CN113633968A - Information display method and device in game, electronic equipment and storage medium - Google Patents

Information display method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN113633968A
CN113633968A CN202110919182.2A CN202110919182A CN113633968A CN 113633968 A CN113633968 A CN 113633968A CN 202110919182 A CN202110919182 A CN 202110919182A CN 113633968 A CN113633968 A CN 113633968A
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China
Prior art keywords
virtual
virtual object
controlled
playback
controlled virtual
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Pending
Application number
CN202110919182.2A
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Chinese (zh)
Inventor
许泽臣
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110919182.2A priority Critical patent/CN113633968A/en
Publication of CN113633968A publication Critical patent/CN113633968A/en
Pending legal-status Critical Current

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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
    • A63F13/50Controlling 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

The application provides an information display method and device in a game, electronic equipment and a storage medium, wherein the method comprises the following steps: controlling the first controlled virtual object to perform the virtual fight with the second controlled virtual object in the virtual scene; recording the state data of the war office and the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process; when the game state of the first controlled virtual object meets the condition, responding to a playback trigger instruction aiming at the virtual fight, and determining a playback time point aiming at the virtual fight; loading a playback virtual scene corresponding to the playback time point according to the tactical information data and the role state data of the virtual battle at the time corresponding to the playback time point; and controlling the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene. Through the application, the playback virtual scene can be displayed according to the requirements of the player, and the player can also participate in fighting again in the playback virtual scene.

Description

Information display method and device in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of electronic technologies, and in particular, to a method and an apparatus for displaying information in a game, an electronic device, and a storage medium.
Background
Death playback is a common function of many games, enabling players to view their own or other scenes of killing. There are several types of death playback available: one is a third person perspective, and scenes around the death of the player are directly played back at the third person perspective; the other is the second person named view, i.e. the process of replaying the death of the player (killed) in the killer's view.
In the short-distance battle games, the death playback at the second person perspective or the third person perspective has no great value, and the player cannot effectively find a method for avoiding the attack in the watching process and participate in the method, so that the experience degree is poor.
Disclosure of Invention
In view of the above, embodiments of the present disclosure provide at least an information display method in a game, an information display apparatus in a game, an electronic device and a computer-readable storage medium, which are intended to provide a replay manner for a player of a battle game to replay the battle in a death scene, so that the player can replay the battle in the same environment as the death scene, and seek to crack dead, evasive or killed game operations, thereby meeting the requirements of the player.
The application mainly comprises the following aspects:
in a first aspect, an information display method in a game is provided, where the game includes a virtual scene of a current virtual match and a first controlled virtual object located in the virtual scene, and the information display method includes: responding to a first fight control instruction, and controlling a first controlled virtual object to perform virtual fight with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different battles; recording the state data of the war office and the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process; after the virtual battle is finished, responding to a playback trigger instruction aiming at the virtual battle, and determining a playback time point aiming at the virtual battle; loading a playback virtual scene corresponding to the playback time point according to the tactical state data and the role state data of the virtual battle at the time corresponding to the playback time point; and responding to the second fight control instruction, and controlling the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene.
In one possible embodiment, the fighting behavior of the second controlled virtual object in the playback virtual scene can be predicted according to the historical operating behavior of the second virtual object.
In one possible implementation, the method may further include: recording the operation behavior and the corresponding operation timestamp of a second controlled virtual object in the virtual battle, wherein after the playback virtual scene corresponding to the playback time point is loaded, the method further comprises the following steps: controlling a second controlled virtual object to fight with the recorded operation behavior from the playback time point according to the recorded operation timestamp in the playback virtual scene; and controlling the second controlled virtual object to fight in the playback virtual scene by the predicted fighting behavior in response to detecting that the operation behavior of the first controlled virtual object and/or the second controlled virtual object in the playback virtual scene meets the conversion condition.
In a possible embodiment, the transition condition may comprise at least one of: one of the first and second controlled virtual objects applies an attack behavior to the other of the first and second controlled virtual objects; the operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation recording time point corresponding to the release moment of the attack behavior; the attack behavior applied by the second controlled virtual object to the first controlled virtual object does not change the character state data of the first controlled virtual object.
In one possible embodiment, the first controlled virtual object has a first character attribute, and may further include: recording and controlling the operation behavior of a first controlled virtual object in the virtual fight at this time according to a first role attribute; and uploading the recorded operation behaviors to a server for storage, wherein the server stores attribute information of a controller for controlling the controlled virtual object and the operation behaviors of the controlled virtual object controlled by the controller under different role attributes.
In one possible embodiment, the second controlled virtual object has a second character attribute, wherein the fighting behavior of the second controlled virtual object in the playback virtual scene can be predicted by: determining attribute information of a target controller controlling the second controlled virtual object; sending an information request carrying the attribute information of the target control party to a server; the target controller receiving server feedback in response to the information request from the server controls the historical operation behavior of the second controlled virtual object under the second role attribute; and predicting the fighting behavior of the second controlled virtual object in the playback virtual scene according to the historical operation behavior of the target controller controlling the second controlled virtual object under the second role attribute.
In one possible embodiment, the state data of the tactical office of the virtual battle of this time and the state data of the role of each of the first virtual object and the second virtual object may be stored locally in the terminal device.
In one possible implementation manner, the step of determining the playback time point for the current virtual match in response to the playback trigger instruction for the current virtual match may include: responding to a playback trigger instruction aiming at the virtual battle, and displaying at least one candidate time point, wherein the at least one candidate time point can comprise a time point corresponding to a first preset time before the first controlled virtual object bears the last attack behavior and a time point corresponding to a second preset time after the first controlled virtual object enters the virtual battle, and the last attack behavior refers to the attack behavior which enables the game state of the first controlled virtual object to be changed from a survival state to a death state; in response to selection of any one of the at least one candidate time points, determining the selected candidate time point as a playback time point.
