:
FIG. 1 is a schematic flow chart of a game countermeasure data processing method according to an embodiment of the present application;
FIG. 2 illustrates a map of challenge provided by embodiments of the present application;
FIG. 3 illustrates a team fighting schematic diagram provided by an embodiment of the present application;
fig. 4 is a schematic structural view of a game countermeasure data processing apparatus according to an embodiment of the present application.
Detailed Description
The present application will be described in detail hereinafter with reference to the accompanying drawings in conjunction with embodiments. It should be noted that, in the case of no conflict, the embodiments and features in the embodiments may be combined with each other.
In this embodiment, a game countermeasure data processing method is provided, which is applied to a countermeasure server, as shown in fig. 1, and includes:
step 101, responding to a countermeasure registration request of a game character, and acquiring target countermeasure teams and registration configuration parameters corresponding to the game character, wherein the registration configuration parameters comprise one of current configuration parameters, historical countermeasure configuration parameters and recommended countermeasure configuration parameters of the game character;
in the embodiment of the present application, the countermeasure server is used to provide a computing service for the countermeasure activity, and the countermeasure server may be a physical device independent of other game servers, or may be integrated into other game servers. The combat attribute parameters of a game character may be specifically determined according to registration configuration parameters of the corresponding character. In a specific application scenario, the countermeasure activity of the game may be initiated through a form of registering by the player, and in response to a countermeasure registration request of each game character, the registration configuration parameter may be a current configuration parameter of the game character, that is, a parameter configured by the game character freely selecting equipment, weapons, fashion, etc., or a historical countermeasure configuration parameter of the game character, that is, a parameter configured by the game character saved in the historical countermeasure activity or used equipment, weapons, fashion, etc., or a configuration mode may be recommended to the player according to the equipment, weapons, fashion, etc. owned by the game character after the game character registers, and the recommended countermeasure configuration parameter is used as the registration configuration parameter after the player confirms the recommended configuration mode.
Optionally, the game characters include a plurality of game characters, and the plurality of game characters belong to at least one game server; in step 101, "obtaining the challenge team corresponding to the game character" may specifically include: determining a target antagonism team corresponding to the game role based on a game server where the game role is located and/or the antagonism registration team indicated by the antagonism registration request; and acquiring registration configuration parameters corresponding to the game roles from the game servers corresponding to the game roles. The game characters may be from the same game server or from different game servers, the game characters are specifically player characters expected to participate in the countermeasure activity, the registration configuration parameters may be specifically read from the game server corresponding to the game characters, the target countermeasure team may be a registration team freely selected by the player during registration, or the target countermeasure team may be determined according to the server to which the game characters belong, that is, the game characters on each server correspond to the same countermeasure team.
102, extracting a combat attribute parameter corresponding to the game role from the entry configuration parameter, wherein the combat attribute parameter comprises at least one of a survival attribute parameter, an output attribute parameter and a treatment attribute parameter corresponding to the game role;
In the above embodiment, the combat attribute parameter corresponding to each game character is obtained from the registration configuration parameter of the player, and the combat attribute parameter may specifically be a parameter corresponding to a "combat" related attribute, for example, a survival attribute parameter (blood volume value, defense value, injury-free value, etc.) of the game character, an output attribute parameter (parameters such as internal work, external work attack, attribute attack, etc.), a treatment attribute parameter, etc.
Step 103, calculating the fight force of the game role and the sum of the fight forces of the target fight team after the game role is to be allocated to the target fight team according to the fight force attribute parameters;
and 104, if the combat summation is smaller than a preset combat threshold, dividing the game role into the target combat teams, creating combat information of the game role, and sending the combat information to game clients corresponding to the game role, wherein the combat information comprises the combat information of the target combat teams in a preset combat map, and the preset combat threshold is used for restraining the combat summation upper limit of each combat team in combat activities.
Finally, according to the fight attribute parameters of each game role, respectively calculating the corresponding fight forces of each game role, specifically, a fight force scoring system can be established in advance based on each fight attribute contained in the game, and the fight attribute parameters of the game roles are input into the fight force scoring system to obtain the fight force of the game roles. And then calculates a sum of the combat forces of the opponent in a case where the game character is to be divided into the opponent. After the sum of the fighting forces of the fighting teams is obtained, the fighting server judges whether the game role can join the fighting teams according to a preset team fighting force threshold value, wherein if the sum of the fighting forces is smaller than the threshold value, the game role joins the fighting teams successfully, otherwise, the joining fails. Further, in the case that the game character joining the team is successful, the countermeasure information of the game character is created, and the countermeasure information is transmitted to the game client corresponding to the game character, wherein the countermeasure information includes the camp information of the countermeasure team in the preset countermeasure map so as to indicate the birth point position of the game character in the countermeasure activity.