In a possible implementation manner, the playback time point may be a time point corresponding to a first predetermined time before the first controlled virtual object is subjected to the last attack behavior, and the playback virtual scene corresponding to the playback time point may be loaded by: displaying a prompt indicating that playback of the virtual scene is to be entered; loading a playback virtual scene corresponding to the playback time point in response to a condition indicated in the cue information being satisfied.
In a second aspect, an information display device in a game, the game including a virtual scene of a current virtual match and a first controlled virtual object located in the virtual scene, the information display device includes: the first control module responds to a first fight control instruction and controls a first controlled virtual object to perform virtual fight with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different battles; the data recording module is used for recording the state data of the tactical office and the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process; the playback triggering module responds to a playback triggering instruction for the virtual battle after the virtual battle is finished, and determines a playback time point for the virtual battle; the scene loading module loads a playback virtual scene corresponding to the playback time point according to the tactical status data and the role status data of the virtual battle at the time corresponding to the playback time point; and the second control module responds to a second fight control instruction and controls the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene.
In a third aspect, an electronic device is provided, including: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the memory communicate with each other through the bus, and when the processor runs, the machine-readable instructions perform the steps of the method for displaying information in a game in any one of the possible embodiments of the first aspect or the first aspect.
In a fourth aspect, a computer-readable storage medium is provided, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the method for displaying information in a game according to the first aspect or any one of the possible implementation manners of the first aspect.
The information display method, the device, the electronic equipment and the storage medium in the game provided by the embodiment of the application can determine the playback time point of the virtual battle by responding to the playback trigger instruction after the playback function is started and the player is killed in the virtual battle, reload the playback virtual scene corresponding to the playback time point according to the prestored combat situation state data of the virtual battle, the character state data of the virtual object and the like, and the player can control the first controlled virtual object controlled before killing to fight with other players again in the playback virtual scene corresponding to the playback time point in the virtual battle, so as to find the game operation method for avoiding killing or even killing, so that the player can play back and participate in the experience game in the scene, the requirements of game players are met.
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 the 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 presentation method in a game according to an embodiment of the present disclosure;
FIG. 2 is a flowchart illustrating steps provided by an embodiment of the present application for controlling engagement behavior of a second controlled virtual object in a playback virtual scene;
FIG. 3 is a schematic structural diagram of an information display device in a game according to an embodiment of the present disclosure;
fig. 4 shows a schematic structural diagram of an electronic device provided in an embodiment of the present application.
Detailed Description
In order to make the objects, 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 is obvious that the described embodiments are only a part of the embodiments of the present application, and not all 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. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.
It should be understood that in the embodiments of the present application, "at least one" means one or more, "a plurality" means two or more. "and/or" is merely an association describing an associated object, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. "comprises A, B and/or C" means that it comprises any 1 or any 2 or 3 of the three A, B, C.
It should be understood that in the embodiment of the present application, "B corresponding to a", "a corresponds to B", or "B corresponds to a" means that B is associated with a, and B can be determined according to a. Determining B from a does not mean determining B from a alone, but may be determined from a and/or other information.
To enable those skilled in the art to utilize the present disclosure, the following embodiments are presented in conjunction with a particular application scenario, "game playback," for which it would be apparent to those skilled 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 application.
It is noted that before the present application, death playback was a common feature of many games, enabling users to view their own or other players' killing scenarios. There are several types of death playback available: one is a third person perspective, and scenes around the death of the player are directly played back at the third person perspective; the other is the second person named view, i.e. the process of replaying the death of the player (killed) in the killer's view.
In the close-distance battle games, the death playback of the second person perspective view or the third person perspective view has no great value, and the player cannot quickly and effectively find a method for avoiding attacks and even counterattacks in the watching process, and cannot participate in the method, so that the player needs to be provided with a chance of operating the game facing the death scene again to seek the game operation for breaking the death scene.
In view of the foregoing problems, embodiments of the present application provide an information display method in a game, an information display apparatus in a game, an electronic device, and a computer-readable storage medium, so as to implement at least one of the following: the replay virtual scene for fighting again in the death scene is provided, so that the player can fight again in the game environment the same as the death scene of the virtual fighting at this time, the player is helped to seek to crack dead, evaded or killed game operation, and the requirements of the user are met.
For the convenience of understanding the present application, the following detailed description is provided on an information display method, an information display apparatus, an electronic device, and a storage medium in a game according to embodiments of the present application.
Referring to fig. 1, a flowchart of an information displaying method in a game provided by an embodiment of the present application is shown, where the game includes a virtual scene of a virtual match and a first controlled virtual object located in the virtual scene, and specifically, the information displaying method includes:
step S101: and responding to the first fight control instruction, and controlling the first controlled virtual object to perform the virtual fight with the second controlled virtual object in the virtual scene. Here, the first controlled virtual object and the second controlled virtual object belong to different camps.
Step S102: and recording the state data of the war office and the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process.
Step S103: and after the virtual battle is finished, responding to a playback trigger instruction aiming at the virtual battle, and determining a playback time point aiming at the virtual battle.
Step S104: and loading the playback virtual scene corresponding to the playback time point according to the tactical information and the role state data of the virtual battle at the time corresponding to the playback time point.
Step S105: and responding to the second fight control instruction, and controlling the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene.
First, the names referred to in the embodiments of the present application will be briefly described.
In the embodiment of the present application, a graphical user interface may be provided through the terminal device, and a virtual scene of the virtual battle is displayed in the provided graphical user interface, where:
the terminal equipment:
the terminal device related in the embodiment of the present application mainly refers to an intelligent device that is used for providing a virtual scene of the virtual battle, and can perform control operation on a controlled virtual object, and the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, portable computers, desktop computers, game machines, Personal Digital Assistants (PDAs), electronic book readers, MP4(Moving Picture Experts Group Audio Layer IV) players, and the like. The terminal device is installed and operated with an application program supporting a virtual scene of a game, such as an application program supporting a three-dimensional game scene. The application program may include, but is not limited to, any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a MOBA Game, a multi-player gunfight type survival Game, a Third-person Shooting Game (TPS). Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game program, or may be a network online application.