According to the embodiment of the application, based on the fight force balance principle of the fight teams, the game roles are divided into a plurality of fight teams, the fight force sum of each game role in each divided fight teams is guaranteed to be balanced, the fight force sum of each fight teams is guaranteed to be the same or basically the same, and a plurality of fight force balance fight teams are obtained, so that in the fight activities, each game role can still keep the actual strength of each game role in the game, the players in each fight teams can keep higher enthusiasm to exert self value, and in the aspect of the whole teams, each team strength balance, the fight force is stronger, and different players can obtain better game experience.
The sum of the fighting forces of each of the opposing teams is the same, and after reaching the upper limit, the opposing team may not receive the registration any more, or may continue to receive the registration and dynamically adjust the fighter by the captain of the opposing team. Optionally, the method may further include: receiving play data from a captain character client corresponding to the target antagonism team, wherein the play data comprises a first player character allocated to the target antagonism team and/or a second player character registered but not allocated to the target antagonism team; deleting the first player character in the target combat team according to the combat data, and sending first combat adjustment data to a first player character client, wherein the first combat adjustment data is used for prompting the first player character to fail to join the target combat team; and/or adding the second player character to the target combat team according to the combat data, and sending second combat adjustment data to a second player character client, wherein the second combat adjustment data is used for prompting the second player character to successfully add to the target combat team.
In the above embodiment, the countermeasure server may send the registration status of the countermeasure team to the team leader role client of the team in real time, dynamically adjust the fighter by the team leader player, receive the fight data from the team leader role client, the fight data being used to delete any first team member role already classified in the target countermeasure team from the team, and/or add any second team member role already registered but not classified in the countermeasure team to the team, dynamically adjust the team member of the countermeasure team based on the received fight data, and generate the first fight adjustment data, the second fight adjustment data, and send the first fight adjustment data, the second fight adjustment data to the relevant team member role client to prompt that the team member role is deleted from the countermeasure team or that the addition of the countermeasure team is successful.
By applying the technical scheme of the embodiment, the combat attribute parameters of the game characters expected to participate in the countermeasure are obtained, combat attribute scoring is carried out on the game characters respectively to determine the combat forces of the game characters to be grouped, so that the game characters are to be distributed to corresponding countermeasure teams according to the combat force balance principle, whether actual distribution is carried out or not is judged according to the sum of the combat forces of the countermeasure teams after the distribution is to be performed, and after the game characters are determined to be distributed to the countermeasure teams, countermeasure information is sent to game clients corresponding to the game characters so as to indicate the camps of the game characters in a preset countermeasure map. Compared with the prior art, the method and the device for allocating the combat forces of the game characters have the advantages that the combat forces of the combat teams are to be allocated according to the combat forces of the game characters, so that the combat forces of the combat teams after actual allocation meet the preset threshold, the combat force sum of the combat teams is balanced, the game characters are divided into the combat teams balanced by the combat force sum, when different game characters participate in combat, the actual forces of the game characters can be reserved, the overall forces of the combat teams are balanced, the high combat force in the game is guaranteed, the game experience of each player is improved, loss of the player is further reduced, and the utilization rate of a game server is improved.
In any embodiment of the present application, optionally, step 104 may further include:
step 105, locking the combat attribute of the game character in the target combat team to the corresponding combat attribute parameter when the combat start condition is reached.
In the above embodiment, each combat attribute of the game character in the countermeasure activity is determined according to the entry configuration parameter provided by the player when the player registers, that is, the entry configuration parameter provided by the player when the player registers determines each combat attribute of the corresponding game character in the countermeasure activity, when the countermeasure starting condition is achieved and the game character enters the countermeasure battlefield, each combat attribute parameter will be locked, operations such as putting on and taking off equipment, weapons, changing fashion and the like of the game character in the countermeasure battlefield will not change the combat attribute of the game character in the countermeasure battlefield, and after division of the countermeasure team, the combat forces of each team in the countermeasure battlefield are kept balanced, which is helpful for improving the countermeasure and playability of the game.
In any embodiment of the present application, optionally, the preset countermeasure map includes a plurality of camps, each of the camps including a fixed home location and a corresponding contendable location; step 104 may further include:
Step 106, when the countermeasure starting condition is met, allocating the game characters in each countermeasure team to respective corresponding camps, wherein the fixed home position in the camps of any countermeasure team is the departure and/or revival position of each game character in the any countermeasure team, and the fixed home position and the contentable position of any countermeasure team are accompanied by the characteristic identification of any countermeasure team;
step 107, receiving the countermeasure data of the countermeasure team in the preset countermeasure map in real time, and dynamically changing the attribution right and the attached feature identifier corresponding to any contentable position based on the countermeasure data until the countermeasure ending condition is achieved, and determining a countermeasure result.
In the above embodiment, the preset countermeasure map matching with the number of the countermeasure teams is obtained, the campsite of a plurality of camps is provided in the map, each campsite of the camps includes a fixed home position and a contendable position, the fixed home position is generally one, the contendable position is generally plural, as shown in fig. 2, a chessboard map with two camps is provided, wherein the large dots in the figure represent the fixed home position, the small dots represent the contendable position, the home right of the fixed home position is fixed, and the home right of the contendable position is not fixed. When the countermeasure starting condition is met, for example, when the countermeasure starting time is reached, camps are allocated for each countermeasure team, the fixed home position in the camps of any one countermeasure team is used as the departure and reviving position of the game roles in the countermeasure team, and the fixed home position and the contentable position corresponding to each countermeasure team are attached with specific characteristic identifiers to indicate which team the position belongs to. After the countermeasure begins, the team begins to fight, the server receives the countermeasure data of the game roles in the team in the map in real time, and according to the pre-established change rule of the attribution right of the contendable position, the server combines the countermeasure data to judge whether the contendable position with changed attribution right exists, if so, the attribution right of the corresponding contendable position is changed, and the characteristic mark of the position is changed into the attribution mark, until the countermeasure ending condition is met, the countermeasure result is determined.
In any embodiment of the present application, optionally, the fixed home location of any camp communicates with at least one contendable location of the same camp, and any contendable location of any camp communicates with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and contendable locations of other camps. The "dynamically changing the ownership corresponding to any contendable location based on the countermeasure data" in step 107 may specifically include:
step 107-1 of changing the ownership of the first contendable location to the first post-change ownership team, wherein the first post-change ownership team is an opponent team occupying the first contendable location, when the opponent data indicates that the ownership of the first contendable location is changed and the first contendable location is communicated with at least one location where the first post-change ownership team has the ownership; and/or changing the attribution right of the second contendable position to another contended team corresponding to the communication position of the second contendable position when the contended data indicates that the second contendable position cannot communicate with the fixed attribution position of the contended team to which the second contendable position belongs.
In the above embodiment, as shown in fig. 2, the positions belonging to the same camping in the map may be mutually communicated, and the camping may be communicated through respective contentable positions, where fig. 2 is only an example, and the playing method of the chessboard may support N-N combat of any size, may be adjusted according to the scale of the number of people in practical use, and may also support a special-shaped mesh map of a non-chessboard square matrix, so as to derive battlefield playing methods adapting to different application scenarios, and only need to adjust the total value of battlefield and the topographic map, thereby greatly saving the workload of program planning and even artistic, and also reducing the understanding cost of players on new playing methods.
The attribution right of the competitive position may be changed under at least one condition that, when the opponent team occupies the competitive position belonging to another team adjacent to the own party occupied position, the attribution right of the position is changed as shown in fig. 3, the competitive position A, C belonging to the second team communicates with the competitive position of the first team, the first team occupies the competitive position A, C by means of a fight or the like, and the competitive position E belonging to the second team does not communicate with each of the competitive positions of the first team, the position is not occupied by the first team, and when a certain competitive position is no longer communicated with the own party fixed attribution position, the attribution right of the competitive position is changed to the attribution party of the corresponding communication position, as shown in fig. 3, if the first team occupies the position a, the communication position around the first position C of the second team is not belonging to the second party, the first team is changed to the attribution right, and if the first team occupies the second position is changed to the second position.
In any embodiment of the present application, optionally, determining the countermeasure result when the countermeasure end condition is achieved in step 107 may specifically include:
step 107-2, counting the number of contendable positions of which each of the fight teams has attribution when the fight ending time is reached, and sorting the fight teams according to the number of contendable positions, wherein the sorting is used as the fight result; or when a first countermeasure team has the attribution right of all the contentable positions in the preset countermeasure map, determining that the first countermeasure team obtains countermeasure win; or when the second countermeasure team has the attribution right of all the contendable positions in the preset countermeasure map and the preset winning duration is continued, determining that the second countermeasure team obtains the countermeasure win.
In the above embodiment, the condition for ending the challenge may specifically be that the challenge is reached or the challenge team loses the challenge ability, and in a specific application scenario, for example, the result of the challenge may specifically be determined according to the number of the contendable positions occupied by each of the challenge teams when the challenge is ended due to the arrival of the challenge ending time, the result of the challenge may specifically be determined according to the number of the contendable positions occupied by each of the challenge teams, or the result may be determined as a challenge failure due to the challenge team losing the challenge ability, specifically, when a certain team occupies all the contendable positions in the map, it may be determined that other teams lose the challenge ability, or when a certain team occupies all the contendable positions in the map and the state of the fight continues for a preset winning period, or when a certain team occupies a preset number of the contendable positions, it may be determined that the predetermined winning is successful.
In any embodiment of the present application, optionally, step 104 may further include:
step 108, receiving command data from a captain role client corresponding to the antagonism team when the antagonism starting condition is met, wherein the command data is used for indicating the antagonism action of any team member role;
and step 109, sending the command data to any player character client corresponding to the countermeasure team to prompt the any player character to fulfill the countermeasure behavior.