A graphical user interface:
the interface display format is used for human-computer communication, and allows a user to use an input device such as a mouse or a keyboard to manipulate icons, logos or menu options on a screen, and also allows the user to manipulate the icons or menu options on the screen by performing a touch operation on a touch screen of the touch terminal to select a command, start a program or perform other tasks. The graphical user interface displays the virtual scene of the virtual battle, and the graphical user interface of the first controlled virtual object killed in the virtual battle also displays a playback trigger control which can trigger the playback of the virtual battle. It should be appreciated that a playback trigger control may also be displayed in the graphical user interface of the attacker (i.e., the controlled virtual object that releases the killing operation) to trigger playback for the present virtual engagement.
Virtual scene:
is a virtual scene that an application program displays (or provides) when running on a terminal or a server, i.e., a scene used in the course of normally playing a game. That is to say, the virtual scene refers to a virtual game control that bears a virtual object during the game, and the virtual object can be subjected to an operation instruction issued by a user (i.e., a player) to the terminal device in the virtual scene to perform actions such as movement and skill release. Optionally, the virtual scene may be a simulation environment of the real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment may be sky, land, sea, and the like, wherein the land includes environmental elements such as a desert, a city, and the like. The virtual scene is a scene in which a user controls the complete game logic of the virtual object. Optionally, the virtual scene may also be used for virtual environment engagement between at least two virtual objects, in which virtual resources are available for use by the at least two virtual objects. Illustratively, the virtual scene may include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, and the like.
Virtual object:
refers to a controlled virtual object in a virtual environment, which may be a virtual character manipulated by a player, including but not limited to at least one of a virtual character, a virtual animal, and an animation character, and an uncontrolled virtual object, which may be a non-player-manipulated virtual character (NPC), and may also be a virtual object, referring to a static object in a virtual scene, for example, a virtual prop, a virtual task in a virtual scene, a location in a virtual environment, terrain, a house, a bridge, vegetation, and the like. Static objects are often not directly controlled by the player, but may behave accordingly in response to the interaction behavior (e.g., attack, tear down, etc.) of the virtual objects in the scene, such as: the virtual object may be demolished, picked up, dragged, built, etc. of the building. Alternatively, the virtual object may not respond to the interaction behavior of the virtual object, for example, the virtual object may also be a building, a door, a window, a plant, etc. in the virtual scene, but the virtual object cannot interact with the virtual object, for example, the virtual object cannot destroy or remove the window, etc. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each virtual character having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual role can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
For example, the terminal device may be a device having a touch screen, and in this case, the lens anchor point triggering operation may be a touch operation performed on the touch screen. However, the present application is not limited thereto, and the above-mentioned lens anchor triggering operation may also be an operation received through an external input device (e.g., a keyboard and/or a mouse) connected to the terminal device.
There may be a plurality of controlled virtual objects in the virtual scene, which are virtual characters manipulated by a player (i.e., characters controlled by the player through an input device), or Artificial Intelligence (AI) set in a virtual environment fight by training. Optionally, the controlled virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of the controlled virtual objects in the virtual scene match is preset, or is dynamically determined according to the number of the terminal devices joining the virtual match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the controlled virtual object to move in the virtual scene, for example, control the controlled virtual object to run, jump, crawl, etc., and can also control the controlled virtual object to fight with other controlled virtual objects using skills, virtual props, etc., provided by the application program.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal device or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game scene screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
An application scenario to which the present application is applicable is introduced. The method and the device can be applied to the technical field of games, and a plurality of players participating in the games join the same virtual battle together in the games.
Before entering the virtual match, the player can select different character attributes, such as identity attributes, for the controlled virtual objects in the virtual match, and determine different battles by allocating the different character attributes, so that the player wins the game match by executing tasks allocated by the game in different match stages of the virtual match, for example, a plurality of virtual objects with A character attributes are subjected to 'elimination' in the match stage to obtain the win of the game match. Here, when entering the virtual battle, a character attribute may be randomly assigned to each virtual character participating in the virtual battle.
An implementation environment provided in one embodiment of the present application may include: the game server comprises a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device communicate with the game server, respectively, to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the in-game information presentation method provided by the present application, and the game server is a server side for executing the in-game information presentation method provided by the present application. The first terminal device and the second terminal device are enabled to communicate with the game server respectively through the application program.
Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the virtual match according to a game request of the application program. The parameters of the virtual match may be determined according to parameters in the received game request, for example, the parameters of the virtual match may include the number of people participating in the virtual match, the level of the character participating in the virtual match, and the like. And when the first terminal equipment receives the response of the game server, displaying the virtual scene corresponding to the virtual battle through the graphical user interface of the first terminal equipment. In an optional implementation manner, the game server determines a current virtual match for the application program from a plurality of established virtual matches according to a game request of the application program, and when the first terminal device receives a response of the game server, displays a virtual scene corresponding to the current virtual match through a graphical user interface of the first terminal device. The first terminal device is a device controlled by a first user, the controlled virtual object displayed in the graphical user interface of the first terminal device is a player character (i.e. a first controlled virtual object) controlled by the first user, and the first user inputs an operation instruction through the graphical user interface to control the player character to execute corresponding operation in the virtual scene.
Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the application program. In an optional embodiment, the game server establishes the virtual match according to a game request of the application program. The parameters of the virtual match may be determined according to parameters in the received game request, for example, the parameters of the virtual match may include the number of people participating in the virtual match, the level of the character participating in the virtual match, and the like. And when the second terminal equipment receives the response of the game server, displaying the virtual scene corresponding to the virtual battle through the graphical user interface of the second terminal equipment. In an optional embodiment, the game server determines a current virtual match for the application program from a plurality of established virtual matches according to a game request of the application program, and when the second terminal device receives a response of the game server, displays a virtual scene corresponding to the current virtual match through a graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user, the controlled virtual object displayed in the graphical user interface of the second terminal device is a player character (i.e. a second controlled virtual object) controlled by the second user, and the second user inputs an operation instruction through the graphical user interface to control the player character to execute corresponding operation in the virtual scene.