In the above embodiment, one or more team leader roles may be selected from game roles of each opponent team, where the team leader roles take command of the team, and when the opponent starts, the team leader roles may send command data to other team leader roles through the server, so as to guide the team leader roles to fulfill the opponent activities such as attack and running, and the embodiment of the present application provides a battlefield map capable of playing the opponent for a long time, each time the result of the opponent may be different, so that the game fun of the player is improved, players with different attributes and different battleforms can play different roles in the battlefield, such as the position where the opponent can take advantage of the opponent player through the progress bar, the player with stronger battlefield can take the attack, and the player with weaker battlefield can take the running bar, and each player plays own advantage under the command of the team leader, so as to complete the opponent together, and improve the game experience of the opponent player.
Further, as a specific implementation of the method of fig. 1, an embodiment of the present application provides a game countermeasure data processing apparatus, which is applied to a countermeasure server, as shown in fig. 4, and includes:
the system comprises an entry parameter acquisition module, an entry parameter selection module and an entry parameter selection module, wherein the entry parameter acquisition module is used for responding to an entry countering request of a game character and acquiring target countermeasures corresponding to the game character and entry configuration parameters, wherein the entry configuration parameters comprise one of current configuration parameters, historical countermeasures configuration parameters and recommended countermeasures configuration parameters of the game character;
the attribute parameter acquisition module is used for extracting combat attribute parameters corresponding to the game roles from the registration configuration parameters, wherein the combat attribute parameters comprise at least one of survival attribute parameters, output attribute parameters and treatment attribute parameters corresponding to the game roles;
a fight force calculation module for calculating the fight force of the game character and the fight force sum of the target fight team after the game character is to be distributed to the target fight team according to the fight force attribute parameter;
and the team dividing module is used for dividing the game role into the target countermeasure team if the sum of the battle forces is smaller than a preset team battle force threshold value, creating countermeasure information of the game role and sending the countermeasure information to a game client corresponding to the game role, wherein the countermeasure information comprises the battle land information of the target countermeasure team in a preset countermeasure map, and the preset team battle force threshold value is used for restraining the upper limit of the sum of the battle forces of the countermeasure teams in countermeasure activities.
Optionally, the game characters include a plurality of game characters, and the plurality of game characters belong to at least one game server; the registration parameter acquisition module is specifically configured to:
determining a target antagonism team corresponding to the game role based on a game server where the game role is located and/or the antagonism registration team indicated by the antagonism registration request;
and acquiring registration configuration parameters corresponding to the game roles from the game servers corresponding to the game roles.
Optionally, the apparatus further comprises:
and the attribute locking module is used for locking the fight attribute of the game character in the target fight team into the corresponding fight attribute parameter when the fight starting condition is met after the fight information is sent to the game client corresponding to the game character.
Optionally, the preset countermeasure map includes a plurality of camps, each of the camps including a fixed home location and its corresponding contentable location; the apparatus further comprises:
a camp allocation module, configured to allocate, after the challenge information is sent to the game client corresponding to the game character, the game character in each challenge team to a respective corresponding camp when a challenge start condition is met, where the fixed home position in the camp of any challenge team is a position at which each game character in the any challenge team starts and/or resumes, and the fixed home position and the contentable position of any challenge team are attached with a characteristic identifier of the any challenge team;
The countermeasure changing module is used for receiving the countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically changing the attribution right and the attached characteristic mark corresponding to any contentable position based on the countermeasure data, and determining a countermeasure result until a countermeasure ending condition is achieved.
Optionally, the fixed home location of any camp communicates with at least one contendable location of the same camp, and any contendable location of any camp communicates with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and contendable locations of other camps;
the countermeasure change module is specifically configured to:
when the countermeasures data indicates that the attribution right of a first contendable position is changed, and the first contendable position is communicated with at least one position where a first changed attribution team corresponding to the first contendable position has attribution right, changing the attribution right of the first contendable position to the first changed attribution team, wherein the first changed attribution team is the countermeasures team occupying the first contendable position; and/or the number of the groups of groups,
when the countermeasure data indicates that the second contendable location cannot communicate with the fixed home location of the countermeasure team to which the second contendable location belongs, changing the home right of the second contendable location to another countermeasure team corresponding to the communication location of the second contendable location.
Optionally, the countermeasure change module is specifically configured to:
counting the number of contendable positions of which each of the fight teams has attribution when the fight ending time is reached, and sorting the fight teams according to the number of contendable positions, wherein the sorting is used as the fight result; or,
determining that a first countermeasure team obtains a countermeasure win when the first countermeasure team has ownership of all contentable positions in the preset countermeasure map; or,
and when the second countermeasure team has the attribution right of all the contendable positions in the preset countermeasure map and the preset winning duration is continued, determining that the second countermeasure team obtains the countermeasure win.