The game server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render a corresponding virtual scene and/or a virtual object according to the synchronization data issued by the game server.
In the present embodiment, a first controlled virtual object controlled by a first terminal device and a second controlled virtual object controlled by a second terminal device are virtual objects in the same virtual match. The first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device may have the same role attribute or different role attributes, and the first controlled virtual object controlled by the first terminal device and the second controlled virtual object controlled by the second terminal device belong to different camps.
It should be noted that the controlled virtual objects in the current virtual match may include two or more virtual objects, and different controlled virtual objects may correspond to different terminal devices, that is, in the current virtual match, there are two or more terminal devices that respectively perform transmission and synchronization of game data with the game server.
The embodiment of the application provides an information display method in a game, which can provide a playback function in the game, after the playback function is started, when a user is killed in the virtual battle, a terminal device can respond to a playback trigger instruction to determine a playback time point for the virtual battle, and a playback virtual scene corresponding to the playback time point is reloaded according to prestored combat game state data of the virtual battle, role state data of controlled virtual objects and the like, so that the user can control a first controlled virtual object controlled before being killed again to fight with other players again in the playback virtual scene corresponding to the playback time point in the virtual battle, thereby finding a game operation method for avoiding being killed or even being killed, enabling the players to play back and participate in the experience game in the scene, to help improve the game level of the game player.
The above exemplary steps provided by the embodiments of the present application are described below by taking the application of the above method to a terminal device as an example.
In step S101, the first fighting control command may refer to a control command issued by the first user through the first terminal device, and the first controlled virtual object is controlled to fight with the second controlled virtual object in the virtual scene of the current virtual fighting in response to the first fighting control command. Here, the first fighting control instruction may refer to various instructions for manipulating the first controlled virtual object to fight, and for example, the first fighting control instruction may include, but is not limited to, at least one of: movement control instructions, prop picking instructions, skill release instructions, character state promotion instructions (such as increasing blood volume).
The virtual battle includes a virtual scene, a controllable first controlled virtual object and a controllable second controlled virtual object in the virtual scene. The first controlled virtual object is a virtual object controlled by a player using the first terminal device, the second controlled virtual object is a virtual object controlled by other players playing the game in the virtual battle, the first controlled virtual object belongs to a first battle, and the second controlled virtual object belongs to a second battle opposite to the first battle.
In step S102, during the progress of the current virtual match (i.e., from the start of the current virtual match to the end of the current virtual match), the bureau status data and the character status data of each controlled virtual object are recorded.
In the embodiment of the present application, the combat office status data may refer to parameters describing a combat scenario of the virtual battle, that is, may include all combat scenario factors and/or combat environment factors that can affect the combat, and may include at least one of the following items: map attribute, poison shortening time and poison shortening range.
The combat situation data is not changed along with the combat behaviors of the controlled virtual objects in the virtual combat, that is, the combat situation data of the virtual combat is consistent with the combat situation data in the playback virtual scene, a corresponding timestamp is recorded when the combat situation data of the virtual combat is recorded, the combat situation data is loaded from the playback time point according to the recorded timestamp when the playback virtual scene is subsequently loaded, so as to restore the virtual scene of the virtual combat during playback, and the combat situation data is not changed when the combat behaviors of the controlled virtual objects in the playback virtual scene are changed with the combat behaviors in the virtual combat (namely, the combat behaviors are inconsistent). That is, the battle behavior of the controlled virtual object in the playback virtual scene does not affect the battle office state data during the playback virtual scene advances with the playback time.
In the embodiment of the present application, the character state data may refer to parameters for characterizing the state attribute of the controlled virtual object controlled by the player, and may include, but is not limited to, at least one of the following items: the character attributes used by the controlled virtual object, the geographic location of the controlled virtual object in the game scene, the blood volume of the controlled virtual object, the equipment of the controlled virtual object, and the backpack supplies of the controlled virtual object.
In step S103, the game state of the first controlled virtual object may include, but is not limited to, a live state and a dead state, and in this embodiment, the condition that the game state of the first controlled virtual object satisfies may mean that the game state of the first controlled virtual object is in the dead state. For example, for an example in which the survival of a controlled virtual engagement is characterized by a blood volume, the game state of the first controlled virtual object may be determined to be in a dead state when the blood volume of the first controlled virtual object is zero.
That is, in the above example, the playback trigger instruction may be triggered when the first controlled virtual object is in the dead state, but the present application is not limited thereto, and the playback trigger instruction may be triggered after the current virtual match is completed.
Here, the player may complete the game rules in the current virtual scene by controlling the controlled virtual objects, the controlled virtual objects between different camps may compete, when all the controlled virtual objects in a certain camps are in a dead state, the battle of the certain camps is confirmed, at this time, the end of the current virtual battle is determined, or when the controlled virtual objects in a certain camps independently or jointly complete the game tasks arranged by the current virtual battle for the certain camps, the winning of the certain camps is confirmed, at this time, the end of the current virtual battle may also be determined.
For example, the playback triggering instruction may refer to a control instruction issued by the first user through the first terminal device to trigger playback for the current virtual battle. For example, after the game state of the first controlled virtual object is in a death state, the first terminal device may display a playback trigger control through the graphical user interface, and when the playback trigger control is triggered (e.g., clicked), the playback trigger control indicates that the first user wishes to perform playback for the current virtual match to re-participate in the current virtual match, at this time, a preparation interface for playing back the current virtual match may be loaded on the graphical user interface, and the playback time point may be determined according to an operation performed by the first user on the preparation interface.
In an alternative example, the playback time point for the current virtual battle may be determined by:
responding to a playback trigger instruction aiming at the virtual battle, displaying at least one candidate time point, responding to the selection of any candidate time point in the at least one candidate time point, and determining the selected candidate time point as a playback time point.