Optionally, the apparatus further comprises:
the first scheduling module is used for receiving command data from a captain role client corresponding to the antagonism team when the antagonism starting condition is met after the antagonism information is sent to a game client corresponding to the game role, wherein the command data is used for indicating the antagonism action of any player role; and sending the command data to any player character client corresponding to the countermeasure team so as to prompt the any player character to fulfill the countermeasure behavior.
Optionally, the apparatus further comprises:
a second scheduling module, configured to receive, after the challenge information is sent to a game client corresponding to the game character, play data from a captain character client corresponding to the target challenge team, where the play data includes a first player character assigned to the target challenge team and/or a second player character that is registered but not assigned to the target challenge team;
deleting the first player character in the target combat team according to the combat data, and sending first combat adjustment data to a first player character client, wherein the first combat adjustment data is used for prompting the first player character to fail to join the target combat team; and/or the number of the groups of groups,
and adding the second player character into the target combat team according to the combat data, and sending second combat adjustment data to a second player character client, wherein the second combat adjustment data is used for prompting the second player character to succeed in adding the target combat team.
It should be noted that, for other corresponding descriptions of each functional unit related to the game countermeasure data processing apparatus provided in the embodiment of the present application, reference may be made to corresponding descriptions in the method of fig. 1, which are not repeated herein.
Based on the above method shown in fig. 1, correspondingly, the embodiment of the application further provides a storage medium, on which a computer program is stored, which when executed by a processor, implements the above game countermeasure data processing method shown in fig. 1.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.), and includes several instructions for causing a computer device (may be a personal computer, a server, or a network device, etc.) to perform the methods described in various implementation scenarios of the present application.
Based on the method shown in fig. 1 and the virtual device embodiment shown in fig. 4, in order to achieve the above object, the embodiment of the present application further provides a computer device, which may specifically be a personal computer, a server, a network device, etc., where the computer device includes a storage medium and a processor; a storage medium storing a computer program; a processor for executing a computer program to implement the above-described game countermeasure data processing method as shown in fig. 1.
Optionally, the computer device may also include a user interface, a network interface, a camera, radio Frequency (RF) circuitry, sensors, audio circuitry, WI-FI modules, and the like. The user interface may include a Display screen (Display), an input unit such as a Keyboard (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., bluetooth interface, WI-FI interface), etc.
It will be appreciated by those skilled in the art that the architecture of a computer device provided in the present embodiment is not limited to the computer device, and may include more or fewer components, or may combine certain components, or may be arranged in different components.
The storage medium may also include an operating system, a network communication module. An operating system is a program that manages and saves computer device hardware and software resources, supporting the execution of information handling programs and other software and/or programs. The network communication module is used for realizing communication among all components in the storage medium and communication with other hardware and software in the entity equipment.
Through the description of the above embodiments, it is clear to those skilled in the art that the present application may be implemented by adding necessary general hardware platform to software, or may be implemented by hardware to obtain combat attribute parameters of game characters expected to participate in the countermeasure, and score combat attributes of the game characters respectively to determine combat forces of the game characters to be grouped, so as to allocate the game characters to corresponding countermeasure teams according to combat force balance principles, determine whether to actually allocate the game characters to the countermeasure teams according to sum of combat forces of the countermeasure teams after the allocation, and send countermeasure information to game clients corresponding to the game characters after determining that the game characters are allocated to the countermeasure teams, so as to indicate camps of the game characters in a preset countermeasure map. Compared with the prior art, the method and the device for allocating the combat forces of the game characters have the advantages that the combat forces of the combat teams are to be allocated according to the combat forces of the game characters, so that the combat forces of the combat teams after actual allocation meet the preset threshold, the combat force sum of the combat teams is balanced, the game characters are divided into the combat teams balanced by the combat force sum, when different game characters participate in combat, the actual forces of the game characters can be reserved, the overall forces of the combat teams are balanced, the high combat force in the game is guaranteed, the game experience of each player is improved, loss of the player is further reduced, and the utilization rate of a game server is improved.
Those skilled in the art will appreciate that the drawings are merely schematic illustrations of one preferred implementation scenario, and that the modules or flows in the drawings are not necessarily required to practice the present application. Those skilled in the art will appreciate that modules in an apparatus in an implementation scenario may be distributed in an apparatus in an implementation scenario according to an implementation scenario description, or that corresponding changes may be located in one or more apparatuses different from the implementation scenario. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The foregoing application serial numbers are merely for description, and do not represent advantages or disadvantages of the implementation scenario. The foregoing disclosure is merely a few specific implementations of the present application, but the present application is not limited thereto and any variations that can be considered by a person skilled in the art shall fall within the protection scope of the present application.

Claims (9)

1. A game countermeasure data processing method, characterized by being applied to a countermeasure server, comprising:
responding to a countermeasures registration request of a game character, and acquiring target countermeasures team corresponding to the game character and registration configuration parameters, wherein the registration configuration parameters comprise one of current configuration parameters, historical countermeasures configuration parameters and recommended countermeasures configuration parameters of the game character;
Extracting combat attribute parameters corresponding to the game roles from the registration configuration parameters, wherein the combat attribute parameters comprise at least one of survival attribute parameters, output attribute parameters and treatment attribute parameters corresponding to the game roles;
calculating the fight force of the game character and the sum of the fight forces of the target fight team after the game character is to be distributed to the target fight team according to the fight attribute parameters;
if the combat summation is smaller than a preset combat threshold, dividing the game role into the target combat teams, creating combat information of the game role, and sending the combat information to game clients corresponding to the game role, wherein the combat information comprises camp information of the target combat teams in a preset combat map, the preset combat threshold is used for restraining the combat summation upper limit of each combat team in the combat activity, the preset combat map comprises a plurality of camps, and each camp comprises a fixed home position and a corresponding robable position;
when the countermeasure starting condition is met, allocating game characters in each countermeasure team into respective corresponding camps, wherein the fixed home position in the camps of any countermeasure team is the starting and/or reviving position of each game character in the any countermeasure team, the fixed home position and the contendable position of any countermeasure team are accompanied by the characteristic identification of any countermeasure team, the fixed home position of any camps is communicated with at least one contendable position of the same camps, and any contendable position of any camps is communicated with at least two of the fixed home position of the same camps, other contendable positions of the same camps and contendable positions of other camps;
Receiving the countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically changing the attribution right and the attached characteristic mark corresponding to any contentable position based on the countermeasure data until the countermeasure ending condition is achieved, and determining a countermeasure result, wherein the method comprises the following steps: when the countermeasures data indicates that the attribution right of a first contendable position is changed, and the first contendable position is communicated with at least one position where a first changed attribution team corresponding to the first contendable position has attribution right, changing the attribution right of the first contendable position to the first changed attribution team, wherein the first changed attribution team is the countermeasures team occupying the first contendable position; and/or changing the attribution right of the second contendable position to another contended team corresponding to the communication position of the second contendable position when the contended data indicates that the second contendable position cannot communicate with the fixed attribution position of the contended team to which the second contendable position belongs.
2. The method of claim 1, wherein the game character comprises a plurality of game characters belonging to at least one game server; the obtaining the target countermeasure team and the registration configuration parameters corresponding to the game role specifically comprises the following steps:
Determining a target antagonism team corresponding to the game role based on a game server where the game role is located and/or the antagonism registration team indicated by the antagonism registration request;
and acquiring registration configuration parameters corresponding to the game roles from the game servers corresponding to the game roles.
3. The method of claim 1, wherein after the transmitting the countermeasure information into a game client corresponding to the game character, the method further comprises:
when the countermeasure starting condition is fulfilled, the combat attribute of the game character in the target countermeasure team is locked to the corresponding combat attribute parameter.
4. The method according to claim 1, wherein the determining the countermeasure result when the countermeasure end condition is achieved comprises:
counting the number of contendable positions of which each of the fight teams has attribution when the fight ending time is reached, and sorting the fight teams according to the number of contendable positions, wherein the sorting is used as the fight result; or,
determining that a first countermeasure team obtains a countermeasure win when the first countermeasure team has ownership of all contentable positions in the preset countermeasure map; or,
And when the second countermeasure team has the attribution right of all the contendable positions in the preset countermeasure map and the preset winning duration is continued, determining that the second countermeasure team obtains the countermeasure win.
5. The method of claim 1, wherein after the transmitting the countermeasure information into a game client corresponding to the game character, the method further comprises:
when the countermeasure starting condition is met, receiving command data from a captain role client corresponding to the countermeasure team, wherein the command data is used for indicating countermeasure behaviors of any team member role;
and sending the command data to any player character client corresponding to the countermeasure team so as to prompt the any player character to fulfill the countermeasure behavior.