Here, the at least one candidate time point may be displayed in the graphical user interface, or the at least one candidate time point may be displayed in the preparation interface. For example, the at least one candidate time point may include, but is not limited to: the time point corresponding to the first preset time before the first controlled virtual object bears the last attack behavior and the time point corresponding to the second preset time after the first controlled virtual object enters the virtual battle. Here, the selected playback time points are different from each other, and the corresponding playback purposes are also different from each other, for example, the playback time point corresponding to the last attack behavior is selected to find a method for avoiding being killed, and the playback time point corresponding to the initial stage of the virtual battle is selected to contribute to training the overall battle thinking.
In the above example, the last attack behavior may refer to an attack behavior that causes the game state of the first controlled virtual object to change from the alive state to the dead state, and for example, the last attack behavior may be an attack behavior that is released by the second controlled virtual object to the first controlled virtual object for changing the game state of the first controlled virtual object from the alive state to the dead state.
In an optional embodiment, the duration of the first predetermined time may be less than the duration of the second predetermined time, that is, a shorter time before the first controlled virtual object is subjected to the last attack behavior is taken as the playback time point, because when the playback virtual scene is initially loaded, the tactical status data and the role status data of the playback virtual scene are consistent with the tactical status data and the role status data of the virtual battle at the time corresponding to the playback time point, and the closer the playback time point is selected to the release time of the last attack behavior, the higher the reduction degree of the last attack behavior in the playback virtual scene is, which is more helpful for the first user to find a method for breaking the last attack behavior.
This is described below by way of an example. Illustratively, after a first controlled virtual object is killed in the virtual battle, a game settlement interface is firstly displayed on the first terminal device through a graphical user interface by the first terminal device, a playback trigger control in the form of a button option is arranged on the game settlement interface, when a first user wishes to play back a game, the button option corresponding to the playback trigger control is clicked, the playback trigger control is triggered when the first terminal device receives the playback trigger control, at least one candidate time point is displayed through a preparation interface for playing back the virtual battle, the first user can select a proper time point according to own requirements, the first terminal device receives a selection operation triggered at any time point, and the selected time point is determined as a playback time point. The playback time point is used for determining a starting point of the playback virtual scene, the playback virtual scene at the starting point is a virtual scene corresponding to the playback time point in the current virtual match in which the first controlled virtual object just ends, that is, the starting scene of the playback virtual scene is the same as the tactical state data of the virtual scene corresponding to the playback time point in the current virtual match, and the controllable character state data of the first controlled virtual object and the controllable character state data of the second controlled virtual object are also the same as the respective character state data corresponding to the playback time point in the current virtual match.
For example, the playback time point here may be set to any one of the following items: the first click before the first controlled virtual object is killed, 15 seconds before the first controlled virtual object is killed, 30 seconds before the first controlled virtual object is killed, 1 minute before the first controlled virtual object is killed, and 5 minutes before the first controlled virtual object is killed.
That is, in step S104, after receiving the playback trigger instruction, the first terminal device obtains the selected playback time point, extracts the prestored tactical status data of the virtual battle of this time, the role status data of the first virtual object and the second virtual object, generates a playback virtual scene according to the extracted data, and loads the playback virtual scene in the graphical user interface, where an initial scene of the playback virtual scene is a scene corresponding to the playback time point in the virtual scene of the virtual battle of this time.
In step S105, the second engagement control command may refer to a control command issued by the first user through the first terminal device, and the first controlled virtual object is controlled to fight the second controlled virtual object in the playback virtual scene in response to the second engagement control command. Here, the second engagement control command may refer to various commands for manipulating the first controlled virtual object to engage, and may include, for example and without limitation, at least one of: a mobile control instruction, a prop picking instruction, a skill release instruction and a role state promotion instruction.
The method comprises the steps that a controllable first controlled virtual object is included in a playback virtual scene, the first controlled virtual object is a virtual object controlled by a player using a first terminal device, a second controlled virtual object in the playback virtual scene and a second controlled virtual object in the current virtual battle are the same virtual object, namely, the controlled virtual objects belong to the same battle, have the same skills and have the same character attributes, and at the initial moment of the playback virtual scene, the character state data of the second controlled virtual object in the two virtual scenes are the same, but the battle behavior of the second controlled virtual object in the playback virtual scene is no longer controlled by a second user through the second terminal device.
Through the information display method in the game in the embodiment of the application, the player can control the first controlled virtual object to fight with the second controlled virtual object in the loaded playback virtual scene again. The first controlled virtual object is combated in the playback virtual scene through a second fight control instruction sent by the player through the first terminal device, the second controlled virtual object is an artificial intelligent player, and fighting behaviors of the second controlled virtual object in the playback virtual scene can be obtained through prediction.
The player can find out a method for avoiding killing of other controlled virtual objects by fighting the death scene again in the playback virtual scene, and can also find out a method for killing other controlled virtual objects reversely, so that the winning of the game is facilitated. Namely, the information display method in the game can enable the player to play back and participate in the experience game in the presence, and improves the game experience of the game player.
In an alternative example, the engagement behavior of the second controlled virtual object in the playback virtual scene may be predicted from the historical operational behavior of the second virtual object.
For example, in the process of the current virtual match, the terminal devices corresponding to the controlled virtual objects participating in the current virtual match record the operation behaviors of the controlled virtual objects in the current virtual match, and upload the operation behaviors to the game server for storage.
That is, the game server stores therein an operation database including attribute information of a controller for manipulating a controlled virtual object and operation behaviors of the controlled virtual object manipulated by the controller under different character attributes.
The process of constructing the operation database is introduced by taking the example that the first terminal device records the operation behavior of the first controlled virtual object in the virtual battle.
For example, the first controlled virtual object has a first character attribute, and during the virtual match, the operation behavior of the first controlled virtual object in the virtual match is recorded and controlled in the first character attribute, and the recorded operation behavior is uploaded to the game server for storage. The above-mentioned controller for manipulating the controlled virtual object may refer to a user manipulating the controlled virtual object through the terminal device, and the attribute information of the controller may include, but is not limited to, at least one of: user name, user nickname, user ID, user identification, game account number.
That is to say, the terminal devices corresponding to the controlled virtual objects participating in the current virtual battle record the operation behaviors of the controlled virtual objects in the current virtual battle, so as to predict the operation habit of the controller for controlling the controlled virtual objects with a certain role attribute based on the recorded historical operation behaviors, and prepare for the subsequent prediction of the battle behaviors in the playback virtual scene. For example, the operational behavior may include at least one of: habitual continuous calling mode, habit of using blood volume prop, habit of using flying rope, condition of using power storage/vibration knife/general worker, restraining success rate and reaction speed.
For example, the player may start a playback game experience function in the game setting, and when the player starts the playback game experience function, data of the virtual match performed by the player at the first terminal device will be recorded and stored by the first terminal device. The data of the current virtual match recorded here may include the state data of the bureau of the current virtual match, the state data of the role of each controlled virtual object, the operation behavior of each controlled virtual object in the current virtual match and the corresponding operation timestamp, that is, the data of the current virtual match may be recorded in the form of a virtual match time axis here.
When the playback virtual scene is loaded in the graphical user interface, the tactical status data of the starting point of the playback virtual scene is ensured to be the same as the tactical status data corresponding to the playback time point recorded by the terminal equipment, and the starting position of each controlled virtual object is the same as the geographical position corresponding to the playback time point recorded by the terminal equipment, so that the virtual scene of the virtual battle is reproduced.
For example, the second controlled virtual object has the second character attribute in the virtual match, and the match behavior of the second controlled virtual object in the playback virtual scene can be predicted, for example, in the following manner:
determining attribute information of a target controller controlling the second controlled virtual object, sending an information request carrying the attribute information of the target controller to the server, receiving historical operation behaviors of the target controller controlling the second controlled virtual object under the second role attribute fed back by the server in response to the information request from the server, and predicting fighting behaviors of the second controlled virtual object in a playback virtual scene according to the historical operation behaviors of the target controller controlling the second controlled virtual object under the second role attribute. Here, various ways may be utilized to predict the fighting behavior of a virtual object in a playback virtual scene based on the historical operating behavior of the virtual object, which is not limited in this application.
For example, historical game data of each player in virtual battle for each different character attribute is stored in the server, the historical game data comprises operation behavior data, game situation data and the like, the operation habit characteristics of the player who operates the second controlled virtual object for the controlled virtual object with the second character attribute are extracted, and the operation behavior of the player using the controlled virtual object with the second character attribute can be predicted according to the operation habit characteristics.
It can be understood that, when a player operates controlled virtual objects with different character attributes to play a game battle, the continuous recruitment mode, the selection of a used weapon and the use mode of the weapon may be different, so that habit features need to be extracted for different character attributes, when prediction is performed through historical operation behaviors, a controller corresponding to a second controlled virtual object needs to extract operation habit features of operating the controlled virtual object with a second character attribute, and behavior prediction is performed according to the operation habit features, so that the second controlled virtual object is controlled to fight against a first controlled virtual object in a playback virtual scene through predicted fighting behaviors.
In the above example, the fighting behavior of the second controlled virtual object in the playback virtual scene is obtained through prediction, in a preferred embodiment of the present application, the second controlled virtual object may be controlled to fight the recorded operation behavior of the second controlled virtual object in the current virtual fighting at the beginning of entering the playback virtual scene, and when the conversion condition is satisfied, the second controlled virtual object may be controlled to fight the predicted fighting behavior in the playback virtual scene.
Referring to fig. 2, a flowchart of steps of controlling a fighting behavior of a second controlled virtual object in a playback virtual scene according to an embodiment of the present application is shown, where the fighting behavior of the second controlled virtual object in the playback virtual scene is controlled through the following steps:
step S201: and controlling the second controlled virtual object to fight with the recorded operation behavior from the playback time point according to the recorded operation time stamp in the playback virtual scene.
Step S202: and controlling the second controlled virtual object to fight in the playback virtual scene according to the predicted fighting behavior in response to detecting that the operation behavior of the first controlled virtual object and/or the second controlled virtual object in the playback virtual scene meets the conversion condition.
In step S201, the first terminal device obtains the operation behavior of the second controlled virtual object corresponding to the playback time point from the locally stored data of the current virtual combat, and controls the second virtual object to combat the recorded operation behavior of the second controlled virtual object in the current virtual combat when entering the playback virtual scene, so as to completely and truly restore the combat state of the current virtual combat at the time corresponding to the playback time point.
In step S202, after the player starts playing the game in the playback virtual scene, the first controlled virtual object and the second controlled virtual object compete in the playback virtual scene, where the first controlled virtual object is controlled by the first user through the first terminal device, and the initial action of the second controlled virtual object is the operation action of the second controlled virtual object at the moment corresponding to the playback time point in the current virtual battle, so as to ensure that the game playback battle played by the player is consistent with the game battle scene when being killed.
When the operation behavior of the first controlled virtual object and/or the second controlled virtual object in the playback virtual scene meets the conversion condition, the control mode for the second controlled virtual object needs to be changed, namely, the mode is switched from the mode of copying the operation behavior of the second controlled virtual object in the current virtual battle to the mode of predicting the fighting behavior of the second controlled virtual object.
Illustratively, the transition condition may include, but is not limited to, at least one of: one of the first and second controlled virtual objects applies an attack behavior to the other of the first and second controlled virtual objects; the operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation recording time point corresponding to the release moment of the attack behavior; the attack behavior applied by the second controlled virtual object to the first controlled virtual object does not change the character state data of the first controlled virtual object.
For example, the inconsistency of the operation behavior in the second case may include, but is not limited to, at least one of the following: the attack behavior applied by the first controlled virtual object to the second controlled virtual object does not occur at the corresponding moment in the current virtual fight, the first controlled virtual object blocks the attack behavior applied by the second controlled virtual object, and the first controlled virtual object does not block the attack behavior in the current virtual object.