6. The method of claim 1, wherein after the transmitting the countermeasure information into a game client corresponding to the game character, the method further comprises:
receiving play data from a captain character client corresponding to the target antagonism team, wherein the play data comprises a first player character allocated to the target antagonism team and/or a second player character registered but not allocated to the target antagonism team;
Deleting the first player character in the target combat team according to the combat data, and sending first combat adjustment data to a first player character client, wherein the first combat adjustment data is used for prompting the first player character to fail to join the target combat team; and/or the number of the groups of groups,
and adding the second player character into the target combat team according to the combat data, and sending second combat adjustment data to a second player character client, wherein the second combat adjustment data is used for prompting the second player character to succeed in adding the target combat team.
7. A game countermeasure data processing apparatus, characterized by being applied to a countermeasure server, comprising:
the system comprises an entry parameter acquisition module, an entry parameter selection module and an entry parameter selection module, wherein the entry parameter acquisition module is used for responding to an entry countering request of a game character and acquiring target countermeasures corresponding to the game character and entry configuration parameters, wherein the entry configuration parameters comprise one of current configuration parameters, historical countermeasures configuration parameters and recommended countermeasures configuration parameters of the game character;
the attribute parameter acquisition module is used for extracting combat attribute parameters corresponding to the game roles from the registration configuration parameters, wherein the combat attribute parameters comprise at least one of survival attribute parameters, output attribute parameters and treatment attribute parameters corresponding to the game roles;
A combat-force calculation module, configured to calculate, according to the combat attribute parameter, a combat force of the game character and a combat-force sum of the target opponent after the game character is to be allocated to the target opponent;
a team dividing module, configured to divide the game role into the target countermeasure team if the sum of the battle forces is smaller than a preset team battle force threshold, create countermeasure information of the game role, and send the countermeasure information to a game client corresponding to the game role, where the countermeasure information includes camp information of the target countermeasure team in a preset countermeasure map, the preset team battle force threshold is used to restrict a sum of battle forces of the countermeasure teams in the countermeasure activity, the preset countermeasure map includes a plurality of camps, and each of the camps includes a fixed home position and a corresponding contendable position;
a camp allocation module for allocating game characters in each antagonism team to respective corresponding camps when the antagonism start condition is reached, wherein the fixed home position in the camps of any antagonism team is the position of departure and/or resumption of each game character in the any antagonism team, the fixed home position and the contendable position of any antagonism team are accompanied by the characteristic identification of any antagonism team, the fixed home position of any camps is communicated with at least one contendable position of the same camps, and any contendable position of any camps is communicated with at least two of the fixed home position of the same camps, other contendable positions of the same camps and contendable positions of other camps;
The countermeasure change module is configured to receive countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically change a attribution right and an attached feature identifier corresponding to any contentable position based on the countermeasure data, and determine a countermeasure result until a countermeasure ending condition is achieved, and includes: when the countermeasures data indicates that the attribution right of a first contendable position is changed, and the first contendable position is communicated with at least one position where a first changed attribution team corresponding to the first contendable position has attribution right, changing the attribution right of the first contendable position to the first changed attribution team, wherein the first changed attribution team is the countermeasures team occupying the first contendable position; and/or changing the attribution right of the second contendable position to another contended team corresponding to the communication position of the second contendable position when the contended data indicates that the second contendable position cannot communicate with the fixed attribution position of the contended team to which the second contendable position belongs.
8. A storage medium having stored thereon a computer program, which when executed by a processor, implements the method of any of claims 1 to 6.
9. A computer device comprising a storage medium, a processor and a computer program stored on the storage medium and executable on the processor, characterized in that the processor implements the method of any one of claims 1 to 6 when executing the computer program.
CN202110735337.7A 2021-06-30 2021-06-30 Game countermeasure data processing method and device, storage medium and computer equipment Active CN113368500B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110735337.7A CN113368500B (en) 2021-06-30 2021-06-30 Game countermeasure data processing method and device, storage medium and computer equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110735337.7A CN113368500B (en) 2021-06-30 2021-06-30 Game countermeasure data processing method and device, storage medium and computer equipment