In an optional example, the combat state data of the virtual combat at this time, and the role state data of the first virtual object and the second virtual object are stored in the local of the terminal device, so that when the playback virtual scene is loaded and the combat behavior of the second controlled virtual object is controlled at the initial stage of the playback virtual scene, the relevant data can be directly obtained from the local, data loading from the game server is not needed, and the loading speed of the playback virtual scene and the control efficiency of the second controlled virtual object are improved.
In an alternative example, for a case that the playback time point is a time point corresponding to a first predetermined time before the first controlled virtual object is subjected to the last attack behavior, the playback virtual scene corresponding to the playback time point may be loaded by: displaying a prompt indicating that playback of the virtual scene is to be entered; and loading the playback virtual scene corresponding to the playback time point in response to the condition indicated in the prompt message being satisfied.
Illustratively, a player plays a game playback experience after being killed in the virtual battle, when the playback time point is selected as the last click, the playback time point is generally close to the release time of the last attack, and at this time, when the playback virtual scene corresponding to the last attack is loaded through the graphical user interface, prompt information is displayed through the graphical user interface before the playback virtual scene is loaded, so that the player is informed that the player is about to start playing back the battle of the virtual scene, and the player is ready.
Illustratively, the prompt may be in the form of an animation that counts down, and the condition indicated in the prompt being satisfied may indicate the end of the counted down time.
Based on the same application concept, the embodiment of the present application further provides an information display apparatus 400 in a game corresponding to the method provided in the above embodiment, and since the principle of the apparatus in the embodiment of the present application to solve the problem is similar to the information display method in the game in the above embodiment of the present application, the implementation of the apparatus may refer to the implementation of the method, and repeated details are not repeated.
Referring to fig. 3, fig. 3 is a schematic structural diagram of an information display device in a game according to an embodiment of the present application. The game includes a virtual scene of the virtual battle and a first controlled virtual object in the virtual scene, as shown in fig. 3, the information display device 400 in the game includes:
the first control module 410, in response to the first fight control instruction, controls the first controlled virtual object to perform the virtual fight with the second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different camps;
the data recording module 420 records the state data of the tactical office, the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process;
the playback triggering module 430, after the virtual battle is finished, responds to a playback triggering instruction for the virtual battle, and determines a playback time point for the virtual battle;
the scene loading module 440 loads the playback virtual scene corresponding to the playback time point according to the tactical status data and the role status data of the virtual battle at this time corresponding to the playback time point;
the second control module 450 controls the first controlled virtual object to fight the second controlled virtual object in the playback virtual scene in response to the second fight control instruction.
In an alternative example, the engagement behavior of the second controlled virtual object in the playback virtual scene is predicted from the historical operating behavior of the second virtual object.
In an optional example, the information presentation apparatus further comprises:
the recording module is used for recording the operation behavior and the corresponding operation timestamp of the second controlled virtual object in the virtual battle;
the first playback control module is used for controlling the second controlled virtual object to fight with the recorded operation behavior from the playback time point according to the recorded operation timestamp in the playback virtual scene after the playback virtual scene corresponding to the playback time point is loaded;
and the detection module is used for controlling the second controlled virtual object to fight in the playback virtual scene by the predicted fighting behavior in response to detecting that the operation behavior of the first controlled virtual object and/or the second controlled virtual object in the playback virtual scene meets the conversion condition.
Wherein the transition condition comprises at least one of:
one of the first and second controlled virtual objects applies an attack behavior to the other of the first and second controlled virtual objects;
the operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation recording time point corresponding to the release moment of the attack behavior;
the attack behavior applied by the second controlled virtual object to the first controlled virtual object does not change the character state data of the first controlled virtual object.
In an alternative example, the first controlled virtual object has a first character attribute, and the information presentation apparatus further includes:
the first recording module is used for recording the operation behavior of the first controlled virtual object in the virtual battle with the first role attribute;
and the storage module is used for uploading the recorded operation behaviors to a server for storage, wherein the server stores attribute information of a controller for controlling the controlled virtual object and the operation behaviors of the controlled virtual object controlled by the controller under different role attributes.
In an alternative example, the second controlled virtual object has a second character attribute, and the information presentation apparatus further includes a prediction submodule for predicting a fighting behavior of the second controlled virtual object in the playback virtual scene by:
determining attribute information of a target controller controlling the second controlled virtual object;
sending an information request carrying the attribute information of the target control party to a server;
receiving historical operation behaviors of a target controller which is fed back by the server in response to the information request from the server and controls the second controlled virtual object under the second role attribute;
and predicting the fighting behavior of the second controlled virtual object in the playback virtual scene according to the historical operation behavior of the target controller controlling the second controlled virtual object under the second role attribute.
In an optional example, the combat state data of the virtual battle, and the role state data of each of the first virtual object and the second virtual object are stored locally in the terminal device.
In an optional example, the playback triggering module specifically includes:
the first response module is used for responding to a playback trigger instruction aiming at the virtual battle, and displaying at least one candidate time point, wherein the at least one candidate time point comprises a time point corresponding to a first preset time before the first controlled virtual object bears the last attack behavior and a time point corresponding to a second preset time after the first controlled virtual object enters the virtual battle, and the last attack behavior refers to the attack behavior which enables the game state of the first controlled virtual object to be changed from a survival state to a death state;
a second response module for determining, in response to a selection of any one of the at least one candidate time point, the selected candidate time point as a playback time point.
In an optional example, the playback time point is a time point corresponding to a first predetermined time before the first controlled virtual object is subjected to the last attack behavior, and the first response module is further configured to: loading a playback virtual scene corresponding to a playback time point by:
displaying a prompt indicating that playback of the virtual scene is to be entered;
and loading the playback virtual scene corresponding to the playback time point in response to the condition indicated in the prompt message being satisfied.
Referring to fig. 4, fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 4, electronic device 800 includes a processor 810, a memory 820, and a bus 830.
The memory 820 stores machine-readable instructions executable by the processor 810, when the electronic device 800 runs, the processor 810 communicates with the memory 820 through the bus 830, and when the machine-readable instructions are executed by the processor 810, the steps of the information display method in the game in any of the embodiments described above may be executed.
The embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the storage medium, and when the computer program is executed by a processor, the steps of the information display method in the game in any of the above embodiments may be executed.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units 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 software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable memory executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a memory, and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned memory comprises: 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.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to 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 (12)

1. An information display method in a game is characterized in that the game comprises a virtual scene of a current virtual match and a first controlled virtual object positioned in the virtual scene, and the information display method comprises the following steps:
responding to a first fight control instruction, and controlling a first controlled virtual object to perform virtual fight with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different battles;
recording the state data of the war office and the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process;
when the game state of the first controlled virtual object meets the condition, responding to a playback trigger instruction aiming at the virtual fight, and determining a playback time point aiming at the virtual fight;
loading a playback virtual scene corresponding to the playback time point according to the tactical state data and the role state data of the virtual battle at the time corresponding to the playback time point;
and responding to the second fight control instruction, and controlling the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene.
2. The information presentation method of claim 1, wherein the engagement behavior of the second controlled virtual object in the playback virtual scene is predicted from the historical operating behavior of the second virtual object.
3. The information presentation method of claim 1, further comprising: recording the operation behavior and the corresponding operation timestamp of the second controlled virtual object in the virtual battle of the time,
after the playback virtual scene corresponding to the playback time point is loaded, the method further comprises the following steps:
controlling a second controlled virtual object to fight with the recorded operation behavior from the playback time point according to the recorded operation timestamp in the playback virtual scene;
and controlling the second controlled virtual object to fight in the playback virtual scene by the predicted fighting behavior in response to detecting that the operation behavior of the first controlled virtual object and/or the second controlled virtual object in the playback virtual scene meets the conversion condition.
4. The information presentation method according to claim 3, wherein the transition condition comprises at least one of:
one of the first and second controlled virtual objects applies an attack behavior to the other of the first and second controlled virtual objects;
the operation behavior of at least one of the first controlled virtual object and the second controlled virtual object is inconsistent with the corresponding operation behavior recorded at the operation recording time point corresponding to the release moment of the attack behavior;
the attack behavior applied by the second controlled virtual object to the first controlled virtual object does not change the character state data of the first controlled virtual object.
5. The information presentation method of claim 2 or 3, wherein the first controlled virtual object has a first character attribute,
further comprising:
recording and controlling the operation behavior of a first controlled virtual object in the virtual fight at this time according to a first role attribute;
and uploading the recorded operation behaviors to a server for storage, wherein the server stores attribute information of a controller for controlling the controlled virtual object and the operation behaviors of the controlled virtual object controlled by the controller under different role attributes.
6. The information presentation method of claim 5, wherein the second controlled virtual object has a second role attribute,
wherein the fighting behavior of the second controlled virtual object in the playback virtual scene is predicted by:
determining attribute information of a target controller controlling the second controlled virtual object;
sending an information request carrying the attribute information of the target control party to a server;
the target controller receiving server feedback in response to the information request from the server controls the historical operation behavior of the second controlled virtual object under the second role attribute;
and predicting the fighting behavior of the second controlled virtual object in the playback virtual scene according to the historical operation behavior of the target controller controlling the second controlled virtual object under the second role attribute.
7. The information display method according to claim 1, wherein the state data of the bureau of war of the virtual battle, and the state data of the respective roles of the first virtual object and the second virtual object are stored locally in the terminal device.
8. The information display method according to claim 1, wherein the step of determining a playback time point for the current virtual match, in response to the playback trigger instruction for the current virtual match, comprises:
responding to a playback trigger instruction aiming at the virtual battle, and displaying at least one candidate time point, wherein the at least one candidate time point comprises a time point corresponding to a first preset time before the first controlled virtual object bears the last attack behavior and a time point corresponding to a second preset time after the first controlled virtual object enters the virtual battle, and the last attack behavior refers to the attack behavior which enables the game state of the first controlled virtual object to be changed from a survival state to a death state;
in response to selection of any one of the at least one candidate time points, determining the selected candidate time point as a playback time point.
9. The information presentation method according to claim 8, wherein the playback time point is a time point corresponding to a first predetermined time before the first controlled virtual object is subjected to the last attack behavior, and the playback virtual scene corresponding to the playback time point is loaded by:
displaying a prompt indicating that playback of the virtual scene is to be entered;
loading a playback virtual scene corresponding to the playback time point in response to a condition indicated in the cue information being satisfied.
10. An information display device in a game, wherein the game comprises a virtual scene of a current virtual match and a first controlled virtual object located in the virtual scene, the information display device comprises:
the first control module responds to a first fight control instruction and controls a first controlled virtual object to perform virtual fight with a second controlled virtual object in the virtual scene, wherein the first controlled virtual object and the second controlled virtual object belong to different battles;
the data recording module is used for recording the state data of the tactical office and the respective role state data of the first controlled virtual object and the second controlled virtual object in the virtual battle process;
the playback triggering module responds to a playback triggering instruction aiming at the virtual battle and determines a playback time point aiming at the virtual battle when the game state of the first controlled virtual object meets the condition;
the scene loading module loads a playback virtual scene corresponding to the playback time point according to the tactical status data and the role status data of the virtual battle at the time corresponding to the playback time point;
and the second control module responds to a second fight control instruction and controls the first controlled virtual object to fight with the second controlled virtual object in the playback virtual scene.
11. 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 running, the machine-readable instructions being executable by the processor to perform the steps of the in-game information presentation method according to any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that a computer program is stored on the computer-readable storage medium, which computer program, when being executed by a processor, performs the steps of the method for information presentation in a game according to any one of claims 1 to 9.
CN202110919182.2A 2021-08-11 2021-08-11 Information display method and device in game, electronic equipment and storage medium Pending CN113633968A (en)

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