Publications (2)

Publication Number Publication Date
CN113368500A CN113368500A (en) 2021-09-10
CN113368500B true CN113368500B (en) 2024-03-22

Family

ID=77580106

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110735337.7A Active CN113368500B (en) 2021-06-30 2021-06-30 Game countermeasure data processing method and device, storage medium and computer equipment

Country Status (1)

Country Link
CN (1) CN113368500B (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114697692A (en) * 2022-02-17 2022-07-01 北京达佳互联信息技术有限公司 Game live broadcast method, device, server and storage medium

Citations (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104063574A (en) * 2013-06-03 2014-09-24 腾讯科技(深圳)有限公司 Team battle matching method and server
JP5671740B1 (en) * 2014-05-30 2015-02-18 株式会社gloops GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, AND GAME PROGRAM RECORDING MEDIUM
CN104623898A (en) * 2014-12-19 2015-05-20 北京畅游天下网络技术有限公司 Method for entering game copy scene and game server
JP2015173977A (en) * 2014-03-12 2015-10-05 エヌエイチエヌ エンターテインメント コーポレーションNHN Entertainment Corporation game method and game system
CN108786116A (en) * 2018-04-24 2018-11-13 网易(杭州)网络有限公司 Team matching method, electronic equipment and storage medium in battle game
WO2020010986A1 (en) * 2018-07-13 2020-01-16 腾讯科技(深圳)有限公司 Method for displaying information in battle game, device, terminal, and storage medium
JP2020025841A (en) * 2018-08-10 2020-02-20 株式会社コロプラ Game program, method, and information processing device
CN111111196A (en) * 2019-12-16 2020-05-08 北京像素软件科技股份有限公司 Online role playing game competition method and device and electronic equipment
CN112587929A (en) * 2020-12-22 2021-04-02 上海完美时空软件有限公司 Game copy generation method, device and equipment
CN112717421A (en) * 2021-01-22 2021-04-30 腾讯科技(深圳)有限公司 Team matching method, team matching device, team matching terminal, team matching server and storage medium
CN112717401A (en) * 2021-01-21 2021-04-30 腾讯科技(深圳)有限公司 Control method, device, terminal and storage medium of virtual role

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8210925B2 (en) * 2009-05-26 2012-07-03 Microsoft Corporation Adjusting difficulty level of a multiplayer game

Patent Citations (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104063574A (en) * 2013-06-03 2014-09-24 腾讯科技(深圳)有限公司 Team battle matching method and server
JP2015173977A (en) * 2014-03-12 2015-10-05 エヌエイチエヌ エンターテインメント コーポレーションNHN Entertainment Corporation game method and game system
JP5671740B1 (en) * 2014-05-30 2015-02-18 株式会社gloops GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, AND GAME PROGRAM RECORDING MEDIUM
CN104623898A (en) * 2014-12-19 2015-05-20 北京畅游天下网络技术有限公司 Method for entering game copy scene and game server
CN108786116A (en) * 2018-04-24 2018-11-13 网易(杭州)网络有限公司 Team matching method, electronic equipment and storage medium in battle game
WO2020010986A1 (en) * 2018-07-13 2020-01-16 腾讯科技(深圳)有限公司 Method for displaying information in battle game, device, terminal, and storage medium
JP2020025841A (en) * 2018-08-10 2020-02-20 株式会社コロプラ Game program, method, and information processing device
CN111111196A (en) * 2019-12-16 2020-05-08 北京像素软件科技股份有限公司 Online role playing game competition method and device and electronic equipment
CN112587929A (en) * 2020-12-22 2021-04-02 上海完美时空软件有限公司 Game copy generation method, device and equipment
CN112717401A (en) * 2021-01-21 2021-04-30 腾讯科技(深圳)有限公司 Control method, device, terminal and storage medium of virtual role
CN112717421A (en) * 2021-01-22 2021-04-30 腾讯科技(深圳)有限公司 Team matching method, team matching device, team matching terminal, team matching server and storage medium

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
MUD时代:中国武侠网游的原点——以《北大侠客行》为例;郑保纯 等;苏州教育学院学报;20150425;全文 *

Also Published As

Publication number Publication date
CN113368500A (en) 2021-09-10

Similar Documents

Publication Publication Date Title
WO2022242022A1 (en) Virtual reward resource allocation method and apparatus, and electronic device, computer-readable storage medium and computer program product
US20160243449A1 (en) Information processing device and game program
US20170312629A1 (en) Video game control server, video game control apparatus, and video game control program product
CN104820542B (en) The display methods and equipment at mobile terminal game operation interface
US11998848B2 (en) Unlocking game content based on amounts of collaborative gameplay
US11857871B2 (en) Game control method, server device, game system, and computer-readable recording medium
CN112675548B (en) Matching method, device and equipment and readable storage medium
CN113368500B (en) Game countermeasure data processing method and device, storage medium and computer equipment
KR101529387B1 (en) Apparatus and method of providing multiplayer competition action game supporting dynamic switch of player characters
CN112121441A (en) Virtual object pairing method and device and storage medium
US20220370917A1 (en) Allocation method and apparatus for virtual reward resources, electronic device, computer-readable storage medium, and computer program product
US20100093439A1 (en) Interactive network game and methods thereof
US10765955B2 (en) Video game notifications for streaming games
JP2015160133A (en) Game program, control method, and information processing equipment
JP2014210078A (en) Game control system, server device and program
JP2015159901A (en) Game program, control method, and information processing equipment
JP2016034503A (en) Game program, control method, and information processing equipment
JP5377794B1 (en) GAME CONTROL SYSTEM, SERVER DEVICE, AND PROGRAM
JP5514940B1 (en) GAME CONTROL SYSTEM, SERVER DEVICE, PROGRAM, AND METHOD
JP2021045350A (en) Game program and game management device
KR20110100412A (en) Game system and method for creating dungeons owned by game users
JP2018001009A (en) Game program, control method, information processing device, control program, and terminal device
KR20130082650A (en) On-line game system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant